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
Turoq's is a very well made plan, but I'd disagree.

There's probably some kind of plan that lets us go on the offensive while not blowing the Trust up, its just for the life of me I can't think what right now.
Going on the offensive is easy. The tricky thing is destroying them quickly. It's a fast attack plan that requires sacrifices or risks on our part. Slow attack plans are much more doable, it's just that they inherently require giving Turoq a lot of time to do stuff.
 
Going on the offensive is easy. The tricky thing is destroying them quickly. It's a fast attack plan that requires sacrifices or risks on our part. Slow attack plans are much more doable, it's just that they inherently require giving Turoq a lot of time to do stuff.
Ok going on the offensive and not blowing the trust up is the hard part better?
 
What I said was in the context of what you said. Going on the offensive and not blowing up the Trust is easy, it's just doing it quickly that's hard.
Not really since quickly in this case is measured in months. We have to get there and do enough damage that he thinks its worth calling back his forces to defend his home rather than do a KO attack on somewhere like Midgard.

Not so doable.

It'd be more accurate to say our movement has to instantly convince him to abandon his strategy.
 
@Durin:
1) do we have any prize big enough that Turoq might risk sending his core forces to Avernus?
2) what do our advisors think about a trap involving giving Turoq a chance at corrupting Rotbart?
1. no, he has been watching and is not an idiot and his whole plan is avoiding any major battles
2. unliekly to work, Turoq has been watching and noticed that the Trust likes traps. also Rotbart is skilled enough that he would prefer that he not fall to chaos and become competition
Gonna throw out some plans that aim to destroy Turoq quickly.

Plan Just Attack:
1. Leave just enough forces at home to fend off Turoq attacks.
2. Attack Turoq's planets with the rest of our forces.

Turoq's ships may have great speed through the Warp but their infrastructure and population centres can't be moved. Their navies and armies would still pose problems afterwards but less so than the civilisation would if it was left alive. We'll take heavy casualties, but heavy casualties is typically a small price to pay for denying Tzeentchians time.

Plan Eldar Help:
1. Bargain with the eldar to give us access to the Webway so we can attack Turoq.
2. Attack Turoq.

The problem here is the whole 'eldar diplomacy' thing. That could fuck us over but the alternative is leaving an entire Tzeentchian civilisation to do whatever it wants for who knows how many decades. Much more chance to get fucked over and fucked over hard.

Plan Surgical Strike:
1. Send a relatively small, super elite army to assassinate Turoq.
2. Fan the flames.

This plan requires psykers, Astartes, Titans, Last Hunters, and, crucially, a soul-killer (or several). We use Ridcully's talents to plan out a perfect assassination on the lynchpin of the civilisation and end it. Ridcully then fans the flames on the inevitable civil war so we don't have to deal with too much of the remnants' shit. One advantage of this is that it lets us use Avernite assets such as sirens, formics, and Areatha since quality is a lot more important than quantity. The biggest disadvantage of this is that it risks a whole lot of our best assets on a dangerous endeavour, and Ridcully can only do so much to make it safer.

Plan Eldar Mercs:
1. Get the eldar to kill them.

Requires giving a big favour to the eldar and they may not even accept.
plan Just Attack
estimated losses would be at least one of the core worlds and two to ten of the colonies as your forces are defeated in detail. you would win but would also be crippled
you dont really hae enough forces to both defend everywhere and attack
Plan Eldar Help
relies on Eldar being open to negotiation enough and the trust being willing to pay whatever price they demand
plan Surgical Strike
the only way that you could kill a deamon Prince on his Deamonworld is by being willing to sacrifice most of your heroes and a lot of your elites

Turoq's is a very well made plan, but I'd disagree.

There's probably some kind of plan that lets us go on the offensive while not blowing the Trust up, its just for the life of me I can't think what right now.
that is my thoughts on the matter
if you come up with a plan that works Rotbart will be getting a good trait out of it
 
[x] short term plan (revised)

I have come up with a short term plan to deal with the chaos politys( once Turoq starts making head way other chaos forces will start raiding us too ) but first we need to recognise some facts

A . we can not invade them ,they are too far away(like years of travel far)and they are way faster (I think like 2000 lightyears/day) so with our fleets on the way there they could attack us back home in force and go back just in time to ambush our fleet

B . we can not infiltrate them there demons would spot our ships in the warp also we would need a safe or very well hidden staging area due to distance

