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
Currently working on a new plan around Parnell's minimum preferences. Also buying more AM from Niflheim, putting us into debt, but it's acceptable considering all the upgrades we'll need to be doing soon.

@durin - Could you confirm if Vanaheim would be only working on repairing one Command Battleship at a time? I imagine they would be given the costs of doing so, but want to be sure.
yes they will be
 
@durin, looking at the prices, I've come to the conclusion that ships of the same hull-pattern have the same cost. The Battle Cruisers, Heavy Cruisers, or Grand Cruisers each only have one hull-pattern, and thus each would cost the same as any other of it's size class. The Legate would have a different cost than a Saint or a Martyr, as each of them are different hull-patterns. The Command Ships are too big to fit under this paradigm.

Here's my list of hull-patterns. Name given to the most general configuration
  • Escorts
    • Soldier
    • Privateer
    • Squire
  • Light Cruisers
    • Buccaneer
    • Youxia
  • Defense Cruiser
    • Castle
  • Cruisers
    • Warrior
    • Corsair
    • Knight
  • Battle Cruiser
    • Maurader
  • Heavy Cruiser
    • Chevalier
  • Grand Cruiser
    • Gurka
  • Battleship
    • Legate
    • Berzerker
    • Mongol
Is this right?
 
In real world navies the trade-offs were very much the same.

Battleships - these were balanced designs that were the most effective combination of armour, firepower and speed that could be managed with the technology available. Before radar made aircraft kings of the sea, the only thing that could challenge a battleship was a battleship of equal or superior technology.

Battlecruisers - specialized designs emphasizing speed and firepower. Originally designed to be the kings of commerce raiders. The only things that could challenge them were battleships.

Heavy cruisers - were developed to fill the gap that had opened up as battleships swelled in size and as protected cruisers were replaced with battlecruisers. Their final form evolved because of the arms limitations treaties between WW1 and WW2, which pushed countries to explore how to make their cruisers as lethal as possible due to the limitations on battleships and battlecruisers. All the navy geeks I know consider heavy cruisers to have been a waste of good steel for all the countries who experimented with them, since their lack of speed made them so inflexible. In 40k it seems heavy cruisers are a good deal more effective.

Grand Cruisers - something made up for 40K, probably because battleships in the 40k galaxy are so bloomin' big that there is room for a whole new class of cruisers below them.



I have been keeping this in mind.

I must say, personally, I think it is worth investing majorly in some naval power. One of my major concerns is the naval weakness of the trust. That said, I've not thought about exactly what balance to strike between ground and navy.

My priorities for AM/EM distribution:

1) AM+EM to infrastructure projects. Avernus must grow.
2) Navy. A strong fleet is a happy fleet.
3) Ground forces. But sufficient AM & EM should be made available to give them some amount of the really nice toys for elite units and specialist units.

fasquardon
given that Avernus has the highest quality land forces and not the bet fleet it would make more sense to invest in army over fleet and let Vanaheim invest in fleet
the issue of trying to become a major contributor to every part of combat is that you end up being a jack of all trades master of none
 
@durin, looking at the prices, I've come to the conclusion that ships of the same hull-pattern have the same cost. The Battle Cruisers, Heavy Cruisers, or Grand Cruisers each only have one hull-pattern, and thus each would cost the same as any other of it's size class. The Legate would have a different cost than a Saint or a Martyr, as each of them are different hull-patterns. The Command Ships are too big to fit under this paradigm.

Here's my list of hull-patterns. Name given to the most general configuration
  • Escorts
    • Soldier
    • Privateer
    • Squire
  • Light Cruisers
    • Buccaneer
    • Youxia
  • Defense Cruiser
    • Castle
  • Cruisers
    • Warrior
    • Corsair
    • Knight
  • Battle Cruiser
    • Maurader
  • