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
[x] Plan Ambush

Rather go balanced then aggressive at this point. And no throwing our heroes at headcrusha because losing those will take a lot longer to replace then the black irons
 
I think he's too stupid to know what a wall is beyond something to go through to get to the fight.
 
Just a random thought: what do people think about building separate cities on Avernus and populating them with Blank humans? Akin to how the Ancients created the Niflheimers with mass Blank gene therapy, except on Avernus where they'll get manipulated by the Planet Mind. I want to see if the Planet Mind turns them into a race of Pariah Warriors, to go along with the Psyker Warriors.
....Wait a minute? What are the chances that Avernus is grommimg the Avernites into a race of Psyker Warriors with access to a more broader range of Disciplines then it's other more specialized life forms already there?
 
[x] Plan Ambush
[x] Balanced Stance- By using a mix of dug in forces, raids and sallies you would be able to greatly speed up the battle without risking to much of your forces . -Currently selected
[x] Deploy the Last Hunters against Headcrusha- The Last Hunters equipped with the most deadly poisons of the Nyenye should be able to inflict some major wounds on Headcrusha, and may even be able to kill him.
[x] Use space marines to lure Headcrusher into ambush
[x] Authorize vortex grenades
[x] Medium- Have your fighters move to seize control of the skies from the remaining Ork Fighter-Bombers. -
[x] Deploy your Descents- The Decent Destroyer is designed to lay waste to armies after descending to the lower atmosphere, use them. This will also be a major benefit for your air forces as the Decents formidable AA is brought onto the field of battle.
[x] Psyker Support [forces fighting Head crusher] - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
[x] Scry and Fry [gargents]- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.

Ok I want to go for the balance approach for lesser casualties so we can get more political points that we need to push our progressive agenda. Also I want to try to kill Head crusher one more time before we send in the A team. let me know if people want to change something.

I'd recommend that you have the Last Hunters also use Alkhestry potions to boost them against Headcrusha since might as well actually use them.
 
I don't think we even would really benefit from the level of blanks we have access to—willpower shit from Avernus puts our normal citizens at about the same level in anti-psyker and chaos resistance stuff. Given that part of the tradeoff is loss of 'gut-feeling' level Divination that people get even from sub-minor psyker levels and how important that can be on Avernus...
 
....Wait a minute? What are the chances that Avernus is grommimg the Avernites into a race of Psyker Warriors with access to a more broader range of Disciplines then it's other more specialized life forms already there?

.....yep...preeeettty much.

Been a theory of mines for quite some time.

exactly....I think everyone is getting that feeling.....
the animals on avernus are not stuff from before. they are CURRENTLY being optimized by the planet.....and its not going to exclude humans, why would it? it includes the other humanoids right?

I wonder if it will give us anything beyond "fasta, stronga" and more/stronger pysckers
....we know some of the animals have non-warp based powers afterall.
 
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I wonder if it will give us anything beyond "fasta, stronga" and more/stronger pysckers
....we know some of the animals have non-warp based powers afterall.
While humans placed on most planets tend to develop at least minor unique traits (like the Midgardian ability to store nutrients much more efficiently than other worlds) and ones in extreme environments tend to be abhumans in all, but name (Catachanians flack armour abs, Valhallan's immense cold resistance) this is a process that usually takes thousands of years.

Avernus is already developing in this way after only a few hundred, with increased reflexes, a much stronger immune system and a very impressive poison resistance being the first noticeable thing...as a result its also very hard to get them drunk.

So yeah the PM is likely speeding things along in that direction.
 
