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
We are still concentrating on their light ships, but this is just the first step of the war, this way we can keep on using subtle use of their plans against them in space and we know where they are landing their forces before they do it, we can also use their plans and their reduced light ships to ambush them with our command battleship when they bring in the second wave and use the time in between to use their plans to take out as many aces as we can without being blatant about it. Advantages like these need to be used at the right time for maximum effectiveness, our flagship will do more for the war in space than our light elements if put in the right position and we have a golden opportunity to use our admiral to full effect absolutely mauling the 2nd wave and we can keep them thinking everything is going to plan up until they lose a third of their fleet and all their reserves. We don't need them going full MAD from the minute they land we can keep them underestimating us.
 
Well that was unexpectedly quick. Very pleasant surprise, though.
Glad to know that Syr is riding in her ship in terminator armor.
She was assigned one, @Nurgle? Because I didn't take her into account when I suggested an order of 20. And if so, who is losing theirs?
I suggest building Terminator Armor for Rotbart, Richards, Sarnow, Clovis-Ultan, Scott, Maximal, Lin, Ridcully, Tamia, Ajax, Odysseus, and all nine Marshals. 20 in total.
 
Last edited:
She is the second most important person and one of the best generals and admirals.
Yeah, sure, but who is not getting one now? Odysseus? Clovis? One of the Marshals?
Is this something you all decided while I didn't have internet, or something you're suggesting with retroactive effect, now? Is it something we should put to a vote?
 
Last edited:
Yeah, sure, but who is not getting one now? Odysseus? Clovis? One of the Marshals?
Is this something you all decided while I didn't have internet, or something you're suggesting with retroactive effect, now? Is it something we should put to a vote?
I'm nor sure if techpriests can wear a regular Terminator armor.
 
Yeah, sure, but who is not getting one now? Odysseus? Clovis? One of the Marshals?
Is this something you all decided while I didn't have internet, or something you're suggesting with retroactive effect, now? Is it something we should put to a vote?
There was no specific order said on who was getting what. But Syr again is the second most important person. I assume she is getting one because she is more valuable than everyone but Rotbart the great.

Tech priest have better armor in most cases or interfere with there job.
 
I'm nor sure if techpriests can wear a regular Terminator armor.
Tech priest have better armor in most cases or interfere with there job.
Well, this is the first time I've heard anyone have a problem with this. Durin only said that Tranth didn't want the armor.
it would not work with Jane or Xavier but all of the other major characters could benefit (bar Tranth who is not human enough anymore and has already integrated the design into his body),
But Syr again is the second most important person.
I think that's Tranth, preceded by Ridcully, and Syr coming somewhere further down the line. But I can never remember how the Governor inheritance works, so whatever.

@Durin
Is it already decided who the Terminator armors are going to?
 
Last edited:
@AlsoSprachOdin what??? Syr is second in line. When Rotbart dies Syr becomes governor. It was decide when Rotbart got married that any kids would inherit.
I listed those character by importance - not who's where in line for governorship - because you said Syr were the second-most important character. Some of the other governors would also come before her on that list.
Anyway, I remember hearing contradictory things about the inheritance, so forgive my confusion on this point.
 
Last edited:
Pretty sure that's Tranth, preceded by Ridcully, and Syr coming somewhere further down the line. But I can never remember how the Governor inheritance works, so whatever.
Rotbart gets to choose whoever he wants as his heir, there is no precedent for selecting a new governor on Avernus so as long as his choice can do it they get the job,
 
War on Two Fronts Part Three: A Bloody Approach
War on Two Fronts Part Three: A Bloody Approach

After much discussion you and Admiral Sarnow decided to focus your attention on the Abomination's light forces, both acting in a way that they have not planned for and reducing their ablity to deal with future harassment. You used all but your most heavily armed ships for this, which was made far easier by the fact that you were not trying to get clsoe to the main fleet. It took almost three days before the Abomination Admiral realized your targets, time in which you took out half of their attack craft along with dozens of Battlecrusiers. IN return your escorts suffered a significant amount of damage, with the sheer number of escorts that the Abomination fielding taking their toll, as did your cruisers. Little changed for the next two days apart from the Abomination Fleet being a bit more cautious with its light forces but on the fifth day the enemy admiral attempted to lead your forces into a trap. He failed. Horribly. By the end of the day the remaining Abomination Attack Craft wings had been destroyed along with a Grand Cruiser and dozens of Battlecruisers, while in return you had lost a handful of escorts and attack craft wings. It took over a day for the Abomination Fleet to recover from that disaster, though they were doing relivily well by the time that they started making their final approach to Avernus.

