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
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.
That's what I was wondering about. It seemed likely an oversight that should have hurt us a lot worse.

We see it when we get down to smaller scale, at the level of abstraction we're currently at we don't see it.
Pretty sure it applied all the time on Mar Sara, not just on the individual scale.
 
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.
That's what I was wondering about. It seemed likely an oversight that should have hurt us a lot worse.

Pretty sure it applied all the time on Mar Sara, not just on the individual scale.

I'm presuming that is being handled in the background, given the Skill Multiplier column in the military spreadsheet.

That said, a significant amount of our advantage here is the difference in martial stats. The last Waaagh had a really competent Warlord running it, along with lots of elites, whereas this one... doesn't. Headcrusha is dragging down the martial bonus of his lieutenants by a lot, whereas Rotbart is increasing the martial bonus of the other generals. As I recall every 15 points of difference in the roll adds a magnitude of difference in terms of casualties inflicted/taken.

Facesnappa vs Julius
+17(martial)
+335(martial)
Difference 318 -> 21 magnitudes of victory

Scalpchoppa vs Sigurd
+12(martial)
+242(martial)
Difference 230 -> 15 magnitudes of victory

Slaystampa vs Aelfric
-2(martial)
+258(martial)
Difference 260 -> 17.3 magnitudes of victory

Schwarz vs Minor Warbosses
+7(martial)
+262(martial)
Difference 255 -> 17 magnitudes of victory

It doesn't help that the rolls for the Orks were overall well below average, often making the margin of victory even higher for the Trust forces.
 
I find it amusing we've been hit by two level 2 waaghs in a short amount of time, and yet they are utterly different levels of threat. One of them was a desperate bloody struggle, the other is mostly just trying to win with the least amount of losses. Even if headcrusha wasn't an idiot I think this would be a lot less dangerous than the last one. Honestly, I think it fits orks to have them vare wildly in how dangerous they are even in waaaghs of roughly the same size.
 
Removing Rotbart from the overall command will reduce the martial bonus for all other places by around 100.

Can we remove Julius from city command so that he can do overall command?
 
I'm presuming that is being handled in the background, given the Skill Multiplier column in the military spreadsheet.

That said, a significant amount of our advantage here is the difference in martial stats. The last Waaagh had a really competent Warlord running it, along with lots of elites, whereas this one... doesn't. Headcrusha is dragging down the martial bonus of his lieutenants by a lot, whereas Rotbart is increasing the martial bonus of the other generals. As I recall every 15 points of difference in the roll adds a magnitude of difference in terms of casualties inflicted/taken.

Facesnappa vs Julius
+17(martial)
+335(martial)
Difference 318 -> 21 magnitudes of victory

Scalpchoppa vs Sigurd
+12(martial)
+242(martial)
Difference 230 -> 15 magnitudes of victory

Slaystampa vs Aelfric
-2(martial)
+258(martial)
Difference 260 -> 17.3 magnitudes of victory

Schwarz vs Minor Warbosses
+7(martial)
+262(martial)
Difference 255 -> 17 magnitudes of victory

It doesn't help that the rolls for the Orks were overall well below average, often making the margin of victory even higher for the Trust forces.
Given even our best exchange rates are only on the order of thousands to one, there's no way it's measuring in magnitudes. Even 15 magnitudes would be a thousand trillion to one.
 
Given even our best exchange rates are only on the order of thousands to one, there's no way it's measuring in magnitudes. Even 15 magnitudes would be a thousand trillion to one.
Degrees of success aren't individually a factor of ten, but they do stack multiplicitively with each other. Thus, each additional one you get is worth more than the one previous to it.

On top of the Martial difference for this fight, too, is the difference in fortification levels.

In other words, neither this fight with all of our best command elements against an idiot Ork Warboss on our single most fortified world nor the fight on one of our less fortified worlds against a particularly competent Warboss while our best general was otherwise engaged should be typical for tier two Waaaghs.
 
Last edited:
The ass kicking we gave the Orks thansk to them having an idiot Warboss is definitely reinforcing the belief that keeping the idiot Warboss alive is definitely for our best long term interests. That said would taking out the lieutenants lower the martial score even more even if we don't take all of them out?
 
