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
[X] Site Two

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with the Timeless Army

Lets not forget that there is a significant chance that named characters could just be shot out of the air before reaching the ground. We want all our generals AND troops to reach the ground, so they can apply their significant skill and martial bonuses to whatever enemy they face. Not leave their life and death to the whims of the dice. And once we are on the ground, our AA can help to shoot down the inevitable airforce attack. We have very large bonuses on our Avernite troops, lets make use of them.

Generals and whatnot will be landed towards the middle or the end of landing, once our air force and a good deal of AA are landed to ensure that the Dark Eldar fighters can't easily take down our landers.
 
Well, let's see. This army group is full of Avernites, fighting men and women through and through. If we have to die, I'd rather die to harassment that we can shoot back at, rather than die like dogs or cats drowning in a bag, in a flaming wreck of a landing craft shot from the sky.

So Site Three sounds most appealing for me.

[X] Site Three

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with the Timeless Army
 
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[X] Site Two

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Avernite Army
 
Well, let's see. This army group is full of Avernites, fighting men and women through and through. If we have to die, I'd rather die to harassment that we can shoot back at, rather than die like dogs or cats drowning in a bag, in a flaming wreck of a landing craft shot from the sky.

So Site Three sounds most appealing for me.

If we had all the time in the world I would agree with you, but unfortunately we don't. Time is a resource. Once we've destroyed our objective, we'll need to march on something else. A difference of a few days could be key in gaining victory.
 
[X] Site Two

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with the Timeless Army
 
[X] Site Two

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with the Timeless Army
 
[X] Site Two

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with the Timeless Army
 
[X] Site Three

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Avernite Army
 
[X] Site Two: Landing Zone Two is located on the last section of grassland before the hills five hundred kilometres north of Objective Alpha-Two. This should be outside of its AA envelope but is within easy strike range of the cities fighters. You will suffer moderate casualties from the fighters and will take nine days to reach the city.
Pros: Medium Distance to travel
Con: Medium casualties from fighters

Avoid the enemy AA, our massive AA should help against the fighters.

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Timeless Army- Gives an elite combat unit to your best army which has the most targets to overcome

Fleet needs the diviners.

Put the Telekinetics with the main Siege Force.
 
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We have alot of good psykers that we can rely on to contact a loyalist chapter. They won't have to give us their geneseed BUT they will have to protect our section of space at all costs. In return they would have a Fortress Monastery on a world of their choice and would get recruiting rights on other worlds. In addition they would have to submit to mandatory inspections their homeworlds Governor for once a year and any other time that the Governor wishes for when they feel it is needed.

I doubt theirs other worlds/sections of humanity to protect so they WILL most likely agree since were giving them a home and resources to fight the great enemy.

Con would be that they won't always be their to help but when they would be then..well it sure will help.
 
[X] Site Two: Landing Zone Two is located on the last section of grassland before the hills five hundred kilometres north of Objective Alpha-Two. This should be outside of its AA envelope but is within easy strike range of the cities fighters. You will suffer moderate casualties from the fighters and will take nine days to reach the city.
Pros: Medium Distance to travel
Con: Medium casualties from fighters

Avoid the enemy AA, our massive AA should help against the fighters.

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Timeless Army- Gives an elite combat unit to your best army which has the most targets to overcome

Fleet needs the diviners.

Put the Telekinetics with the main Siege Force.
But the problem is that they are going to hit us on the first pass with the fighters before/as we land so for the first strike, they will have a free shot. There will be no AA deployed, since it will still be on the dropships.

Unless Durin says differently.

I'd rather fight it out on the march with the special forces general and all of our bonuses and combined arms stacking up.

[X] Site Three

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Avernite Army
 
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We have alot of good psykers that we can rely on to contact a loyalist chapter. They won't have to give us their geneseed BUT they will have to protect our section of space at all costs. In return they would have a Fortress Monastery on a world of their choice and would get recruiting rights on other worlds. In addition they would have to submit to mandatory inspections their homeworlds Governor for once a year and any other time that the Governor wishes for when they feel it is needed.

