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 think we should go for at least 3 major attacks on sites. We have a week till the poison is not longer effective since it was used early. We should take advantage of it to cause damage and try to kill some synapses creatures .
 
What I'm thinking is the following:
[] Plan Preservation and Delays
-[] Launch a spoiling attack at a single major landing- slightly slows landings, suffer some casualties, near certain success
-[] Launch spoiling attacks at all minor landings- moderately slows landings, suffer medium casualties, increases mobility of forces outside of primary landing area, near certain success, can be chosen with another option
[] redeploy regulars to near primary landing zone- move half your regular forces into cities and hives just outside primary landing zone (86 armies), medium casualties, medium of success
-
[] Medium- Reinforce the front line so that it can hold longer and inflict more damage by deploying more regulars and a few more elites

This plan avoids major risks by supporting the redeployment of regulars with spoiling attacks, and while we will take casualties, the spoiling attacks should reduce the Tyranid deployment rate by about 43%, and prolong how long the cities can hold out.
 
hey @Durin have you seen this thread DAoT humanity tech source thread [CLOSED] it might be use full if you decide to introduce new or just flesh out already existing tech , it references a lot of fluf so it might help if your trying to set a scene in an area with lots of tech in the background like the bridge of a ship or some thing . hope it helps and give you plenty of new and interesting ideas , if youve already seen the thread than never mind
 
Time is more valuable to us than lives or anything else.

[] Launch a spoiling attack at three major landings- significantly slows landings, suffer major casualties, high chance of success

[] redeploy elites to near primary landing zone- move your elite forces into cities and hives just outside primary landing zone (18.5 armies), very low casualties, high chance of success

[] redeploy regulars to near primary landing zone- move half your regular forces into cities and hives just outside primary landing zone (86 armies), medium casualties, medium of success

[] High- Reinforce the front lines with a significant force including a large number of elites in an effort to hold back the Tryanids for an extended period
 
What was the reasoning for that anyway? It doesn't seem like it makes sense to waste our poison on those when they are the ones that do the least damage anyway.
  1. It was a calculated use, we have nine poisons in total and three of the fuckers are the generalised poisons, each of which would take a week to adapt to minimum, and more likely to take a couple weeks on average, which'd leave us halfway through the entire war if we used them one after the other assuming Landeers predictions are correct.
  2. Minimising casualties at the start of a fight is optimal here, since it will leave us with more overall to feed into the shredder that is the Tyranid advance later on. If you wish to ask why it's worthwhile to burn a poison on that, please refer to point 1.
  3. I'm sorry I'm not Rotbart. From all my assumptions and analysis, I believed that a charge of Tyranid forces was in the cards, given how little time Necrons would have given them to fort up on each war, which has been their exclusive enemy for the past few centuries, I didn't consider cautious actions like they've taken now to be likely.
  4. I'm also not Ridcully, and can't have predicted how Durin's dice would have fallen. Durin has stated in the Discord the Tyranids are on plan 6, which at minimum leaves five other plans the poison could have worked better on, and I don't know the weighting on the plan rolls.
  5. The poisons are not one and done, at minimum I believe the one used will be functional for our spoiling attacks, and at max it'll still be worth something a ways in.
  6. Someone brought up the topic in this page, I considered it, decided it was worthwhile to err on the side of caution, and noted my changes to the plan 24 posts later. There is a reason that plan discussion is now banned from the Embers Discord, and it is so situations like the previous Lizardman trade and, yes, this turn plan, could be minimised. I understand if you weren't there for it, but Rotbart is the military leader he is because he has dozens of people hammering out the best strategies to use in the thread, not just because his number is high, without that help I'm just some chucklefuck guessing at what'll be best.
 
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A advantage of the poison is that now that the bugs know that we do have these (after being hit by two of these) they probably will do the careful approach, which is fine for us since time is one of the most important resources to us to gain in this war (I think).

The problem would be if they do the zergh rush from begin to the end killing more elites/heroes than what the trust can deal. So yeah move careful 'little' bugs^^.
 
[] Plan: Regular Redeployment
-[] Launch spoiling attacks at all minor landings- moderately slows landings, suffer medium casualties, increases mobility of forces outside of primary landing area, near certain success, can be chosen with another option
-[] Launch a spoiling attack at three major landings- significantly slows landings, suffer major casualties, high chance of success
-[] redeploy regulars to near primary landing zone- move half your regular forces into cities and hives just outside primary landing zone (86 armies), medium casualties, medium of success
-[] High- Reinforce the front lines with a significant force including a large number of elites in an effort to hold back the Tryanids for an extended period
-[] Deploy one synapse poison and one genestealer poison during the spoiler attacks.

OK this is my draft plan.

Spoiler attacks on all the minor sites and three major sites, this will allow our regulars to redeploy with less casualties and significantly slow down the landings. Redeploying the regulars to the hives and cities closest to the major landings will place the bulk of our armies closer to the landings whilst keeping them behind significant defenses. I set the defense to high to take advantage of our spoiler attacks disrupting their landings to slow down their early advance as much as possible before they establish full planetside bandwidth and biomass. I think using the genesatealer and synapse poisons is a good idea to assist the spoiler attacks giving our troops a bonus against the most common foot troops and the synapse creatures holding everything together.

Any suggestions or comments? Not really sure on the poisons tbh.
 
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now that I have been thinking about it.....

why are the nids attacking US? I'd imagine they would be smart enough to realize that we are one of the few policys nearby that are capable of stopping them.

