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
Considering all the ancient tech we have and the presence of the Last Saint of the Emperor Himself, I'd reckon we'd be considered an extremely high value target for both sides.

@durin, I have some questions regarding the Emperor, though they are all questions that are answerable IC. If they are not, ignore.
When will the Emperor ascend to godhood - before or when He is born? If the former, will the Emperor retain his True Divinity after He is born?
Right now, is He worshipped as the Emperor or the God-Emperor? Will that change once he ascends to godhood?
What does the Mechanicus think of Living Saints in general?
With the revelation that He was just a man, what implications are there for the Cult Mechanicus and their worship of the Emperor as the Omnissiah?
He is in the process of ascending to Godhood and once he becomes a god will remain one
He is worshiped as the Emperor and the God-Emperor to be
You do not know
Not that many, the Omnissiah was the Jesus to the Machine-God's God and him being a man who will acend to Godhood can easily be bent to fit
 
All good but the food problem remains.
If it is just the number of people we can expand more citys to hives but the problem is feeding.
Could we start to build larger hydrocultures into our hives to solve this without degrading their security?
@durin How do hydrocultures play into the numbers?
that is with currant levels and qualities of Hydroponics, with a greater emphasis on them and researching the next level you will be able to sustain more
however given that your currant population growth is averaging a little more the 1% per year you have quite some time to deal with any problems.
 
Hmmm, I imagine that Vanaheim will use a great deal of their ship building capacity after this on Ancient Defense Cruisers. They give the most bang for your buck regarding compared to other Cruisers. If half the shipyard capacity went to them, then that's 28 ships with Heavy Cruiser levels of firepower, at least three for each system in the Nine Worlds. The other half would probably go to Escorts first, given those will be needed in large numbers to replace those lost in this battle.
 
Hmmm, I imagine that Vanaheim will use a great deal of their ship building capacity after this on Ancient Defense Cruisers. They give the most bang for your buck regarding compared to other Cruisers. If half the shipyard capacity went to them, then that's 28 ships with Heavy Cruiser levels of firepower, at least three for each system in the Nine Worlds. The other half would probably go to Escorts first, given those will be needed in large numbers to replace those lost in this battle.
it takes longer to make an Ancient Defense Cruiser, they would only be able to make around two thirds the number
 
So this Is just me listing out what each of the Nine Worlds military niche is and what not for myself as I try to figure out what our unique advantages are.

First up is Asgard the Knight World. Obviously their specialty is Knights and make up a large portion of our Super-Heavy's. Not much Infantry and no Armor of note but with the shear weight of what are for all intents and purposes small Titans they don't need them.

Next we have Alfheim, A Agri World It lacks any real army counting on the rest of us to keep it safe but as the only Agri World in the sub-sector it is the main source of food for everyone else. Not much more you can say about it honestly.

Moving on is Vanaheim. Technically a Civilized World it almost could be counted as a small Hive World with 30.6 Billion population. The main shipyards for the Nine Worlds its Imperial Guard regiments specialize in boarding and landing actions. So ships, drop troops, and void infantry and lots of them. A notable lack of heavy assets ground side but more air with the drop troops then anyone else can put up.

Now we get to Jotunheim. This one is a basket case. A Mining World with a high number of Abhuman Ogryns making up fifty-three percent of the population it has a strong case for very good Heavy Infantry if you could train up enough Ogryns to make up most of the regiments. Otherwise the human military forces of Jotunheim have been said to specialize in the use of Sentinels and have several pure Sentinel regiments. On paper this looks like a very strong force but with 2/3rds of the human population killed in the Civil war and prior mismanagement is a wreak. Now once they get their feet back under them they could be a force to be reckoned with but for now they're too beaten to help much.

Next up is Midgard our only Hive World. A massive population of 115 Billion and strong military tradition it has by and far the most Guard Regiments in the Nine Worlds with a bit over 25,000 Iron Guard Regiments and 250,000 PDF Regiments. Mechanised Infantry Regiments, Armour Regiments, and Siege Infantry Brigades seem to be what the majority of their forces are but they have a number of other types in lower concentrations. It also has many weapon and vehicle manufactoriums which supply the needs of their troops and most of the other worlds.

Now for Svartalfheim. A Industrial World it almost should be called a Forge World if not for the fact that they are not AdMech. Known for Master Crafted weapons the Svartalfar Guard is some of the best armed and armored troops ever seen. Now that we have tossed the Power Armor STC at them as well the whole Svartalfar Guard might as well be Power Armoured Grenadiers. Big ass hammer? Meet face.

So Niflheim. Mining Ice World that is populated purely because of its huge promethium reserves. Like Alfheim that is really all that can be said. No army ever mentioned, no manufactoriums that we know of, nothing but promethium and people to get it.

Muspelheim. Mining Death World of lava. The only military force they can sent are the Fire Giants. However the Fire Giants use DAoT Power Armour and can work in large formations which most Power Armour troops are not trained in as they lack the numbers for it. Small but heavy hitting.

That leaves us. What do we got? Well for starters we are a Warptouched Fortress* Death World with a crap load of DAoT ruins and a DAoT ship graveyard floating around in space. We traded on the stuff from the ruins for a very large number of Super-Heavy's and our own personal Titan Legion. Other than the Knights we're the only ones with anything bigger than a Leman Russ. While we have gotten started make our own Mecharuis Regiments we do have a problem in that we can't replace the other Super-Heavy's we lose in combat. Next is the variety of troops we have due to the number of biospheres on Avernus. Chances are we have a answer to any battlefield problem that pops up. Then there is the crazy number of psykers with us currently having 10,000 either in training or done with it. At this rate we are going to wined up with a Major City of just psykers and their support. This may be our calling card. Lastly is the wildlife and us domesticating them as War Mounts. Such "FUN" in the dwarf fortress meaning of the word. We also have the most Forge Cities (I think) in the Nine Worlds so a lot of Admech stuff comes from us.

