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
The big ships are what can batter down our city defences
Apparently not, remember the only thing that can breach the void shields are either a bombardment that will break the spine (and cause Avernus to react) or driving a battleship into them.

Turning off the void shields is another matter of course.
 
I'm hoping that a first circle archangyl appearing will cause the Planet Mind to flip it's shit. I'm so worried about that fuck.
 
I'm hoping that a first circle archangyl appearing will cause the Planet Mind to flip it's shit. I'm so worried about that fuck.

We don't want Avernus to flip it's shit. A measured, powerful response is what we want, and it'll probably do that if it catches wind of them trying to summon such an archangyl in order to prevent them from trying.
 
We don't want Avernus to flip it's shit. A measured, powerful response is what we want, and it'll probably do that if it catches wind of them trying to summon such an archangyl in order to prevent them from trying.
When I say flip it's shit I don't mean start dropping our cities on the guy. I mean it deploys some old one bullshit to stomp the heretical fuck.
 
[X] Plan No Bombardment

EDIT: Have we asked what high circle Angyls look like?
Because, it occurs to me that they might be Custodes/Primarch themed.
 
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I like the intensity of No Bombardment but I want to hold above Dis like in Bleeding the Fleet.

[x] Bleeding Fleet

Our own losses can also snowball. This won't be the last engagement so keeping the casualty ratios high is important. I think a stand above Dis will inflict a lot of damage at an exchange rate better than we'd get inflicting that damage elsewhere.
 
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[X] Plan Bleeding Fleet

I really think no bombardment is investing way too much in the first major engagement because it is basically sacrificing our fleet's ability to do anything for the rest of the war just to get more kills.
 
By destroying a good portion of their main fleet,
I don't think this is going to happen to any meaningful extent. Not while leaving us many ships left over to harass with later, and I'm not terribly worried about conventional bombardment. We should be able to harass the enemy to a snowball-effect over the time it'll take them to get through our shields and armor, especially with ground-side fire support.
...If we're planning on counter-attacking Valinor, eliminating their fleet is a priority.
The Avernite fleet isn't going to do that on it's own. We'd need the orbital and planetary support to do that kind of damage, and they'll not stay in battles that go that badly for them. Not until they're desperate.
will be in the void where all the ritual sacrifice will be taking place.
:Citation Needed:
At least they'll need conveyors to pull off any big rituals in space.

We should get one thing clear: Are we waiting for the Trust Fleet to come to the rescue?
Because if we do, we absolutely need to hold the void over Dis. Because as soon as the enemy sees Vanaheim coming into the system like the Rohirrim over the hill, Valinor is just going to sail straight down at Dis with every ship they have and the kitchen sink.
And if we don't, we still are very unlikely to get any good exchanges if we push the naval battles here and now. It's in the harassment our strength lies, thanks to Ridcully and Sarnow, that's where we can get the best exchanges. What our orbital defences can do is discourage our enemies from going into certain battles, like a battle for the void over Dis.

And we need to keep the enemy from orbit over Dis, because battleship kamikaze is the greatest threat.
Ground combat is our strength, not the void, we don't need to worry over the ground beyond the Big Angyl. And we can disrupt those rituals on the ground, and unless things change dramatically, we'll have time to target the enemy conveyors in harassment (over multiple harassment phases), and the conveyors are the only transports big enough to sacrifice billions on. And lastly, the conveyors are the other option the enemy has for dropping on our cities, besides the battleships, and they can be dropped with Angyls on board.
What we are extremely unlikely to dent on our own are the big demonic battleships. So Kamikaze is the more plausible MAD threat to us.

So I would suggest something like Bleeding Fleet, but with the Conveyors as the secondary targets of opportunity instead of the leadership, because the conveyors are more vulnerable than the battle barges the leadership is stationed on, they're where the enemy Titans are, and the conveyors are necessary for off-planet Angel summoning. We don't even have to destroy them right away, just damaging them for easier kills later helps just fine against phase MAD.
 
