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
@Durin
1. Can we use the surveyor action to survey the small hulk we ambushed at the start if its intact enough (Yeah I know probably nothing there, but better to get rid of it now and its good to check)
2. Can we use the surveyors to see if there are wraith bone fragments hovering around where the harbringer was destroyed, or see if tranth can check during his search? I'd assume he'd want to recover bits of the hulks to see if he could get information out of the pieces.
 
Current tally.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 2572 | Sufficient Velocity
##### NetTally 1.7.9

[X] Plan Enjou T87
No. of Votes: 9

[X] Plan Elder Haman T87
No. of Votes: 4

[X] Plan Flying Fortress
No. of Votes: 2

[X] Plan Enjou Haman T87
No. of Votes: 1

Total No. of Voters: 16
 
@Enjou What are your thoughts on building another Flying Fortress (Military Design) as an aid to future assaults on the Orks. We could start it in Y3 and use an expedite on it... Or shift Ugrade Defenses to Y3 and use an Expedite on the Flying Fortress in Y2. That would give us it available for use in the final year of this turn.

Also, what does everyone else think about it?
 
@Enjou What are your thoughts on building another Flying Fortress (Military Design) as an aid to future assaults on the Orks. We could start it in Y3 and use an expedite on it... Or shift Ugrade Defenses to Y3 and use an Expedite on the Flying Fortress in Y2. That would give us it available for use in the final year of this turn.

Also, what does everyone else think about it?
Sounds good. We can certainly use it on the Roks.
 
@Durin Does Rotbart's ability also apply to void warships? By which I mean, if he's commanding the invasion of an enemy star system, until the fleets actually come out of warp in the system, and we get a reading on how many defences and starships there are in the system, we do not need to state how many warships and troop transports we brought?

Because if it does... Dear Unborn-Emperor just how powerful would that have been back before the Imperium collapsed... Though limited by if Rotbart needs to be personally present on the star system the battle is happening in, the interstellar theatre, or if he just needs to be in control of the entire multisector/whatever campaign...

Can you imagine how absolutely ludicrous that trait would be if it applied to an old Imperium Segmentum Admiral, and the entire segmentum's forces under his command? Which is why it wouldn't, at least at this level...

Oh, and vote:
[X] Plan Enjou T87
no it does not, he is a incredible general but only a very good admiral
it also only applies to forces in the same system as him
@Durin

1: Can we expedite the Re-Investigation (in Diplomatic Actions)?

2: Can we expedite the Quartok Propaganda action?

3: Is there any negative bonus to Quartok Propaganda in Vanaheim due to the previous fiasco?

4: Is the Net Income per a year or per a turn?

@Enjou

You ought to expedite the Swordsmanship school



Huh, strange, anyway I switched to your Biologos approach.



That's a good point. And we could probably expedite it... @Enjou what do you think?
1. no
2. no
3. -5
4. per year
@Durin
1. Can we use the surveyor action to survey the small hulk we ambushed at the start if its intact enough (Yeah I know probably nothing there, but better to get rid of it now and its good to check)
2. Can we use the surveyors to see if there are wraith bone fragments hovering around where the harbringer was destroyed, or see if tranth can check during his search? I'd assume he'd want to recover bits of the hulks to see if he could get information out of the pieces.
1. yes
2. yes
 
@Enjou What are your thoughts on building another Flying Fortress (Military Design) as an aid to future assaults on the Orks. We could start it in Y3 and use an expedite on it... Or shift Ugrade Defenses to Y3 and use an Expedite on the Flying Fortress in Y2. That would give us it available for use in the final year of this turn.

I wouldn't mind it, but the option given ("Another") is for the non-military variant - the cost would certainly be higher, and the build time may be longer. It doesn't appear @Durin has given us the option to build the basic military variant yet, or the ability to design the other variants. But if he adds the option to have us build the general purpose Flying Fortress I would probably be willing to go for it.
 
[X] Plan Enjou T87

I'm very glad both major plans include designing the FOB variant of the Ramilies. I believe that being able to construct and field these behemoths will greatly reduce logistical and defense concerns for the Trust in the near future.