First Imperial Harassment d100=38+73(skill)+20(Technology)+133(stats)+30(speed)+50(plans)+20(surprise)+15(Omakes)=379
Abomination Defence d100=29+67(skill)+25(deamonships)+46(Martial)+100(numbers)+10(void superiority)-50(Abomination)=227
Re-Roll First Imperial Harassment d100=57+73(skill)+20(Technology)+133(stats)+30(speed)+50(plans)+20(surprise)+15(Omakes)+15(Paragon Diviner)=413
Re-roll Abomination Defence d100=12+67(skill)+25(deamonships)+46(Martial)+100(numbers)+10(void superiority)-50(Abomination)=210
Imperial Kills
2 Daemon Battlecruisers
21 Battlecruisers
7 Cruisers
2 Escort Cruisers
8 Light Cruisers
68 Escorts
820 Attack Craft Wings
2 Transports
Abomination Kills
3 Cruisers
2 Light Cruisers
32 Escorts
23 Attack Craft Wings

Second Imperial Harassment d100=9+73(skill)+20(Technology)+133(stats)+30(speed)+50(plans)+20(surprise)+15(Omakes)=350
Abomination Defence d100=77+67(skill)+25(deamonships)+46(Martial)+100(numbers)+10(void superiority)-50(Abomination)=275
Re-Roll Second Imperial Harassment d100=6+73(skill)+20(Technology)+133(stats)+30(speed)+50(plans)+20(surprise)+15(Omakes)+15(Paragon Diviner)=362
Re-roll Abomination Defence d100=36+67(skill)+25(deamonships)+46(Martial)+100(numbers)+10(void superiority)-50(Abomination)=219
Imperial Kills
1 Heavy Cruiser
2 Daemon Battlecruisers
9 Battlecruisers
4 Cruisers
1 Escort Cruiser
4 Light Cruisers
35 Escorts
409 Attack Craft Wings
1 Transport
Abomination Kills
1 Battlecuiser
8 Cruisers
6 Light Cruisers
101 Escorts
70 Attack Craft Wings

Third Imperial Harassment d100=37+73(skill)+20(Technology)+133(stats)+30(speed)+50(plans)+20(surprise)+15(Omakes)=378
Abomination Defence d100=68+67(skill)+25(deamonships)+46(Martial)+100(numbers)+10(void superiority)-50(Abomination)=264

Imperial Kills
2 Daemon Battlecruisers
12 Battlecruisers
4 Cruisers
1 Escort Cruiser
5 Light Cruisers
42 Escorts
498 Attack Craft Wings
1 Transport
Abomination Kills
1 Battlecuiser
7 Cruisers
5 Light Cruisers
80 Escorts
57 Attack Craft Wings

Fourth Imperial Harassment d100=77+73(skill)+20(Technology)+133(stats)+30(speed)+50(plans)+15(Omakes)=398
Abomination Defence d100=53+67(skill)+25(deamonships)+46(Martial)+100(numbers)-50(Abomination)=239
Imperial Kills
2 Daemon Battlecruisers
11 Battlecruisers
5 Cruisers
1 Escort Cruiser
5 Light Cruisers
45 Escorts
510 Attack Craft Wings
2 Transports
Abomination Kills
4 Cruisers
3 Light Cruisers
53 Escorts
36 Attack Craft Wings

Fifth Imperial Harassment d100=75+73(skill)+20(Technology)+133(stats)+30(speed)+50(plans)+10(void superiority)+15(Omakes)=406
Abomination Defence d100=1+67(skill)+25(deamonships)+46(Martial)+100(numbers)-50(Abomination)=187: Critical fail, double losses half damage inflcited
Imperial Kills
1 Grand Cruiser
1 Heavy Cruiser
6 Daemon Battlecruisers
31 Battlecruisers
15 Cruisers
4 Escort Cruisers
14 Light Cruisers
128 Escorts
874 Attack Craft Wings
5 Transports
Abomination Kills
6 Escorts
3 Attack Craft Wings

Sixth Imperial Harassment d100=78+73(skill)+20(Technology)+133(stats)+30(speed)+50(plans)+20(void dominance)+15(Omakes)=419
Abomination Defence d100=4+67(skill)+25(deamonships)+46(Martial)+100(numbers)-50(Abomination)=190
Imperial Kills

3 Daemon Battlecruisers
14 Battlecruisers
10 Cruisers
2 Escort Cruisers
7 Light Cruisers
70 Escorts
3 Transports
Abomination Kills
2 Cruisers
1 Light Cruiser
19 Escorts
11 Attack Craft Wings

