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
It daily, the choirs are surrounded by enough forces that the execution forces could be overwhelmed. As a rule it would be better to wait until the main army is engaged to try and go after the elites
@Durin
1. How much damage could an execution force do to the main army if we just pointed and said "have fun?"
2. How effective would the Execution force be at hunting down enemy assassins?
 
[X] Plan Buy Time

-[X] Air Option 5: Support harassment- This will preserve the majority of your airforce while providing assistance to the forces that you have deployed in the field.
-[X] Harassment Option 3: Deploy half of your harassment forces close to landing sites
-[X] High for Round 1, Medium after.
-[X] Mine Option 3: Use Half of available mines- This will inflict significant damage and provide many opportunities to your harassers while saving half of the mines for later use.

-[X] Psykers
-[X] Ridcully and 1st Diviner Choir to assist Harassment Forces.
-[X] 2nd Telepathy Choir to Hunt for Infiltrators.
-[X] Lulana, 1st and 2nd Daemonology Choir to stall the Angyl Summoning.
-[X] All other Choirs to rest. (Telekinetic 1,2; Biomancer 1,2; Pyromancer 1, 2; Telepathy 1, Sirens, Trolls, Diviner 2)
-[X] Primaris Executioner Forces to join in on the Harassment Forces.
-[X] E.Warfare on Abomination Sensors.

2. How effective would the Execution force be at hunting down enemy assassins?
Durin has said the answer is 'Overkill, and it'll be hard for them to find them.'.
 
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and the half I am talking about is half of this wave
Ohhhhh...

[X] Plan Steady
[] Air Option 5: Support harassment- This will preserve the majority of your air-force while providing assistance to the forces that you have deployed in the field.
[] Harassment Option 2: Deploy a quarter of your harassment forces close to landing sites. - This will allow you to start harassing the Abomination armies shortly after they leave the landing zone, while preserving the majority of your light forces for later conflicts.
[] Medium for the first round, Low from there on.
[] Mine Option 5: Write in: Place an eighth of our mines close to the landing site, where the first turn of harassment will take place.
[] Psykers:
- All telekinetic, pyromantic, biomancer choirs as well as the 1st divination and 1st daemonologist choir rest. Xavier and Ridcully rest.
- 1st and 2nd telepathy choirs root out infiltrators.
- Sirens support harassment efforts, focusing on preserving our forces (for example by protecting against enemy domination and supplying illusions and invisibility).
- 2nd divination choir support harassment and bombardment efforts.
- 2nd daemonologist choir and Lulana disrupts summoning rituals.

Argument:
Air: With our huge harassment bonus, and the AA over the landing sites, I think it makes sense to focus our air forces on harassment.
Harassment: We have a lot of harassment ahead of us, so let's see how well harassment works out first. Then, once we have the enemy's measure, we can commit harder to the harassment. The bonus for the first round of harassment, however, is too good to pass up.
Mines: We have many enemies to deal with, and limited resources. Let's get the most bang out of our buck, and see how the mines work out and what other opportunities we can get.
Psykers:
- Daemonologists: The presence of Angyls will anger Avernus, so that counter-balances itself to some degree or another. But to be on the safe side, we'll disrupt some of their rituals anyway while keeping saving the other choir for the siege phase.
- Biomancers and pyromancers: should be rested and saved for the siege phase, as they simply aren't suited for harassment - the pyromancers are too flashy, and Durin said that biomancers aren't good here.
- Telepaths: should concentrate on rooting out infiltration forces, because "some" infiltrators found is not enough. The sirens can provide telepathy support to the harassment as the enemy moves further from the water, as the added distance will likely apply a penalty to the sirens when the enemy reaches Dis, and they focus on preserving our harassment forces because it preserves our harassment capacity against the waves to come.
- Diviners: Keeping Ridcully and 1. choir on reserve, in case we should need divination next turn. Ridcully shouldn't be pushed too hard, lest we risk the life of arguably the most important individual in the Trust, and I want him fresh and rested for Scry-and-Fry duty next turn.
- Primaris Execution Squads: Kept in reserve for the siege, where they will be most dearly needed.
 
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[X] Plan New Assets

-[X] Air Option 5: Support harassment- This will preserve the majority of your airforce while providing assistance to the forces that you have deployed in the field.
-[X] Harassment Option 3: Deploy half of your harassment forces close to landing sites
-[X] High for the first round, Medium for the rest
-[X] Mine Option 3: Use Half of available mines- This will inflict significant damage and provide many opportunities to your harassers while saving half of the mines for later use.

-[X] Lulana, Grandmaster Aria, and the 1st Daemonology choir will focus on countering enemy psykers. (Particularly their attempts to summon daemons.)
-[X] Tamia will search for infiltrators.
-[X] Ridcully will uncover any hidden factors in the war and shut them down if possible.
-[X] Xavier will participate in the harassment campaign alongside the Phase-Tigers.
-[X] 2nd Divination choir will assist the harassment effort for the first round.
-[X] Deploy the Primaris Execution Forces to assist the harassment effort for the first half of the phase, then let them rest for the other half.