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My problem with Bleeding Fleet is that it's exactly what the Crusade expects of us.
For good reason. And just doing the unexpected isn't going to give us any particular bonuses, nor does that alone make it the best strategic choice.
What they really don't expect us to do, is smear ourselves with vaseline and roll down the caverns praising Slaanesh.
 
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Okay, ballparking the possibility of Trust Fleet reinforcements:

Lets assume that we manage to pop Da Crumpa in the next void turn, seriously wreck the Ork presence at Mar Sara sufficient that we can re-assign some ships from that front to Helheim in 2.

@Durin
1. Roughly how long will it take to complete 2 void turns over Mar Sara?
2. Roughly how long would it take for any reinforcements from Mar Sara to reach Avernus?

3. Possible FAQ Updates:
3.a. Could you add FTL speeds to the FAQ, or are they already in the datasheets somewhere and I just missed them?
3.b. The Ridcully section states that he can't re-roll a 1, I thought that had evolved to him having a 50/50 chance of re-rolling a 1? Is this correct?
3.c. Saint Lin's rate of aging recently increased, might want to amend that in his section

4. Ballpark, how many dice do you have to roll for each of these combat turns?
 
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We should get one thing clear: Are we waiting for the Trust Fleet to come to the rescue?
Me personally?

No.

Between how long it'll take em to book it over from Mar Sara and the amount of damage we're doing (seriously we're inflicting disproportionate casualties) I think there's not much point.

My main fear is the Battlebarges, cause they've got fuck huge amounts of armour which we can't do much too.
 
My main fear is the Battlebarges, cause they've got fuck huge amounts of armour which we can't do much too.
Well, maybe we should try to drag this out somehow so the Trust can help us out with those. Specifically aim to damage, and not destroy transports and conveyors, focus the ground-harassment on slowing down rather than killing the enemy. The Abominists do have to go back and forth between Avernus and Valinor a handful of times, the Trust only needs to get from Mar Sara to Avernus once.
 
Okay, ballparking the possibility of Trust Fleet reinforcements:

Lets assume that we manage to pop Da Crumpa in the next void turn, seriously wreck the Ork presence at Mar Sara sufficient that we can re-assign some ships from that front to Helheim in 2.

@Durin
1. Roughly how long will it take to complete 2 void turns over Mar Sara?
2. Roughly how long would it take for any reinforcements from Mar Sara to reach Avernus?

3. Possible FAQ Updates:
3.a. Could you add FTL speeds to the FAQ, or are they already in the datasheets somewhere and I just missed them?
3.b. The Ridcully section states that he can't re-roll a 1, I thought that had evolved to him having a 50/50 chance of re-rolling a 1? Is this correct?
3.c. Saint Lin's rate of aging recently increased, might want to amend that in his section

4. Ballpark, how many dice do you have to roll for each of these combat turns?
I can answer this.

About 3 months from Mar Sara to Avernus, give or take a few weeks to account of Warp currents. All ships presumed to have a Navigator.
 
When the transports are shuttling back for the next wave, not only is it a chance to harass them and their escorts, it takes those escorts away from the main fleet so we can launch attacks while they're gone.

We have repair facilities and ammunition resupply in system*, they don't. That favours us over a long grind in space.

If I was a sneaky Muspelheim raider captain I'd be hitting transports at the Valinor end. On top of the actual damage, it will force the crusade to keep the transports fully escorted the whole round trip.

*And in nearby allied systems.
 
We wont be getting any reinforcements from Mar Sara, we will get them from Vanaheim, we kept the Vanaheim fleet with it's 25 battleships in the strategic reserves for situations like this, this is what reserves are for.

Edit: I'm surprised people have forgotten about a fleet including 25 battleships and a warded command battleship.

EditEdit: Egg on my face now, it's actually 63 battleships, the cavalry can smash the crusade
 
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