Seventh Imperial Harassment d100=82+73(skill)+20(Technology)+133(stats)+30(speed)+50(plans)+20(void dominance)+15(Omakes)=423
Abomination Defence d100=78+67(skill)+25(deamonships)+46(Martial)+100(numbers)-50(Abomination)=264
Imperial Kills
2 Daemon Battlecruisers
7 Battlecruisers
7 Cruisers
2 Escort Cruisers
4 Light Cruisers
43 Escorts
2 Transports
Abomination Kills
1 Battlecruiser
4 Cruisers
3 Light Cruisers
49 Escorts
29 Attack Craft Wings

The week of harassment that the Abomination Crusades Warp in point provided allowed you to inflict a significant amount of damge to the fleet. In particular your absolute annihilation of the Abomination Fleets Imperial Era Attack Craft with your own far more advanced models provides a major advantage, as does destroying the vast majority of their Battlecuisers. This will both allow your attack craft to operate near unopposed and removes most of the heavy firepower available to the Abomination Fleet's Light forces. Admrial Sarnow mentions that in many ways this is like fighting against a by the book Imperial Admiral, though the Deamonships are both significantly though then their Imperial counterparts and have far more powerful weapons.

]
1 Einherjar Class Command Battleship- "Fólkvangr"

1 Hero Battleship

2 Gurkha Grand Cruisers
2 Scots Grand Cruisers
2 Pope Grand Carriers
4 Landsknecht Grand Cruisers

17 Chevalier Heavy Cruisers
21 Templar Heavy Carriers
11 Paladin Heavy Cruisers

7/10 Night Stealth Battlecuisers

118 Castle Defence Cruisers
11 Bastion Defence Cruisers
20 Fortress Defence Cruisers
21 Cathedral Defence Cruisers
13 Snare Defence Cruisers
5 Castra Defence Cruisers

16 Cataphract Cruisers
5 Samurai Cruisers
6 Kshatriya Cruisers
24 Knight Cruisers

4 Praetorian Class Cruisers
18/28 Warrior Class Cruisers
6.5/10 Bishop Class Carriers
23/36 Hoplite Cruisers

18/20 Fog Stealth Light Cruisers
19 Monk Class Escort Carriers
56 Youxia Class Escort Cruisers
43/60 Buccaneer Light Cruisers

398 Squire Class Frigates
431 Page Class Frigates
396/618 Soldier Class Destroyers
370 Legionnaire Destroyers
234/300 Privateer Class Raiders
396/429 Shadow Class Destroyers
1,743 Defence Monitors

21 Defence Stations
90 Heavy Orbital Defence Platforms
450 Orbital Weapons Platforms
4/4 Battle Barges (all deamonships)
7/7 Deamonship Battleships
14/14 Battleships
13/13 Deamonship Grand Cruisers
38/38 Grand Cruisers

14/14 Deamonship Heavy Cruisers
55/58 Heavy Cruisers
11/28 Deamonship Battlecruisers
36/142 Battlecruisers

319/370 Cruisers

36/82 Light Cruisers
96/108 Escort Cruisers

14,785/15,000 Sword Frigates
5,419/5,500 Cobra Destroyers
9,364/9,500 Firestorm Frigates

