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
I'd like to keep our harassment back for now and wear down the fighta-bombas with AA and psyker's.
I'd also like to support Sigurd with some psyker hero's to try to break Scalpchoppa's hoard faster so we can concentrate our forces when Headcrusher start's to siege.
 
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I think there's a flaw in how we handle dispelling, namely in that we try at all. Any dispelling attempt, no matter how successful, won't actually cancel the power. Even if you exceed the spell roll, the best you can achieve is diminishing the strength of the power, not completely dissipating it.

Instead of dispelling, I propose that we instead try counter-spelling. The difference between dispelling and counter-spelling is simple. Whereas dispelling is suppressing the enemy's spell, counter-spelling is attacking the enemy spell with a spell of your own.

"Dispel" a fireball and the fireball is there, it's just less powerful. Counter-spelling Is chucking a fireball at the enemy fireball. With dispelling, the enemy fireball does less damage to you, but it still does damage. With counter-spelling, your fireball explodes the enemy fireball before it hits you, completely negating any damage.

The reason I think we should stop dispelling and start counter-spelling is to reduce the damage we take from the enemy. If they fire a Kamehameha at us and roll a 200 while we roll a 300 for defence, we should fire our own Kamehameha to completely overpower it and do damage to them, instead of merely reduce the damage we take from the enemy Kamehameha by 50%.

EDIT: Look at it another way. Which is best in service to the Rule of Cool, countering a titanic glowing avatar of Gork by reducing its size by a third, or countering the avatar by making it fight a thermonuclear battle tiger?
 
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[X] Plan Counters
-[X] Counter Warboss Wildfang's Horde by your stealthy killers and an Iron Guard Army. - The only real threat in Warboss Wiildfang's Speed Freaks to your fortifications are its Big Meks, who may have exotic and dangerous technology. If you can assassinate them an army of regulars should be able to hold the horde off for an extended period.
--[X] Send Governor Rotbart here
-[X] Counter Warboss Warrippah's Horde by deploying armour - Your own armour should be able to deal with the armour heavy forces of Warboss Warrippah, particularly if Schwartz is in command.
--[X] Send General Schwartz here
-[X] Counter the minor warbosses by deploying eleven Guard Armies (out of 34) - A full Guard army should be able to defended even the upper city for an extended period of time.
-[X] Opportunistic - Deploy your air forces whenever there is a major opening, otherwise keep them back.
-[X] Harassment Option 1: Remain back
-[X] Mine Option 1: None
-[X] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
-[X] Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.

Ok, seems pretty straightforward. Stealth dudes to counter Wildfang. Rotbart isn't working any particular city at the moment, so might as well send him here for the time being to enhance the efforts to blunt this horde as much as possible until the Big Meks are taken care of. Send armor to deal with Warrippah, and put Schwartz on it - we want to save the Helltroopers for Headcrusha, after all, and the minor hordes can be taken care of by regular commanders and armies. Keeping the current air and harassment strategy, as well as the psyker actions.
 
[X] Plan Whittle Faster
-[X] Counter Warboss Wildfang's Horde by your stealthy killers and an Iron Guard Army. - The only real threat in Warboss Wiildfang's Speed Freaks to your fortifications are its Big Meks, who may have exotic and dangerous technology. If you can assassinate them an army of regulars should be able to hold the horde off for an extended period.
--[X] Send Governor Rotbart here
-[X] Counter Warboss Warrippah's Horde by deploying armour - Your own armour should be able to deal with the armour heavy forces of Warboss Warrippah, particularly if Schwartz is in command.
--[X] Send General Schwartz here
-[X] Counter the minor warbosses by deploying eleven Guard Armies (out of 34) - A full Guard army should be able to defended even the upper city for an extended period of time.
-[X] Opportunistic - Deploy your air forces whenever there is a major opening, otherwise keep them back.
-[X] Harassment Option 1: Remain back
-[X] Mine Option 1: None
-[X] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
-[X] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.

Same as Enjou but replaced fry and scry with Air Defence so that we take down more fighta's and give more opportunity's for our own air so that we can contend the sky's better next turn.
 
I think there's a flaw in how we handle dispelling, namely in that we try at all. Any dispelling attempt, no matter how successful, won't actually cancel the power. Even if you exceed the spell roll, the best you can achieve is diminishing the strength of the power, not completely dissipating it.

Instead of dispelling, I propose that we instead try counter-spelling. The difference between dispelling and counter-spelling is simple. Whereas dispelling is suppressing the enemy's spell, counter-spelling is attacking the enemy spell with a spell of your own.

"Dispel" a fireball and the fireball is there, it's just less powerful. Counter-spelling Is chucking a fireball at the enemy fireball. With dispelling, the enemy fireball does less damage to you, but it still does damage. With counter-spelling, your fireball explodes the enemy fireball before it hits you, completely negating any damage.

The reason I think we should stop dispelling and start counter-spelling is to reduce the damage we take from the enemy. If they fire a Kamehameha at us and roll a 200 while we roll a 300 for defence, we should fire our own Kamehameha to completely overpower it and do damage to them, instead of merely reduce the damage we take from the enemy Kamehameha by 50%.