Pretty sure it applied all the time on Mar Sara, not just on the individual scale.
Really? Cause there weren't any ground rolls for Mar Sara that I could find.

Yes the orbitals always got their +100 due to the Waargh, as did this Waargh, but I can find none for Mar Sara.

Not even when we personally got involved against Da Crumpas did we get a roll.

Da Crupas wiped out

170 PDF Divisions lost
34 Helltrooper Divisions lost
20 Helguard Regiments lost
35 Black Irons Regiments lost
 
Sadly no way to keep him alive. He shall die in Svartelhiem and is I'll burned to dust.
 
Sadly no way to keep him alive. He shall die in Svartelhiem and is I'll burned to dust.

Uh, the whole Trust pretty much agreed that it would be better to try to actually keep him alive considering that it would actually make things way easier to us in the long run since he would likely take over any future waaghs thrown at us rather than have us deal with ones run by more competent Warboss'.
 
Anyone else want to vote?
Adhoc vote count started by Nurgle on May 27, 2018 at 10:09 PM, finished with 43 posts and 8 votes.

  • [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.
    [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.
 
Last edited:
[X] Plan Counters

If they didn't have so many Super-Heavies (or if we had managed to have doubled our Anti-Super-Heavy stuff) then I would have chosen Whittle Faster. As it is, their mobile AA is too plentiful at the moment. And since the mobile component is roughly 70-80% on the ground (Big Gunz, Gargants, and a variety of Ramshackle Vehicles), we make the skies safer FASTER through Scry and Fry rather than Air Defence. Remember, the only difference between the Ork's regular guns and AA is Range. Even a proper AA mount doesn't really change anything, because if an Ork in a buggy wants to shoot a plane beyond his weapon's normal traverse, he just breaks the mount to improve the traverse. And the same applies to an Ork deciding to shoot gitz with his AA gun, he breaks the mount and then starts shooting at guys on the ground.
 
I wonder if we can put the idiot warboss in a statis field after we defeat him.

Defeating the Paragon Ork Warboss nonlethally might be an issue tho. Or maybe just have stacks of Telepaths/Biomancers control him after the Waaaagh is knocked back down to Tier 1.
 
I wonder if we can put the idiot warboss in a statis field after we defeat him.

Defeating the Paragon Ork Warboss nonlethally might be an issue tho. Or maybe just have stacks of Telepaths/Biomancers control him after the Waaaagh is knocked back down to Tier 1.
See, that just sounds like Evil Overlord List material. Forget the handicap of fighting non-lethally, the whole 'have an enemy that can fuck shit up stored in stasis' thing is just bad trope material.
 
I wonder if we can put the idiot warboss in a statis field after we defeat him.

Defeating the Paragon Ork Warboss nonlethally might be an issue tho. Or maybe just have stacks of Telepaths/Biomancers control him after the Waaaagh is knocked back down to Tier 1.
Not a bad idea. Once we have him subdued, we can do surgery on him and give him various implants filled with tranqs and tasers and stuff. We'll essentially use him as a dumb attack dog, activating the implants when he's finished with a job so we can collect him and put him back in stasis. He's Paragon Combat so he'd make an excellent weapon, and he's also really dumb so his chances of getting away from us are practically nil.

EDIT: I think this is something the Dark Eldar do sometimes so there is precedent, and we have Dark Age tech so it should be pretty easy for us.
 
Last edited:
It would be an interesting tactical error if the dumb warboss tried to level our AA emplacements with pure fighterbombing.
Not a bad idea. Once we have him subdued, we can do surgery on him and give him various implants filled with tranqs and tasers and stuff. We'll essentially use him as a dumb attack dog, activating the implants when he's finished with a job so we can collect him and put him back in stasis. He's Paragon Combat so he'd make an excellent weapon, and he's also really dumb so his chances of getting away from us are practically nil.

EDIT: I think this is something the Dark Eldar do sometimes so there is precedent, and we have Dark Age tech so it should be pretty easy for us.
Then use Telepathy magixs to nerf his Martial even more.
 
Last edited:
Back
Top