The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
Not in the good way like you seem to be implying. I meant that even though Avernites are good, their starting stats in DH are still way beyond what they have any right to be. In my opinion, their stats should be somewhere between a Death World character and a Daemon World character.
It's mostly fault of DH wanting to make characters from all kinds of world equally viable which while sound move from game balance perspective doesn't make much sense fluff-wise. Of course character from death or military world will be a better acolyte than some Joe Average from civilised world #35678 or some random hive rat. This is particularly true for Avernus, since even in Age of Imperium we didn't have many traditional Death Worlder weaknesses such as poor education or low tech level.
 
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Okay, given the composition of Hedcrusha's forces, I imagine that they were originally a Waaagh!!! lead by Big Mek and that most of the bosses were also Meks.
Hedcrusha wandered in* and squished the warboss, then promptly forgot to purge the old lieutenants and put his own in place. After the first few lieutenants to actually try to advise, question or challenge him got squished out of hand the remainder instituted the policy of using cybernetically controlled orks to interact with him. They don't even seriously scheme against each other anymore, they're all too busy watching to see what he'll do next.

*By wandering off of the flaghulk of his previous Waaagh!!! while it was in the warp and crashing facefirst the one he currently rules.
 
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Not in the good way like you seem to be implying. I meant that even though Avernites are good, their starting stats in DH are still way beyond what they have any right to be. In my opinion, their stats should be somewhere between a Death World character and a Daemon World character.
It's mostly fault of DH wanting to make characters from all kinds of world equally viable which while sound move from game balance perspective doesn't make much sense fluff-wise. Of course character from death or military world will be a better acolyte than some Joe Average from civilised world #35678 or some random hive rat. This is particularly true for Avernus, since even in Age of Imperium we didn't have many traditional Death Worlder weaknesses such as low education or low tech level.
It also doesn't help that low level rogue trader characters are equal to mid to level DH characters unless you cross the rules over.
 
As such the Security Council advises that you attempt to assassinate Hedcrusha's lieutenants rather then going after the warlord himself, and if possible ensure that Hedcrusha escapes. A stupid enemy is a gift from the Emperor, especially when his sheer combat power makes him likely to rise to the top of any group of Orks he encounters.
May I suggest a psycher construct illusion pilot (or volunteer) to challenge Hedcrusha for his hat in a contest, and offer up his/her ship for it? Duel/rock-scissor-paper/drinking contest/dance off/head-butting/whatever? Said ship, if boarded by Headcrusha, will of course set course on automatic pilot towards the next group of orcs. Maybe even give Headcrusha an option between the orc groups we feel appropriate for him to go towards. The (small but FULL OF NOISY AND VISUALLY PLEASING low-tech DAKKA) must have ABSOLUTELY HUMONGOUS amounts of alcohol (or whatever Orcs like) on board. Lots of food. Lots of high-violence movies. Industrial Black Death Metal music. Not to mention being hardened wildly so it doesn't break en-route.
 
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Not Avernus.

I favour Valinor. Having the the fighting be somewhere we want destroyed for once is a massive bonus. If the WAAAGH! splashes onto neighbouring systems - and it's plenty big enough - we have no vital infrastructure on the other Valinor worlds, just field fortifications. It does mean we'll be fighting with only mobile forces but I think we can count on the demonworld to do its share of damage.
 
Valinor does nothing against their navy, and risks the stupid warboss being killed while increasing their veterancy. Seems a poor choice to me.
 
I'm tentatively leaning towards Svartalfheim, but I could easily be persuaded for pretty much anywhere but Muspelheim. The Migrant Cities and Vanaheim's colossal shipyard seem to be the things that would be the hardest to repair.

EDIT: I'm leaning Not Valinor. If they had better naval defenses I would say definitely, but as it stands letting the Orks gain veterancy (or worse, an Ork Daemonworld) seems to not be worth it.
 
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I agree with the plan for double heavy ambush and Vanaheim.

It is pitting Strenght X Strenght, but our qualitative edge should more than shine through, especially with the ambushes, and 500 battleship-equivalents is stupidly good.

In comparison, they will wreck the orbitals in any other world, and anywhere besides Avernus will be an absolute pain to deal with on the ground. Even on Avernus, hundreds of Ork Titans sounds like a terrifying prospect.

Not doing everything we can to beat them on the void will simply drag things out. Their fleet will still need to be dealt with, and then you've allowed them to bring their massive super-heavy reserves into a ground battle, and you are going to bleed disproportionally in finishing them.
 
It is pitting Strenght X Strenght, but our qualitative edge should more than shine through, especially with the ambushes, and 500 battleship-equivalents is stupidly good.

They should also have the equivalent amounts of lesser defense platforms as well. Plus large numbers of defense cruisers and monitors. Even before you take into account the fleets that would be there, Vanaheim's defenses are extremely formidable.

Plus this time Durin won't forget about our attack craft!
 
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But why would they have such an effect on Avernus? Everyone who lives on Avernus do so because they believe they have a duty to fight the Emperor's wars. Avernus' culture is built around making the populace not only tolerant of war, but making them see war as a good, virtuous, and above all natural thing for them to partake in.

Because they are still human. No matter what people are trained and how they are raised they are still human. IRL militaries switch out soldiers that have been serving for a while. Even Avernites need serious health care which required years of heavy investment because many suffered from depression.

You are making the mistake of treating Avernites as a whole like machines who can go on forever and have no limits instead of human beings who do have limits. That's the inconsidirate crap that the old Imperium was known for. Boasting about humanity but treating their people like tools and machines(looking at you AdMech).