[X] Plan: Escalate Everything
-[X] Agressive Stance- By using the defences of Khazad-dum as an base of operations and anvil you could launch a highly aggressive campaign, using surgical strike by elite forces to inflict crippling damage to Headcrushas horde. This should allow you to quickly remove Headcrusha's aces, at the cost of high casualties.
-[X] Deploy the Last Hunters with alkhestry potions and poisons to ambush Headcrusher.
--[X] Lure Headcrusher with a Space Marine veteran acting as our commander into a prepared ground within the city.
--[X] Authorize vortex grenades.
-[X] High- have your airforce participate in the defeat of Headcrushas personal horde. Heavy losses are expected but the addition of another field of attack could prove valuable in this battle.
-[X] Deploy your Descents- The Decent Destroyer is designed to lay waste to armies after descending to the lower atmosphere, use them. This will also be a major benefit for your air forces as the Decents formidable AA is brought onto the field of battle.
-[X] Psyker Support [Ambush forces] - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.

I've removed fry n scry so that our ambush gets every possible bonus to their rolls, between descents, heavy air bombardment and half a billion PA troops on the offensive fry n scry seemed overkill.
 
If Headcrusha's death means we can't get the sheet... then we flat can't get it Ridcully or no Ridcully...you do realise that right?

I mean it doesn't, but still, your logic is just wrong, in our time line Durin's going to give what he wants to give before the next turn comes out which is the earliest opportunity we have to get Ridcully to divine his sheet.
Your logic is wrong. We already know that Ridicully can divine Headcrusha's character sheet with one turn of working on it. That has been stated by Durin already.

Durin isn't giving it to us for free, and he's certainly not giving it to us for free before the next turn.

Ridcully should be able to reveal it with his post-cognition in anycase, so this debate is needless.
His post-cognition is not as good as his current time scrying.

There's also the aspect that if we do it now it's a war turn where it costs us basically nothing. If we wait we'd have to spend an actual turn on it, which no one will ever want to do.
 
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Your logic is wrong. We already know that Ridicully can divine Headcrusha's character sheet with one turn of working on it. That has been stated by Durin already.

Durin isn't giving it to us for free, and he's certainly not giving it to us for free before the next turn
No, but he is going to tell us the relevant traits behind why he's so damn hard to kill.

We don't need to know the unique circumstances that turned Headcrusha into this monster, the next one will have very different circumstances that created him, so there's almost certainly no need to know what he Headcrushed to get his boost to paragon.

His post-cognition is not as good as his current time scrying.

There's also the aspect that if we do it now it's a war turn where it costs us basically nothing. If we wait we'd have to spend an actual turn on it, which no one will ever want to do.
Yeah, but his post cognition is still good enough to see back 20,000 years to scry the STC we picked up, passing through Avernus's anti post cog interference. He is not as good at post cognition, but that just means he still do the impossible, rather than the really ****ing impossible.

We can't do it now. Ridcully needs a year to get a full character sheet and this war turn sure as hell won't last that long. We can only get in a turn, its just that the next turn only lasts a year then we go off to the high council proper.
 
Ulthuan from Warhammer Fantasy has several ways of dealing with problems, such as armies, wizards, and heroes. One particularly fun and effective method they have for dealing with a problem is "drop a bunch of dragons on it". What is Avernus' equivalent to that? Do we even have an equivalent?
 
Ulthuan from Warhammer Fantasy has several ways of dealing with problems, such as armies, wizards, and heroes. One particularly fun and effective method they have for dealing with a problem is "drop a bunch of dragons on it". What is Avernus' equivalent to that? Do we even have an equivalent?
Are you referring to Avernus the world or Avernus the humans that live on it?

Cause Avernus the world could just deal with most problems by waking up a weapon or two. I'd wager a single turtle with about 5 sun beetles (probably over kill) would be able to annihilate most Dragon flights.

And of course Avernus the world has a lot of Dragons...like 7 in the regions we know about.
 
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Well Titans (and soon mega titans), Psyker Execution force, Last Hunters, Life Guard, Thunda Beast riders to varying degrees would count.

Oh and for the ocean our pet kraken would do as well.

We could try seeing if we can tame some of the Dragon Species like the Mountain or Plain dragons so we can do an actual dragon drop.
 
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