*Forgot that part.
 
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This may be our calling card.
While the frankly absurd number of psykers will doubtlessly become a hallmark of Avernite soldiery, we currently have a much more obvious role to fill in the context of the Nine Worlds. 'Elite'. More specifically, elite infantry.

With no glaring empty slot's in the Avernite roster (except possibly air), we're very close to being a 'Jack of All Trades'. However, our infantry's many bonuses and multipliers means that our they always punch above their weight class. Ave-Militia can trump PDF, Ave-PDF can trump ImpGuard, and so on. We're effectively taking on the role that Cadian and Kaskrin unit's once filled in the army roster, but are may be more plentiful, thanks to the considerably smaller area that we need to cover.

1250
 
Eventually, I'd like our bag of tricks to also emphasize the use of animals in warfare. Phase-tigers are a good start, but I want to work on domesticating Thundabeasts for the Rough Riders, and Raptors to act as screens and harassment forces. That would cut down on our casualties significantly.
 

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1081 | Sufficient Velocity
##### NetTally 1.1.26

[X] Night- Target the artillery- This will reduce the amount of damage that the Dark Eldar artillery can do over time but will cause less damage then some of the other targets due to the fact that the artillery is most likely well fortified against return fire. This option would be best if you are planning to take your time and turn the fight into an extended siege.
No. of Votes: 14

[X] Day- Target the artillery- This will reduce the amount of damage that the Dark Eldar artillery can do over time but will cause less damage then some of the other targets due to the fact that the artillery is most likely well fortified against return fire. This option would be best if you are planning to take your time and turn the fight into an extended siege.
No. of Votes: 14

[X]Do Not Fire any Deathstrikes- Save them for use on future targets
No. of Votes: 14

[X] Night- Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
No. of Votes: 11

[X] Do Not Attack- You could have your forces concentrate on further fortifying the ground that they already hold, better preparing them for the nights harassment and saving you from suffering any more losses for the moment.
No. of Votes: 11

[X] Day- Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
No. of Votes: 10

[X] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
No. of Votes: 4

[X] Day- Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are not reinforcing your currant vanguard by much or are pushing the attack tonight.
No. of Votes: 3

[X] Night- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
No. of Votes: 2

[X] Night- Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are not reinforcing your currant vanguard by much or are pushing the attack tonight.
No. of Votes: 2

[X] Do Not Attack
No. of Votes: 2

[X] Write In: During the day (assuming the Eldar airforce continues to not be active) use AA to target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take the entire outer ring before attacking the inner ring.
No. of Votes: 2

[X] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
No. of Votes: 1

[X] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the outer walls of the city fist, which will allow you to either cut of or reduce the chance of forces in the city escaping or being reinforced but leave your forces spread out. This should not be selected if you are being aggressive as it will leave your forces vulnerable to counter attack.
No. of Votes: 1

[X] Day- Target the inner walls.- This will make the inner walls easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the inner walls.
No. of Votes: 1

[X] Attack as normal- You can have your forces attack using their standard operating procedures, which will have them gain ground at a moderate rate and suffer moderate casualties.
No. of Votes: 1

[X] Have a mix of Midgardians and Avernites lead the attack– This is a balance between the other two options and will involve having the Avernites support the Midgardians allowing them to more effectively engage the Dark Eldar but preventing you from having the casualties concentrated over your worst men or having the fire-power to make an attempt on the inner walls. - This option would be best if you are quickly taking the outer area.
No. of Votes: 1

[X] Send the Phase-Tigers to spot ambushes during the infantry assault.
No. of Votes: 1


Total No. of Voters: 14
 
Eventually, I'd like our bag of tricks to also emphasize the use of animals in warfare. Phase-tigers are a good start, but I want to work on domesticating Thundabeasts for the Rough Riders, and Raptors to act as screens and harassment forces. That would cut down on our casualties significantly.
Scaly ducks with laspistols (raptors) are worse than guardsmen in most respects, and may or may not turn out to be cheaper to make combat-ready military units out of.

Now, Tyrant Lizards, on the othe hand, would be amazingly useful as either rough rider mounts or standalone monstrous creatures.
 
That's one in one billion births, though, not population, and the age-specific mortality rate data is definitely going to be extremely skewed.
People who have some psychic ability are probably going to last longer on average, so even if Avernus had normal levels of psykers born they'd still be over-represented in our population.

My understanding was that psykers had above average rates of death in 40k (mostly due to Chaos).

Even most Warp-Touched worlds don't have the prevalence of psykers that we do, as I understand it. Something about Avernus in particular is involved.

My bet is that Avernus itself is integrating humans into its arsenal.

Well, the original plan when Avernus was settled was to produce a planet of weaponized humans, so that's good, I guess.

My math is showing that without a major change or decrease in invasions we will only last another 20 yaers or so before we have to write off planets.

That is actually better than I thought we'd be doing.

I think the real priority is to get Vanaheim's industry up to full speed so that the main shipyard in the subsector can start working at full capacity.

fasquardon
 
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