No matter how much spiel you shout about Avernites being made for war it will not change the fact that they are humans humans have limits.

It's also pretty moronic to ignore that the QM outright said that war fatigue would have negative consequences if Avernus suffers to many serious wars too often.
 
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like tools and machines(looking at you AdMech).
Actually its the governors who are the worst ones in my eyes. In many ways the admech treats their workers better because of their cold logical approach to this kind of stuff, at the very least they ensure that all their menials get three nutrition packs that equates to three full meals and they don't go out of their way to be jackasses. Its not great you're still likely to die from pollutants ect. but the Admech trains them so they can operate their machinery or build things at the best rate possible and with a minimum of safety, they have rigid working hours to ensure maximum productivity and if you are skilled there are much higher chances of rising to in their work places potentially even into the admech itself.

While it isn't universal the governors of Imperial worlds especially the noble ones tend to be utterly awful, which in many ways is by design.
 
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I'd prefer medium ambushes over heavy, but that's a mild preference—my thought is that the heavier craft involved involved would get better exhange ratios fighting with the void defenses, but the heavier harassment does also reduce the odds of there being enough ships for them to be able to bull-rush through our defenses.

The way I see it, our best bets are then to direct them towards Vanaheim, Svartalfheim, or ourselves. Svartalfheim is least likely to cause problems on the ground, allowing us to whittle away at the void forces over a longer period of time with better exhange ratios. Vanaheim we'd need to stop them cold, with the potentially higher losses that would entail, but the setup there is absolutely amazingly beneficial for doing that, with an extra 500 battleship-tier combatants on top of the mobile fleet and other static defenses. We're the happy medium, with the main downsides being the war fatigue building up and the fact that any Trust forces on the ground are going to face a high attrition rate from wildlife alone.
 
possibly result in an Ork deamonworld
everything is grammatically correct
Not if its come from Durins spell checker.
...if he consistently takes on bluffs...then couldent we reverse-bluff him into attacking into additional ambushs?....we probly could I'm thinking.
Don't get into a game of I know you know I know with an Orc. The only way it ends is with us looking like idiots.
 
You know, given his name and how stupid he is, I wonder if Hedcrusha got his name by having his head crushed but killing his enemy ANYWAYS.

So he's literally brain-damaged.
 
[X] Plan Three Options
-[X] In all the below options, use maximum ambushes. Admiral Sarnow is the best at this, and when combined with Divination and the enemy's stupidity this option is better than it normally would be.
-[X] Option 1: Void War, Vanaheim
--[X] Use Vanaheim's superior defences along with the Trust's various fleets to defeat the enemy in the void. Will keep the war on the shorter end most likely, provided victory is attained. Ork fleet will be mainly commanded by the stupid warboss, allowing the Trust to maximize its advantage in command, and allows liberal use of diviners. Fleet casualties will likely be highest with this option.
-[X] Option 2: Ground War, Svartalfheim
--[X] Svartalfheim possesses a large number of cities with heavy fortifications, and the stupid Warboss could be tempted to split his forces inefficiently, though lesser warbands will likely be beter commanded. Enemy fleet will have to be dealt with gradually, with little damage being done due to weaker orbital defences. Ground casualties will be highest with this option.
-[X] Option 3: Middle Ground, Avernus
--[X] Decent orbital defenses coupled with strong ground defenses and militia splits the difference between the above options. Smaller number of cities than Svartalfheim, but more hives. Wildlife may be helpful, and could present opportunities to divert Ork forces into foolish moves. Planet may react if the Orks are perceived as a threat, though that can't be guaranteed nor should it be made the case intentionally. Fleet and ground casualties split.

These are the three best options, IMO.
 
[X] Plan Three Options

Since Valinor is out of the running I think these are the best three choices out of our core worlds.
Also do we need to specify whether to put Avernus up as a potential target or to stay neutral in this vote?
 
[X] Plan Three Options
-[X] In all the below options, use maximum ambushes. Admiral Sarnow is the best at this, and when combined with Divination and the enemy's stupidity this option is better than it normally would be.
-[X] Option 1: Void War, Vanaheim
--[X] Use Vanaheim's superior defences along with the Trust's various fleets to defeat the enemy in the void. Will keep the war on the shorter end most likely, provided victory is attained. Ork fleet will be mainly commanded by the stupid warboss, allowing the Trust to maximize its advantage in command, and allows liberal use of diviners. Fleet casualties will likely be highest with this option.
-[X] Option 2: Ground War, Svartalfheim
--[X] Svartalfheim possesses a large number of cities with heavy fortifications, and the stupid Warboss could be tempted to split his forces inefficiently, though lesser warbands will likely be beter commanded. Enemy fleet will have to be dealt with gradually, with little damage being done due to weaker orbital defences. Ground casualties will be highest with this option.
-[X] Option 3: Middle Ground, Avernus
--[X] Decent orbital defenses coupled with strong ground defenses and militia splits the difference between the above options. Smaller number of cities than Svartalfheim, but more hives. Wildlife may be helpful, and could present opportunities to divert Ork forces into foolish moves. Planet may react if the Orks are perceived as a threat, though that can't be guaranteed nor should it be made the case intentionally. Fleet and ground casualties split.

These are the three best options, IMO.
One thing I want to recommend is using our divination and prep time to move around minefields into his path. Vanaheim for example probably has a ton of mines that we can borrow if we're certain that we won't end up there.
 
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