-[X] For the first round of harassment, set up ambushes with our Warhounds. Be cautious with them. Take them out of the combat after that first round.
-[X] Hire Sir Pellinore to hunt heretics.
-[X] Send Jacob out on the harassment campaign.
-[X] Aim our electronic warfare on their sensors.
 
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Man, the plans-to-votes ratio is pretty high these days.

@Andres110 @Shard
1. Why do you want to use half our mines on the first wave, which constitutes at most a tenth of the total enemy ground forces.
2. Why do you want to harass so hard, sending half our harassment forces and pushing them so hard to kill the enemy, at the much increased cost of their own lives? Wasn't it one of you who said you didn't want to get in-between Valinor and the wildlife?
 
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Man, the plans-to-votes ratio is pretty high these days.

@Andres110 @Shard
1. Why do you want to use half our mines on the first wave, which constitutes at most a tenth of the total enemy ground forces.
2. Why do you want to harass so hard, sending half our harassment forces and pushing them so hard to kill the enemy, at the much increased cost of their own lives? Wasn't it one of you who said you didn't want to get in-between Valinor and the wildlife?
1. There really isn't much of a difference between us killing 10 million guardsmen from this wave with mines and killing 10 million guardsmen from the next wave with mines. In the end you're still killing 10 million guardsmen. Ultimately, the deciding factor here is the snowball effect, where small advantages in the early parts of the campaign translate to bigger advantages later on. There's also the fact that our manufactorums are still producing war materiel, so our supplies will be at least partially replenished.
2. I'm voting to have them go Hard only during the first round of the harassment phase, because we're getting a HUGE bonus there thanks to our efforts last turn. After the first round, I've switched it to Medium. Medium allows us to preserve our forces while maintaining pressure on them. The more pressure is on them, the slower they'll move and thus the more casualties they'll take from the wildlife before they reach us.
 
1. A lot but they could be overwhelmed
Could be. They could be overwhelmed were they to be sent on a head-on attack against the main army of Valinor, consisting of 3 billion men behind fortified positions, backed by armour, sorcerers, and Astartes. Could be.

I'm putting one of them into my plan to assist with harassment. I have got to see them in action.
 
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Doesn't Ridcully's Divination supersede their Diviner?
It would, but we haven't been applying him to the task of countering their diviner. Instead we've had him burning Chaos Lords to death.

@Durin, I think you missed my question, but how approximately many Chaos Lords can Ridcully shoot to death per turn? Or is such an approximation not possible?
 
+202 to first round of harrasment
I see. Makes sense. But we can make such bonuses again, so I don't think it's that important to invest heavily in.
There really isn't much of a difference between us killing 10 million guardsmen from this wave with mines and killing 10 million guardsmen from the next wave with mines.
Timing matters. Think of tower defence games: You don't want to kill as many enemies as quickly as possible; you want to keep the enemies from reaching your base (Lin). So we should use our mines to ease the pressure the enemy units put on our "towers" (harassment forces, city defences), while at the same time maximising the damage our "towers" can do to each wave of enemies. That's why I'm okay with letting the first wave reach our cities, because it'll let the cities pummel the first wave while the reinforcing wave of enemies are blown up by the mines we saved.
Mines don't grant us a snowballing advantage, because they don't impact the enemies that come after the ones they blow up. At best they simply preserve some of our defences. But our defences are resources that should be put to efficient use.
I have got to see them in action.
That's not a good reason for expending precious resources (the preparedness and rested state of some of our most powerful assets).
 
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It would, but we haven't been applying him to the task of countering their diviner. Instead we've had him burning Chaos Lords to death.

@Durin, I think you missed my question, but how approximately many Chaos Lords can Ridcully shoot to death per turn? Or is such an approximation not possible?
Then we should put him directly on Divination support, instead of scrying for unknown bonii.

Ridcully's Divination of their plans should in principle provide us with any hidden bonii they might have.
 
It would, but we haven't been applying him to the task of countering their diviner. Instead we've had him burning Chaos Lords to death.

@Durin, I think you missed my question, but how approximately many Chaos Lords can Ridcully shoot to death per turn? Or is such an approximation not possible?
Apocimation not possible, and it would involve risking ridcully
 
Mines don't grant us a snowballing advantage, because they don't impact the enemies that come after the ones they blow up. At best they simply preserve some of our defences. But our defences are resources that should be put to efficient use.
They don't provide us a Snowballing advantage.

They prevent our enemies from getting a snowballing advantage. Plus if they start another landing placing Mines is problematic.
 
and it would involve risking ridcully
Yeah, let's not.
They prevent our enemies from getting a snowballing advantage.
So does mining the reinforcing waves.
Plus if they start another landing placing Mines is problematic.
:Citation Needed:
I'll ask.

@Durin
1: Considering the extensive warding and guarding and whatnot, what can our daemonologists (and Lulana, perhaps) meaningfully do about the summoning rituals?
2: Who got those 20 suits of Terminator Armor anyway?
2.1: Is that something we can decide retroactively with Rotbarts ability?
3: Is it any easier for us to place mines now than it will be later?
 
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