...in fact I'm pretty sure we are capable of making any payoff near-zero since we can just self-nuke in the case of losing the planet(s) so not only are we the only ones able to stop them but they woulden't get anything(or at least much) for winning anyway....and they should be capable of realizing this with their divination right?

I wonder why the nid's diden't just go around us.....
 
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but they have proven themselves to be smart enough to knoww that fighting through a galaxy to get to (a little) more biomass is not worth it.

they should not optimize for maximum (total-biomass), they should be going for (biomass---resistence).
Grabakr doesn't have vanguard organisms, so it can't know what its destinations are like. The hive fleet rolled the dice to see what its selected feeding grounds would be like and rolled poorly.
 
Grabakr doesn't have vanguard organisms, so they can't know what their destinations are like. They rolled the dice to see what their selected feeding grounds would be like and rolled poorly.
they should have the divination to know we are capable of this tho.

I'm thinking tzeetch is burning some of his warp-stuff to trick their "sensors"/divination.
 
now that I have been thinking about it.....

why are the nids attacking US? I'd imagine they would be smart enough to realize that we are one of the few policys nearby that are capable of stopping them.

...in fact I'm pretty sure we are capable of making any payoff near-zero since we can just self-nuke in the case of losing the planet(s) so not only are we the only ones able to stop them but they woulden't get anything(or at least much) for winning anyway....and they should be capable of realizing this with their divination right?

I wonder why the nid's diden't just go around us.....
We rolled a 1 on the encounter sheet, basically. But yeah, the tyranids messed up attacking us, but didn't have the intelligence that we are far more dangerous than they expect until, well, now. At which point it is too late to abort the attack.
 
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they should have the divination to know we are capable of this tho.

I'm thinking tzeetch is burning some of his warp-stuff to trick their "sensors"/divination.
The tyranids as a rule don't do divination, and these tyranids in particular instead do stealth and teleportation. To get information on our defences, they sent in a probing force rather than scry with psychic abilities.
 
We rolled a 1, basically.
I think tzeetch did it,

I know the nids are not rids...but they are a PLANET sized psyker, they can afford to burn a bit of energy to make sure they don't....crit fail in a multi-sector sized marble-and-cup game.
The tyranids as a rule don't do divination, and these tyranids in particular instead do stealth and teleportation. To get information on our defences, they sent in a probing force rather than scry with psychic abilities.
I am pretty sure they DO use divination. in one of rids reports he said that that is part of how they know how to time their steath-attacks.
 
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What I want to know is why the Necrons saved the galaxy? It's not like the necrons have anything that would interest the tryanids. So why are they destroying the tryanids in dark space.
 
What I want to know is why the Necrons saved the galaxy? It's not like the necrons have anything that would interest the tryanids. So why are they destroying the tryanids in dark space.
They want to rule the galaxy and enslave all the lesser races, not reign over an empty galaxy and once more fall into civil war.
 
What I want to know is why the Necrons saved the galaxy? It's not like the necrons have anything that would interest the tryanids. So why are they destroying the tryanids in dark space.
cas they like having a galaxy around and know that nid-eaten planets are not fun to rule over?

because they know (or think?) that the nids being round probably is not helping the psykic stablity of the galaxy and thus will increase the speed in which the galaxy falls into the warp?

because they know something about the nids main fleet which would let it eat even the baren planets and stars left by the lead-nid fleets?

....I don't know...I'm just throwing out ideas.
 
What I want to know is why the Necrons saved the galaxy? It's not like the necrons have anything that would interest the tryanids. So why are they destroying the tryanids in dark space.
Look, when you have all those really big space-guns that can't be used inside your galaxy just begging to be used you tend to just take your opportunities as they come. Sure, it may mean needing to act a little more altruistically than you prefer every now and then, but come on - the KABOOM is worth it.
 
throwing ideas here.
Hum what about Avernus and the other daemon world in our sector? I not sure but did the nids like psykers (as food and resources)? if yes, Avernus is the best and worse possible location to it to go.

Even more so if the nids just tried to find to where one of their queens went as see Avernus.

Those poor bastards think Avernus is food?
 
[X] Plan: Regular Redeployment
-[X] Launch spoiling attacks at all minor landings- moderately slows landings, suffer medium casualties, increases mobility of forces outside of primary landing area, near certain success, can be chosen with another option
-[X] Launch a spoiling attack at three major landings- significantly slows landings, suffer major casualties, high chance of success
-[X] redeploy regulars to near primary landing zone- move half your regular forces into cities and hives just outside primary landing zone (86 armies), medium casualties, medium of success
-[X] redeploy elites to near primary landing zone- move your elite forces into cities and hives just outside primary landing zone (18.5 armies), very low casualties, high chance of success
-[X] High- Reinforce the front lines with a significant force including a large number of elites in an effort to hold back the Tryanids for an extended period
-[X] Deploy one synapse poison and one genestealer poison during the spoiler attacks

Reasoning

Spoiler attacks on all the minor sites and three major sites, this will allow our regulars to redeploy with less casualties and significantly slow down the landings. Redeploying the regulars to the hives and cities closest to the major landings will place the bulk of our armies closer to the landings whilst keeping them behind significant defenses. I set the defense to high to take advantage of our spoiler attacks disrupting their landings to slow down their early advance as much as possible before they establish full planetside bandwidth and biomass. I think using the genesatealer and synapse poisons is a good idea to assist the spoiler attacks giving our troops a bonus against the most common foot troops and the synapse creatures holding everything together.
OK might as well post this whilst I have time, still not sure on the poisons so I'm open to comment's and suggestions on them.
 
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