I would also very much like for a diplomatic Sound-Out with Chapter Master Julius to take place next turn so that he and Rotbart can begin corresponding. According to our "Dramatis Personae" sheet Julius is tied for second in the Trust administratively with Governor Garp at (28) with Frederick only recently taking the lead at (30) due to "The Great" trait. That combined with both of their masteries in the field of Warfare, should allow for a better chance of real growth in skill.

Another set of actions that I believe should happen next turn is implenmenting all of the wards to our fleet, AA, and Void shields. If Abomination forces really are likely to arrive (Probably in the former of an Abomination flavored Crusade) then we will need all the Chaos Pysker/Deamon resistant advantages we can get.
 
If you guys want to correspond with the chapter master guy just use a "Spend time with" action towards him since it can work with people off world by using mail instead of personally talking.
 
If you guys want to correspond with the chapter master guy just use a "Spend time with" action towards him since it can work with people off world by using mail instead of personally talking.

That is not true man, Elder Haman asked Durin about it earlier in the thread and this is what he said.

Elder Haman "19: Is there a way to take the action to trade administrator tips and tricks with Captain Julius?"

19. diplomatic sound out taken with personal action
 
So, putting together a bit of a wish list for Telepathica actions. I'm well aware that we lack the free actions to do most of these, but given the sheer amount of backlog we've got there putting some real thought/analysis into prioriziation is a good idea.

Now, the obvious highest-priority action set are the highly time-sensitive ones. Having substantial warning for incoming invasions is a Good Idea, especially given that we've got some warning that Lin is going to get targeted. Tutoring our baby Alpha when the opportunity arises is also quite important—a safe and sane Alpha would be a huge help in a lot of situations, especially with the more dangerous shit out there. This does put in some pretty heavy time constraints with respect to Ridcully, as that means we can't have him doing much long term stuff for the moment.

The single research action I want to grab ASAP is the destructive frequencies research. Garkill's little trick with the Weirdboyz has highlighted a bit of a weakness with our ability to counterspell stuff, and I'm betting that might help with that. Plus, in addition to advancing our understanding of Warp stuff in general (which might decrease the difficulty on things like Ridcully's research on Immaterial Resonance), there's a chance it'll also be useful for dealing with the Curse.

For Tamia, Songs of War and Power Melody Composition are both pretty high on my priority list. The sheer flexibility of a Songweaving choir is amazing already, as our last campaign demonstrated, and bulking up their numbers and effective powers should be huge. Of course, that is seventeen years of action locked up, so we'll need to find someone else to do any of the more general research we want done in that time.

For warding, I'd really like to get basic fleet wards and wards on our Void shields out the most. Turning our flagship into a heavily warded monstrosity might be fun, but I'd view having more general defenses on the whole fleet as being more useful overall. Void shields are just good sense—while Avernus seems to take a dim view of continent-cracking orbital bombardment, general bombardment options against us would be so very much scarier if our shields get taken out by some assholes. The SAM batteries are nice and all, but if they know enough about them to be able to target the batteries with Warp shit then they can largely avoid them by just dropping troops off out of range. A major hassle on Avernus, sure, but hardly as much of a problem as us having our Void shields taken offline.

For the Artisan stuff in general, my 'ideal' path would be Void Shield Wards -> Basic Fleet Wards -> Force Weapons -> SAM Battery Wards -> Command Battleship Wards. The first two address relatively significant strategic weaknesses on land and in the void, the third then improves a fairly important resource, and the fourth and fifth are nice to have but don't change the strategic picture significantly.

Next, looking into Warp-reactive material from previously studied wildlife. I'm for it. Here are a few of what I view as the more promising options there:
  • Congregation Asp: Real potential to help out with the psychic frequency matching needed/useful for neo-Astropaths and choirs, as individuals from the same 'hive' share a frequency. Also has a chance of boosting Biomancy, as that's the normal power the snakes have.
  • Bombardment Cacti: Some potential as a Divination focus. Divination is OP as fuck.
  • Thundabeasts: Both promise at improved kinetic shielding for our psykers AND more effective force weapons.
 