I doubt theirs other worlds/sections of humanity to protect so they WILL most likely agree since were giving them a home and resources to fight the great enemy.

Con would be that they won't always be their to help but when they would be then..well it sure will help.
...What? we have no way of contacting any chapter as of now, and to even try to we would need more astropaths that we cannot create due to the Emps being dead.
 
[X] Site Two: Landing Zone Two

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Avernite Army
 
Hmmmm. It looks like the Avernite Army will take its objective and then proceed to either reinforce the Imperial Army (which will likely get stuck in a battle of attrition, Prefab Fortress vs actual Fortress) or attempt to support the Timeless Army, because they have three hard targets, one of which is looking like the Mount of Doom.
 
[X] Site Two: Landing Zone Two

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Avernite Army
 
[X] Site Three
[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with the Timeless Army
 
[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Timeless Army- Gives an elite combat unit to your best army which has the most targets to overcome

we know damn well the dark eldar are going to pull some kind of bullshit against our space fleet. and the timeless army needs the extra punch of the telekinesis choir more than we do.
 
[X] Site Two: Landing Zone Two

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Avernite Arm
 
[X] Site Two

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with the Timeless Army
 
[X] Site Three

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet

Site Three because ground combat is our specialty and we have massive bonuses there, whereas we're rather weak when it comes to air-to-air combat. Or, at least, the Eldar are likely to be far, far better at it than us, due to having superior craft and pilots.
We may have large amounts of AA, but that only helps once we actually land; before then, they're just as likely to be shot down as any other transport.
So, play to our strengths.

And keeping the Diviners, including Ridcully, with the Fleet just seems sensible to me, given how gaining orbital supremacy would be a big boon for the campaign as a whole, while losing it would be an absolute disaster.
 
Site Three because ground combat is our specialty and we have massive bonuses there, whereas we're rather weak when it comes to air-to-air combat.

We really aren't. We had +77 bonuses to our airforce last campaign, and given that the Chaos Elites during the Angel of Betrayal's invasion had +80 that indicates our airforce is elite. It's not as bullshit as our ground forces, no, but it's still higher than other forces are in terms of skill on average. The problem last campaign was that we wasted them against the Ork's superior numbers at a time we shouldn't have used them, not an issue with their skill.
 
We really aren't. We had +77 bonuses to our airforce last campaign, and given that the Chaos Elites during the Angel of Betrayal's invasion had +80 that indicates our airforce is elite. It's not as bullshit as our ground forces, no, but it's still higher than other forces are in terms of skill on average. The problem last campaign was that we wasted them against the Ork's superior numbers at a time we shouldn't have used them, not an issue with their skill.
Maybe I could've phrased this differently, but I really don't care. The point remains that we don't hold the huge advantage in the air that we have on the ground, and while the DEldar might not have the Orks' raw numbers, they do likely have vastly superior craft and pilots, as well as local AA weaponry. And all of our huge ground battle bonuses, including the ones for our AA, won't matter if the transports and landers get shot down before they even reach the ground.

Hence, avoid DEldar aircraft and AA, bring down our forces safely, and march on the city via land, where we can bring our huge ground combat bonuses into play even when the DEldar try to harass us.
 
Maybe I could've phrased this differently, but I really don't care. The point remains that we don't hold the huge advantage in the air that we have on the ground, and while the DEldar might not have the Orks' raw numbers, they do likely have vastly superior craft and pilots, as well as local AA weaponry. And all of our huge ground battle bonuses, including the ones for our AA, won't matter if the transports and landers get shot down before they even reach the ground.

Hence, avoid DEldar aircraft and AA, bring down our forces safely, and march on the city via land, where we can bring our huge ground combat bonuses into play even when the DEldar try to harass us.

Just a note - nobody is arguing for Site 1, so the Dark Eldar's AA doesn't really factor into Site 2 vs Site 3.
 
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