The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

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The tech the Avernite PDF uses isn't that complex.

it's not just the guns. if you dropped someone form the civil war into a modern military squad teaching him to shoot would be the easiest part. Teaching about stuff like radio, or enough about the internet to function in modern society would be the hard part.

doing something similar on Avernus has the extra issue of most if not all day to day tasks being possibly life threating, especially if done poorly or slowly.
 
it's not just the guns. if you dropped someone form the civil war into a modern military squad teaching him to shoot would be the easiest part. Teaching about stuff like radio, or enough about the internet to function in modern society would be the hard part.

doing something similar on Avernus has the extra issue of most if not all day to day tasks being possibly life threating, especially if done poorly or slowly.
Our military technology is not functionally that different to what exists in the 41st millennium. Our guns are shootier, our tanks are tougher, and our voxes are louder, but while making them may be a more complicated affair, operating them would be as simple as anything back during the Imperium. It's all functionally the same stuff, just better.
 
Our military technology is not functionally that different to what exists in the 41st millennium. Our guns are shootier, our tanks are tougher, and our voxes are louder, but while making them may be a more complicated affair, operating them would be as simple as anything back during the Imperium. It's all functionally the same stuff, just better.
IIRC Avernite military tactics are very decentralized; relying on junior officers and NCOs to take the initiative with each unit operating both independently and as a whole. It's why Avernites are notoriously immune to decapation strikes. The tactics are also dependent on four factors; extensive training, Comm tech, experience and education.

@Durin;
1) Is this still the case for Avernite tactics or has it changed?
 
IIRC Avernite military tactics are very decentralized; relying on junior officers and NCOs to take the initiative with each unit operating both independently and as a whole. It's why Avernites are notoriously immune to decapation strikes. The tactics are also dependent on four factors; extensive training, Comm tech, experience and education.

@Durin;
1) Is this still the case for Avernite tactics or has it changed?
1. pretty much, higher officer do give orders and expect them to be followed but most of the time the orders are a bit on the general side and leave a lot of room for initiative, when they are not it is usualy for a reason
it is a style of tactics that relies on highly skilled officers at all levels and is pretty much an Avernite signature in the Turst
 
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1. pretty much, higher officer do give orders and expect them to be followed but most of the time the orders are a bit on the general side and leave a lot of room for initiative, when they are not it is usualy for a reason
it is a style of tactics that relies on highly skilled officers at all levels and is pretty much an Avernite signature in the Turst
So our combat style is the opposite of the Orks, where the mooks are trash, but stopping a Warboss is fucking impossible without yer own Hero Units, but if you do, they crumple like glass.
 
So our combat style is the opposite of the Orks, where the mooks are trash, but stopping a Warboss is fucking impossible without yer own Hero Units, but if you do, they crumple like glass.
yeah, you can often take out a massive percentage of an Avernite armies command and find that it still fights nearly as well, though not as coordinated
in fact you have run wargames where everyone above captain in one side is assassinated in the opening minutes and it has still not always been a decisive blow.
 
yeah, you can often take out a massive percentage of an Avernite armies command and find that it still fights nearly as well, though not as coordinated
in fact you have run wargames where everyone above captain in one side is assassinated in the opening minutes and it has still not always been a decisive blow.
Man, that must've SO annoyed the Dark Eldar.

It's hard to make their assassin tactics work when the leaders just... almost don't matter.
 
Man, that must've SO annoyed the Dark Eldar.

It's hard to make their assassin tactics work when the leaders just... almost don't matter.

oh they do, just not a tactical level. A decapitated regiment will spend time sorting it'self out before it can do anything on a strategic level, which means very little to anyone they are already engaged with. They don't need high-level officers to realize "hey, maybe we should go shoot the guys who shot the captin?" to use video game terms, the unit stops moving on the map but will keep fighting anything already engaged with it.

which makes sense. The ability to quickly and easily coordinate with a squad of strangers is a vital skill on Avernus. There usually isn't time for working out a chain of command when something leaps out of the floor and your friends need someone to keep it pinned while you move to flank.
 
