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
How about Ridcully's divining the Waaagh instead of Valinor?
If we want any decent chances of diverting the Waaagh at Turoq (or the necrons, but that's a smaller target in the Blood Dragon's general direction), then we should probably find out what kind of Waaagh it is this turn, so Ridcully can try to divert it next turn.
More chancy than simply Divining Valinor this turn for a pre-emptive attack. If we failed to divert the Waaagh, we might end up with that two-front war.
 
Last edited:
How about Ridcully's divining the Waaagh instead of Valinor?
If we want any decent chances of diverting the Waaagh at Turoq (or the necrons, but that's a smaller target in the Blood Dragon's general direction), then we should probably find out what kind of Waaagh it is this turn, so Ridcully can try to divert it next turn.
More chancy than simply Divining Valinor this turn for a pre-emptive attack. If we failed to divert the Waaagh, we might end up with that two-front war.
That sounds logical. Edited in.
 
I hope once the current issues are kinda sorted out, we get the chance to divine the fate of that missing Grey Knight.


I would like to know what happened to that Marine.
 
That sounds logical. Edited in.
Woah, that was fast.
Keep in mind that Durin still hasn't made a sound regarding our chances of diverting this Waaagh. Maybe because I was getting annoying, maybe because we simply have no way of knowing and Ridcully is too busy to even make estimates.
That said, I'm sure the council would also appreciate getting more info on the incoming Waaagh. Though Ridcully wouldn't make the divination until 4-5 years after the meeting.
I hope once the current issues are kinda sorted out, we get the chance to divine the fate of that missing Grey Knight.
I would love to know what's happening with all the psykers Tzeentch is abducting, maybe get us a way to stop it.
 
Last edited:
I have been thinking about the hyper-reactor heavy-cruiser grav-array brawler concept. In general I don't like it - a delicate reactor on a brawler shortens its life expectancy and you have to be desperate to brawl orcs when you have the tech to outrange them. However, what if the ships were significantly cheaper and were only present at fights where the tactic might well be justified? The concept could be viable as a system defence ship for our core worlds.

Without the warp drive, geller fields, navigation and provision for long deployments (all high spec and multiply redundant because its a warship) they can be built faster and cost less. Planets can't manoeuvre to hold the range open and the most valuable planets are worth taking the hits in a brawl. The freed up mass budget can be used on extra defence so they'll last longer too.

...

I missed the chance of productivity loss for militia readiness - I agree it should only be done near to a known invasion date.
 
[X] Plan Enjou T103
I'd like to argue for the factory ship action, but it's not needed yet. Still a few turns before we can go to that shipyard anyways.
 
The more I think about it, the more certain I am that we should divine on the Waaagh. Divining on Valinor provides us with information about what we'd be going up against if we were to attack, and what we could expect in an attack from them. But I'm certain that we could win in either scenario. So Divining on Valinor helps, but probably doesn't shape the events to come.
But the Waaagh is completely unknown. As such, Ridcully won't even know what he's dealing with as far as diverting it goes, and diverting the Waaagh could mean that it attacks Turoq, sparring us a lot of fighting for likely a decade at least. Alternatively, diverting the Waaagh can mean making it attack Gehenna, instead of consolidating with Toguzak's old domain, sparing us a much stronger enemy down the line.
Divining the Waaagh will also give us a good idea about when Valinor will attack, anyway, whereas Divining Valinor is very unlikely to tell us anything about the Waaagh.

I have been thinking about the hyper-reactor heavy-cruiser grav-array brawler concept.
That's a thing we're doing? Because I hope that's not a thing we're currently doing.
However, what if the ships were significantly cheaper and were only present at fights where the tactic might well be justified?
Then it sounds like sending good crewmen to their assured deaths. It just makes me feel bad.
Ah, you mean "Helscythes". ;)
 
Last edited:
in one hero, which multiplies the effectiveness
but yes, she has the sort of raw power associated with multiple regiments of Helguard using Dark Age Weapons, or multiple brigades using Imperial area weapons (that is hundreds of thousands of Imperial Guardsmen, all of whom are heroes)
So Star Wars was right. Space WIzard Warriors are bullshit.

[X] Plan Shard T103
 
Last edited:
3. yes they have, the Shinxes seem curious about Lin and respect Ridcully. Lin gets a headache as Sphinexes are daemons/are not daemons while Ridcully finds them interesting
How are they daemons/not daemons? The difference between daemons and a non-daemonic warp entities is pretty clear cut: warp entities are their own thing while daemons are shards of their respective gods. How is the line blurred when it comes to sphinxes?
 
Have we ever really dealt with any other non-chaos warp entities?
Yes. Not in as major ways as daemons, but Avernite Festum Days is canon and it does mention that we get hit by non-Chaos warp entities. I also believe this was asked of Durin directly at one point, probably before that omake. While we do get hit by warp entities, it's not really anything special. It just gets absorbed under general wildlife attacks most likely.
 
Swap this for hellords and you got my vote.
It's a bit of a longer-term issue, but we may have to think long-term if we get a war that leads into more wars. And Toguzak's domain will inevitably unite, so we will be fighting more orks in the future.
anti Titan grenadiers?
This is not a bad idea either.
If we're going to do these, we should do it this turn, and then train afterwards.
 
It's a bit of a longer-term issue, but we may have to think long-term if we get a war that leads into more wars. And Toguzak's domain will inevitably unite, so we will be fighting more orks in the future.
I figure we got at least two ahead of us, the Waagh, Valinor and maybe Toguzak's domain.
This is not a bad idea either.
Beast Gargants are the scariest thing they got after all.
 
Beast Gargants are the scariest thing they got after all.
What did you have in mind, tactically? "Anti-titan grenadiers" gives me a picture of teams climbing gargents, blowing their way inside and placing explosives at structural weaknesses, but getting that close to a gargant, and the Orks inside seems both difficult and inadvisable. But I'm not sure what other kind of infantry-carried firepower can do anything against gargants, at least not without their weapons getting extremely expensive in advanced technology, or relying on battle-psykers.
Spider-mines?
Or just relying on those sticky-transponders and terrain-shielded artillery?
 
Last edited:
Back
Top