21/21 Mass Convoyers
513/530 Transports

Now that the Abomination Fleet is making the final approach to Avernus you will have to decide how much of a stand to make for the orbitals, what to target and how much advantage to take of the plans that you have. You also have the option of attempting to keep control of the voidspace directly above Dis, either as a point to retreat to or as your only stand.
[] Low- Make a fighting retreat from the orbitals as soon as the enemy gets into range, leaving your defences to cover the retreat. This will preserve your fleet and inflict some damage to the Abomination Fleet.
[] Medium- Make a stand at your orbital defences but reatreat before suffering major losses . This will preserve most your fleet and inflict significant damage to the Abomination Fleet. This is what you are expected to do.
[] Major- Make an extended stand at your orbital defense but retreat before suffering catastrophic losses. This will preserve some of your fleet and inflict major damage to the Abomination Fleet. This will also allow the Fólkvangr to fight to its strengths.
[] Write in
[] Above Dis: Bluff- Attempt to hold the voidspace above Dis until the Abomination Fleet makes play to take it. This is effectively a bluff to convince them to to take the voidspace above Dis.
[] Above Dis: Hold- Attempt to hold the voidspace above Dis but retreat before suffering catastrophic losses. This will take advantage of the fire support your cities can provide to attempt to convince the Abomination Fleet to ald its armies further from Dis. This is what they expect you to do, and they will drive you off if they think they can afford the losses.
[] Write In
Please select a primary target and a secondary target
[] Transports- The transports are well protected and will be kept back from the main battle and therefore not easy targets but carry the majority of the invasion force and are fragile. -Attacking the transports will be dangerous but have a major impact on the number of men that the Abomination Crusade can land.
[] Mass Conveyors- The Mass Conveyors are very well protected and armored and will be kept back from the main battle and therefore not easy targets but most likely carry many of the better troops among the attackers, including the Titans. -Attacking the Mass Conveyors will be highly dangerous but have a major impact on the number of men that the Abomination Crusade can land and quite possible kill many of their best forces.
[] Transports- The transports are well protected but carry the majority of the invasion force and are fragile. -Attacking the transports will be dangerous but have a major impact on the number of men that the Abomination Crusade can land.
[] Light Forces- The Light forces will be kept back from the main battle and therefore not easy targets. - Attacking the Light forces will be challenging but will further cripple their anti-harassment capacities.
[] Main Fleet-This will be the main attack force and therefore the easiest target- This is the default option if you want to do as much fleet damage as possible.
[] Write in target
[] Do not use any of the information that Ridcully has gained form the enemies plans- No bonus and no risk of them realizing you have said plans.
[] Make subtle of the information that Ridcully has gained form the enemies plans- Medium bonus and small chance of them realising you have the plans.
[] Make blatant of the information that Ridcully has gained form the enemies plans- Massive bonus and certain chance of them realising you have the plans.
Adhoc vote count started by Durin on Dec 17, 2017 at 8:01 PM, finished with 86146 posts and 44 votes.

  • [X] Plan Bleeding Fleet
    -[X] Medium- Make a stand at your orbital defences but reatreat before suffering major losses . This will preserve most your fleet and inflict significant damage to the Abomination Fleet. This is what you are expected to do.
    -[X] Above Dis: Hold- Attempt to hold the voidspace above Dis but retreat before suffering catastrophic losses. This will take advantage of the fire support your cities can provide to attempt to convince the Abomination Fleet to ald its armies further from Dis. This is what they expect you to do, and they will drive you off if they think they can afford the losses.
    -[X] Primary Target: Main Fleet-This will be the main attack force and therefore the easiest target- This is the default option if you want to do as much fleet damage as possible.
    -[X] Secondary Target: Leadership elements- Using information gained from their plans make a specific effort to destroy ships lead by the leaders of the Crusade/Valinor. Should those ships be too heavily defended, do the same for the next tier down in leadership.
    -[X] Make blatant of the information that Ridcully has gained form the enemies plans- Massive bonus and certain chance of them realising you have the plans.
    [X] Plan No Bombardment
    -[X] Major- Make an extended stand at your orbital defense but retreat before suffering catastrophic losses. This will preserve some of your fleet and inflict major damage to the Abomination Fleet. This will also allow the Fólkvangr to fight to its strengths.
    - [X] Above Dis: Bluff- Attempt to hold the voidspace above Dis until the Abomination Fleet makes play to take it. This is effectively a bluff to convince them to to take the voidspace above Dis.
    - [X] Primary: Main Fleet - This will be the main attack force and therefore the easiest target- This is the default option if you want to do as much fleet damage as possible.
    - [X] Secondary: Attacks of Opportunity - Target the parts of the fleet to achieve the best casualty ratios.
    - [X] Make blatant of the information that Ridcully has gained form the enemies plans- Massive bonus and certain chance of them realising you have the plans.
    [X] Plan And What Army
    -[X] Major- Make an extended stand at your orbital defense but retreat before suffering catastrophic losses.
    --[X] If you manage to destroy your targets early, unload as much as possible on Transports and leave.
    -[X] Above Dis: Bluff- Attempt to hold the voidspace above Dis until the Abomination Fleet makes play to take it.
    -[X] Mass Conveyors- The Mass Conveyors are very well protected and armored and will be kept back from the main battle and therefore not easy targets but most likely carry many of the better troops among the attackers, including the Titans.
    -[X] Make blatant of the information that Ridcully has gained form the enemies plans.
    [x] Plan Dis Defence
    [X] Plan Against Expectations
    -[X] Low- Make a fighting retreat from the orbitals as soon as the enemy gets into range, leaving your defences to cover the retreat. This will preserve your fleet and inflict some damage to the Abomination Fleet.
    -[X] Above Dis: Bluff- Attempt to hold the voidspace above Dis until the Abomination Fleet makes play to take it. This is effectively a bluff to convince them to to take the voidspace above Dis.
    -[X] Secundary: Light Forces- The Light forces will be kept back from the main battle and therefore not easy targets. - Attacking the Light forces will be challenging but will further cripple their anti-harassment capacities.
    -[X] Primary: Main Fleet-This will be the main attack force and therefore the easiest target- This is the default option if you want to do as much fleet damage as possible.
    -[X] Make subtle of the information that Ridcully has gained form the enemies plans- Medium bonus and small chance of them realising you have the plans.
 