Man, that must've SO annoyed the Dark Eldar.

It's hard to make their assassin tactics work when the leaders just... almost don't matter.
Also the fact that all our military leaders aren't particularly assassinatable, what with them being century or two old deathworld survivors.
I mean when mandrakes starts coming out of the walls of the command post one would expect at least disoriention and surprise if not ouright panic, not for the entire command post instantly take cover and open fire while someone activates wall-facing directional landmines (I mean seriuosly, who booby traps the walls? And more importantly who places overlaping array of high power landmines inside a command post?! What in She Who Thirst's name is wrong with you people?!).
 
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oh they do, just not a tactical level. A decapitated regiment will spend time sorting it'self out before it can do anything on a strategic level, which means very little to anyone they are already engaged with. They don't need high-level officers to realize "hey, maybe we should go shoot the guys who shot the captin?" to use video game terms, the unit stops moving on the map but will keep fighting anything already engaged with it.

which makes sense. The ability to quickly and easily coordinate with a squad of strangers is a vital skill on Avernus. There usually isn't time for working out a chain of command when something leaps out of the floor and your friends need someone to keep it pinned while you move to flank.
And in actions like city fighting, light and heavy skirmishing, and massed close combat, where the strategy is a chain of tactical actions that lead naturally into each other for units with good low level initiative, you'd find that decapitated or disorganized regiments still act a lot like they're being intelligently commanded as a whole, when really it's a bunch of lower level decision makers who happen to be working with or around each-other.
 
Also the fact that all our military leaders aren't particularly assassinatable, what with them being century or two old deathworld survivors.
I mean when mandrakes starts coming out of the walls of the command post one would expects at least disoriention and surprise if not ouright panic, not for the entire command post instantly take cover and open fire while someone activates wall-facing directional landmines (I mean seriuosly, who booby traps the walls? And more importantly who places overlaping array of high power mines inside a command post?! What in She Who Thirst's name is wrong with you people?!).
and thats not even talking about the poor Mandrakes who tried to off General Richards, humans should not be able to ambush Mandrakes, and wipe them out without taking a hit
 
That's still a million men with over a thousand officers "killed". Avernite units must be deeply creepy to the others, almost inhuman.

Between Avernites and Niflheim units, who do the other Trust soldiers find more disturbing?
Not to mention how Avernites would be positively beaming the entire time. They are finally validating their living on the killiest death world in the galaxy.
 
Not to mention how Avernites would be positively beaming the entire time. They are finally validating their living on the killiest death world in the galaxy.
...I wonder if by Total War rules Avernites would have Causes Fear, Immune to Psychology, and Unbreakable.

Probably at least the first two.

...I blame this wondering on me doing entirely too much Total War Warhammer 2.
 
Propably Disciplined, that one makes you immune to the leadership damage from loosing your Lord.
Haven't seen that, but it sounds neat AF. And quite fitting.
Phase Tigers would come with Guerilla Deploy in the enemy's zone of control.
Definitely a Regiment of Renown style unit, though, you can only have one, but boy would it do WORK.

Stalk and Strider too for them. Maybe a Ward Save representing their luck.
 
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Haven't seen that, but it sounds neat AF. And quite fitting.
Some Dwarfs have that. I think Longbeard and Ironbreaker.

Though strangly enough I could see the Skaven tactics work too: Units break easily and with high health, get away with little damage and then rally and come back to flank. I lost and won quite a few battles like that, they really make low leadership into a virtue.
 
interesting, just finished writing up the Krok and it took 666 words
I'd just like to put in my headcanon for the Krork.

They're greenskins the size of snotlings who have the following characteristics: They're absolute genius commanders, they can focus the Waaagh field, and they can somewhat bypass the normal Ork chain of command, allowing them to convince Orks to follow them despite their size.

When they focus the Waaagh field, they gain a series of points that they can allocate to various bonuses. This could be population growth, it could be combat ability, it could be increased skill in an Ork specialization like Mekboys, and so on. This is much more efficient than the normal Ork Waaagh field, and amounts to being similar to the Beast Orks only smaller.
 
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