[X] Plan Enjou T87

I'm generally a fan of Enjou's current plan, and generally feel like the relatively low-impact support of the Quartok with creating the morale-videos is better than trying the more direct meddling. Also generating a bit more local support seems smart.
 
@Durin

1: Can we build a Flying Fortress Military version? Does it have the same costs?

Since we did design it.

2: Will the Flying Fortress give us a bonus to the assaults on the Ork Forts?
 
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Now, the obvious highest-priority action set are the highly time-sensitive ones. Having substantial warning for incoming invasions is a Good Idea, especially given that we've got some warning that Lin is going to get targeted. Tutoring our baby Alpha when the opportunity arises is also quite important—a safe and sane Alpha would be a huge help in a lot of situations, especially with the more dangerous shit out there. This does put in some pretty heavy time constraints with respect to Ridcully, as that means we can't have him doing much long term stuff for the moment.
It is important to remember that actions do not guarantee success, I feel.

In regard to Biologis and study actions, I think Hellflame Coral to augment our Pyromancers have a clear and obvious benefit - Fiery death! Warpfire explosions are quite helpful. And we use them often.
 
For warding, I'd really like to get basic fleet wards and wards on our Void shields out the most. Turning our flagship into a heavily warded monstrosity might be fun, but I'd view having more general defenses on the whole fleet as being more useful overall. Void shields are just good sense—while Avernus seems to take a dim view of continent-cracking orbital bombardment, general bombardment options against us would be so very much scarier if our shields get taken out by some assholes. The SAM batteries are nice and all, but if they know enough about them to be able to target the batteries with Warp shit then they can largely avoid them by just dropping troops off out of range. A major hassle on Avernus, sure, but hardly as much of a problem as us having our Void shields taken offline.

For the Artisan stuff in general, my 'ideal' path would be Void Shield Wards -> Basic Fleet Wards -> Force Weapons -> SAM Battery Wards -> Command Battleship Wards. The first two address relatively significant strategic weaknesses on land and in the void, the third then improves a fairly important resource, and the fourth and fifth are nice to have but don't change the strategic picture significantly.

Actually, I was looking at it and realized that Valinor is likely to use daemonic or psyker powers to try and counter act our fleet. And our Command Battleship would be a natural high priority target.

So I think the ideal path would be Basic Fleet Wards -> Command Battleship Wards -> Void Shield Wards -> SAM Battery Wards.

Also, durin did confirm that the Warding actions can be expedited. Which we ought to do since Telepathica is one of our major action bottlenecks.
 
It is important to remember that actions do not guarantee success, I feel.

In regard to Biologis and study actions, I think Hellflame Coral to augment our Pyromancers have a clear and obvious benefit - Fiery death! Warpfire explosions are quite helpful. And we use them often.
If I recall correctly, the way the wildlife examination for potential as a focus or whatever works is that it's automatically folded into any wildlife studies we do going forward, but we need to use that action to cover the wildlife that we've already had the Biologis group do a full survey type thing on. Otherwise, yeah, I would love to make our pyromancers better, and Helflame's one of the few promising leads there.

Actually, I was looking at it and realized that Valinor is likely to use daemonic or psyker powers to try and counter act our fleet. And our Command Battleship would be a natural high priority target.

So I think the ideal path would be Basic Fleet Wards -> Command Battleship Wards -> Void Shield Wards -> SAM Battery Wards.

Also, durin did confirm that the Warding actions can be expedited. Which we ought to do since Telepathica is one of our major action bottlenecks.
Okay, I am 100% behind expediting the shit out of them. My prioritization of the void shield Wards though is because (1) functional void shields are very, very important to our ability to withstand a determined siege and (2) the action is much cheaper in time than the ship Wards. The fleet Wards are of similar importance in my mind, but the reason they're further down the priority list is that they take substantially longer (even more so when expediting is taken into account). I also figure that the command battleship can live with just having the basic warding until we've got more of our ducks lined up.
 
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