Last edited:
[x] Plan Dis Defence
- Medium - Make a stand at your orbital defences but reatreat before suffering major losses . This will preserve most your fleet and inflict significant damage to the Abomination Fleet. This is what you are expected to do.
- Above Dis: Hold - Attempt to hold the voidspace above Dis but retreat before suffering catastrophic losses. This will take advantage of the fire support your cities can provide to attempt to convince the Abomination Fleet to ald its armies further from Dis. This is what they expect you to do, and they will drive you off if they think they can afford the losses.
- Main Fleet - This will be the main attack force and therefore the easiest target- This is the default option if you want to do as much fleet damage as possible.
- Make blatant of the information that Ridcully has gained form the enemies plans- Massive bonus and certain chance of them realising you have the plans.

The point here is to deny the enemy the option of even getting in position to drop their battleships on Dis, if possible.

Oh, and @Durin, you wrote the transports as target options twice.
 
Last edited:
[X] Plan Subtle Defense
-[X] Low- Make a fighting retreat from the orbitals as soon as the enemy gets into range, leaving your defences to cover the retreat. This will preserve your fleet and inflict some damage to the Abomination Fleet.
-[X] Above Dis: Bluff- Attempt to hold the voidspace above Dis until the Abomination Fleet makes play to take it. This is effectively a bluff to convince them to to take the voidspace above Dis.
-[X] Primary Target: Main Fleet-This will be the main attack force and therefore the easiest target- This is the default option if you want to do as much fleet damage as possible.
-
[X] Secondary Target: Transports- The transports are well protected and will be kept back from the main battle and therefore not easy targets but carry the majority of the invasion force and are fragile. -Attacking the transports will be dangerous but have a major impact on the number of men that the Abomination Crusade can land.
-[X] Make subtle of the information that Ridcully has gained form the enemies plans- Medium bonus and small chance of them realising you have the plans.

Ok, the plan here is to act as expected whilst making subtle use of their plan to gain an advantage and reduce casualties whilst preserving the vast majority of our fleet. I'm targeting the main fleet to do as much damage as possible and any transports that slip up since they carry so much chaff. I'm saving the plans so we know where they are going to land and what they are going to do when they do and so that we can set up an ambush with out flagship when they bring the second wave along.
Also if we don't be blatant we wont have the landing forces going full Mad from the get-go and might be able to neutralize some aces before they are used if we are careful.

Edit: I changed the resistance level to low in order to preserve as much of the fleet as possible for after an ambush on the second wave and to take advantage of the way the Admiral is slow to react when we don't do what is expected, they may buy the bluff of holding over Dis if they think we are preserving forces from the orbital battle to hold the space above Dis.
 
Last edited:
before: 18 Battleships, 25 Grand Cruiser Divisions, 109 Cruiser Squadrons, 385 Escort Flotillas, 21 Mass Convoyers, 530 Transports
after: 18 Battleships, 25 Grand Cruiser Divisions, 75 Cruiser Squadrons, 376 Escort Flotillas, 21 Mass Convoyers, 513 Transports

so a net loss of 34 Cruiser Squadrons, 9 escort flotillas, and 17 transports. That's not really all that great. Though the total loss of enemy strike craft is going to be a kick in their teeth.
 
Last edited:
a thought, so it sounds like we're mostly going to let them land most of the first wave then focus on killing their transports, if that's the case maybe we should keep going after light elements?
 
yeah, i think we should focus on either their light elements or transports (whether mass conveyors or regular transports is up for debate).
 
To ambush the second wave, I say so in what I wrote
After editing, yeah I see.
Also if we don't be blatant we wont have the landing forces going full Mad from the get-go and might be able to neutralize some aces before they are used if we are careful.
I doubt they'll give up all hope because we blatantly predict them. Look at how much fleet they still have left!
a thought, so it sounds like we're mostly going to let them land most of the first wave then focus on killing their transports, if that's the case maybe we should keep going after light elements?
I think my plan requires going after the "main attack force" in order to hold the void over Dis. At the rate this is going, harassment won't whittle down the enemy fleet nearly enough.
 
Last edited:
@Durin, is using Ridcully write-in territory? Finding the sorcerer that's giving them their rerolls so we can assassinate it seems like it would be a good use of his talents.
 
Last edited:
Back
Top