EDIT: Look at it another way. Which is best in service to the Rule of Cool, countering a titanic glowing avatar of Gork by reducing its size by a third, or countering the avatar by making it fight a thermonuclear battle tiger?
I don't think trying to get in a slugging match with WAAAGGHHH is a good idea. We have a lot of Psykers, but Weirdboyz have a lot of raw power for all that they're unstable.
 
I don't think trying to get in a slugging match with WAAAGGHHH is a good idea. We have a lot of Psykers, but Weirdboyz have a lot of raw power for all that they're unstable.
Orks are also physically really strong which makes them dangerous in melee, but things like tech and skill allow us to bridge that gap fairly well. I reckon it'd be the same thing in wizard duels. I mean, I don't know how exactly greater skill at wizardry and better psyker tech could potentially defeat greater raw power, but it's probably possible.
 
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Khulbuldahr defence d100=87+378(defences)+258(martial)+50(AA)+5(psykers)=728
Psyker support isn't worth much here.
Better make them completely focus on bigger threats, such as Gargents.
Governor Rotbart- best general, good at wars of maneuver
Rotbart needs some love. And what's not to love about the feeling of wind in your hair, as you drive 200 miles an hour?
[] Counter Warboss Wildfang's Horde by your stealy killers and an Iron Guard Army. - The only real threat in Warboss Wiildfang's Speed Freaks to your fortifications are its Big Meks, who may have exotic and dangerous technology. If you can assassinate them an army of regulars should be able to hold the horde off for an extended period.
I wonder if fighting this maneuverable and flexible force counts as war of maneuver, in Rotbart's case?

Also, stealy killers- sad we didn't get Arathea. She'd fit perfectly here. :p
 
I see Rotbart's Martial bonus has been updated.

+189!?

Why does Rotbart have 51(54) anyhow?
 
Damn, the orks are getting absolutely slaughtered.

Although I feel like this guy might have a trump card that he's yet to deploy. I kinda want to be ready for that.
 
Damn, the orks are getting absolutely slaughtered.

Although I feel like this guy might have a trump card that he's yet to deploy. I kinda want to be ready for that.

The slaughter seems to be due to the lack of the +200 WAAGH bonus that was applied in the war on Mar Sara.

I don't know if this was an oversight, or more likely, a change in design where the +200 Waaagh is incorporated into unit traits. Kinda like how we no longer see our troops veterancy and skill modifiers anymore either.
 
@Durin a question:

1. The reason we don't have any bonus from the Black Crystal Chestplate like the other items is because we haven't analyzed it yet?
 
[X] Plan Counters

Also @Durin
1. Do the fleeing minor hordes free up the divisions we sent there for redeployment? Not needed for this turn but we will once the remaining minor hordes hit.

And wow this is lopsided casualties, I mean we have been able to deploy elite generals and troops to counter their major hordes since they are coming in waves but wow. Just need to whittle down their fighters a bit more, hopefully we get some opportunities this turn.
 
Or the two super combine to make an even bigger fire ball which does more damage.

Lets put this one on the investigation list.

Regardless aside from sudden Weirdboyz so far so good no?
I think that's how fire magic works in Naruto with the bigger fire absorbing the weaker one to do even more damage than if it was uncontested.
 
this is hilariously one-sided. I man if they had mobbed up more we'd be in trouble. But as is they are feeding bits of their army piecemeal into hard counters. I suspect ultimately the issue we will have with this mob is keeping head crusha from killing our heroes.
 
Although I feel like this guy might have a trump card that he's yet to deploy. I kinda want to be ready for that.
Well...he's an idiot so maybe...but, if he does then I expect it to be ineffective or used at the wrong time.

I don't know if this was an oversight, or more likely, a change in design where the +200 Waaagh is incorporated into unit traits. Kinda like how we no longer see our troops veterancy and skill modifiers anymore either.
We see it when we get down to smaller scale, at the level of abstraction we're currently at we don't see it.

1. The reason we don't have any bonus from the Black Crystal Chestplate like the other items is because we haven't analyzed it yet?
Research: Black Crystal Items (Breastplate)- Last year Headmaster Ridcully determined that each of the items of Black Crystal has its own unique property, though he was not able to determine what they are. He tells you it would most likely take a couple of years of study to determine exactly what the unique properties are but it would most likely be worth the time expended.

Time: 2 year
Chance of Success: Unknown (uses learning)

Cost: 355,000 thrones, 17,750 Material, 43 Advanced Material.
Reward: More information on Black Crystal Item selected

year two d100=93+31(learning and traits)=124: Success

Tamia spent two years examining the recently found Black Crystal Breastplate, which has resized so that it now fits you over your armour. She found that it is entirely defensive in nature, being both a set of seeming unbreakable armour that absorbs the vast majority of any force that hits it and projecting a field that makes the wearer and any other equipment he has significantly tougher.
It does do stuff, it just doesn't do anything as dramatic as the others. Its just really good armour that becomes relevant when it becomes relevant and provides a general boost.
 
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