C . we can not raid them same reason as above (2)

the short term plan is
1.put Ridcully on overtime
2.assemble some fast reaction fleets from the standing navy using the fastest and most and hard hitting ships in that order and mod them for max warp speed
3.place the reaction fleet in all the major warp lane nexus and garison the navy any were that is not covered by them
4.deploy Helguard Paratrooper (best reaction time) Regiments across the trust to deal with any space marines smash and grab raiding force , space marines in force would be a danger but a raiding force can be handeled
5.for cultests and infultrators leave it to the Inquisition infact increase the number of Inquisitors and let them do what they do best , maybe create a trust wide organized spy agency to help them
6.to protect our tech Expand Military Forces: Mechanicus if there is one thing the Mechanicus military is good at its keeping hold of there tech (its almost like the Mechanicus has a hording proplem)
 
Question: how heavy warding - and what kind of warding - would a ship or hangar need for it or its contents not to be visible from the warp?
 
unknown but at least advanced, the bigger the ship and the more important what is in the hanger the better the wards need to be
 
that is my thoughts on the matter
if you come up with a plan that works Rotbart will be getting a good trait out of it
Actually that's a point?

I'd imagine you've been fermenting this plan for a while and in that case

@Durin
1. Did you actually come up with a way to diffuse this plan?

Just curious?

Also I think you missed my question, repost?
 
Question two: once a strikeforce leaves from Turoq, can it change targets in transit?

If not, we could place navy forces in realspace BETWEEN systems, covering systems within one week, waiting for message from Ridcully about where to charge and engage.
 
Question two: once a strikeforce leaves from Turoq, can it change targets in transit?

If not, we could place navy forces in realspace BETWEEN systems, covering systems within one week, waiting for message from Ridcully about where to charge and engage.
It's warp travel they don't lock onto a system like tyranids.

You know guys it is posibile that the Tzeentcheans have put us in a no win situation where we should just work to minimize the damage. That's kind of their specialty.
Possibly, BUT I REFUSE TO BELIEVE IT!

There is some way around this even if it just means stalling like crazy until we can get more tech and turn the tables!
 
I'm wondering if we could use stealth ships and space marine strike teams to land on their shipyards to do some sabotage.

We couldn't use stealth ships to launch exterminatus because their defenses could stop cyclonic torpedoes unless we had control of the orbitals.

However if we could deploy some space marines on their shipyards to place some bombs or do sabotage it would reduce their ability to maintain their fleets with a very limited exposure from us. We'd only be risking some space marines and stealth ships, and space marines are meant for this sort of job. Even if they're completely obliterated without accomplishing anything we'd lose little. On the other hand if they succeed we gain a serious advantage in this type of conflict.
 
Question three: Realtime info about all our and Dragons Nest's fleets, armies and elites sounds EXPENSIVE.

Is there some way to make it more expensive via maneuvers etc?

Does the Inquisition have experience with problems like this, what has worked against it, and what has not worked?
 
Plan Murderhobo:
1. We take the army from Plan Surgical Strike and instead have them go planet to planet killing things.

The localised power of the strike force would wipe out everything in its pass while allowing us to keep a strong defence on our worlds. To stop the strike force, Turoq would have to devote a large amount of its forces to defence, which is practically a win for us as it means we get raided a lot less. The ships carrying the strike force need to be heavily warded so they don't know where we'll hit, but the quality/non-quantity approach means we don't need to ward that many ships.

Plan Cannae:
1. Send a large army to take a world. Turoq will send a massive force capable of destroying the army utterly to that world.
2. Win anyway.

Needs a strategic genius to pull off, but such geniuses are a dime a dozen in the Trust. One thing that we can take advantage of is how "obviously" they'll win. Turoq's generals will spend more effort messing with each other to get the kill than on actually killing us, opening up opportunities for us. Lots of other variables that can tip the balance in our favour without making it seem that way. If we win, we'll suffer significantly less raiding pressure. Disadvantage of this plan is we risk losing a large army.

Plan 'The Xenotech Heresy':
1. Steal some of the necrons' stuff.
2. Deliver it to one of Turoq's worlds.

Let the necrons do the dirty work for us. We'd need to evacuate the worlds between the necrons and Turoq, though.

Plan Probably a Bad Idea:
1. Farm orks.
2. Throw orks at Turoq.

Yeah...

Plan Nurgle:
1. Throw a bunch of Avernite plagues at Turoq's planets.

Chaos has a lot of experience dealing with plagues thanks to Nurgle, but that by no means they're immune. Chaos also has experience dealing with Tzeentch's magic and Khorne's axes - it doesn't mean they're not effective against Chaos. Obviously we're not going to use Nurgle plagues, but Avernus plagues are almost as good. It'll greatly hinder whatever Turoq is doing if we enact this strategy on a large enough scale and may give Nurgle a foothold in the civilisation, creating internal conflict. If the plan works well enough, it'll create openings for us to do other stuff.
 
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Plan Murderhobo:
1. We take the army from Plan Surgical Strike and instead have them go planet to planet killing things.

The localised power of the strike force would wipe out everything in its pass while allowing us to keep a strong defence on our worlds. To stop the strike force, Turoq would have to devote a large amount of its forces to defence, which is practically a win for us as it means we get raided a lot less. The ships carrying the strike force need to be heavily warded so they don't know where we'll hit, but the quality/non-quantity approach means we don't need to ward that many ships.

Plan Cannae:
1. Send a large army to take a world. Turoq will send a massive force capable of destroying the army utterly to that world.
2. Win anyway.

Needs a strategic genius to pull off, but such geniuses are a dime a dozen in the Trust. One thing that we can take advantage of is how "obviously" they'll win. Turoq's generals will spend more effort messing with each other to get the kill than on actually killing us, opening up opportunities for us. Lots of other variables that can tip the balance in our favour without making it seem that way. If we win, we'll suffer significantly less raiding pressure. Disadvantage of this plan is we risk losing a large army.

Plan 'The Xenotech Heresy':
1. Steal some of the necrons' stuff.
2. Deliver it to one of Turoq's worlds.

Let the necrons do the dirty work for us. We'd need to evacuate the worlds between the necrons and Turoq, though.

Plan Probably a Bad Idea:
1. Farm orks.
2. Throw orks at Turoq.

Yeah...

Plan Nurgle:
1. Throw a bunch of Avernite plagues at Turoq's planets.

Chaos has a lot of experience dealing with plagues thanks to Nurgle, but that by no means they're immune. Chaos also has experience dealing with Tzeentch's magic and Khorne's axes - it doesn't mean they're not effective against Chaos. Obviously we're not going to use Nurgle plagues, but Avernus plagues are almost as good. It'll greatly hinder whatever Turoq is doing if we enact this strategy on a large enough scale and may give Nurgle a foothold in the civilisation, creating internal conflict. If the plan works well enough, it'll create openings for us to do other stuff.


Plan Cannae:
they are to faraway (like years of travel far and they would see us coming for the warp), supply would be a major issue as well

Plan 'The Xenotech Heresy':
would cause a civil war in the trust

Plan Probably a Bad Idea:
farming orks is a bad idea that will bring the attention of other orks but redirecting nearby space orks into them is a good long term plan

Plan Nurgle:
they can make the plagues worse with chaos warp bullshit and use them on the trust right back
 
Merely having and transporting xenotech isn't heresy. There's no reason the Trust would devolve into civil war if we did that.
yeah, there will still be a few issues but they would be from people worrying that the Necron tech will wake up and start killing your or turn out to be able to warp in armies ect. operational issues rather then theological
Actually that's a point?

I'd imagine you've been fermenting this plan for a while and in that case

@Durin
1. Did you actually come up with a way to diffuse this plan?

Just curious?

Also I think you missed my question, repost?
I have not, not saying that there is not one just that I have not thought of it. barring certain rolls of course, if a tier 2 Waaagh hits Turoq the whole situation changes
and yes repost
 
Julius's plan seems to be sound. Not sure how much we can add to it. I mean, we can ensure Ridcully is available to help predict attacks, but I'm not sure what else we can do.
 
yeah, there will still be a few issues but they would be from people worrying that the Necron tech will wake up and start killing your or turn out to be able to warp in armies ect. operational issues rather then theological
If the Necrons were still asleep I'd say this is a good idea. As it stands they're awake so it's probably a bad one.


You probably answered it already, but here
@Durin
1. If the Security council calls up all its now available forces will it be able to station a garrison it feels comfortable with on all worlds?

Julius's plan seems to be sound. Not sure how much we can add to it. I mean, we can ensure Ridcully is available to help predict attacks, but I'm not sure what else we can do.
Maybe ask that production of Void Abbaci be increased since they're the only way we have to increase our speed?

Yeah I have to agree. We are probably not pulling a rabbit out of the proverbial hat on this. Still the thought of Chaos with DAoT tech is terrifying.
So is chaos with Eldar tech.

In fact let's just go whole hog and say that Chaos with any tech more advanced than a stick is terrifying.

But, yeah I think we do need to see if there's anyway to boost the effectiveness of our denial protocols.
 
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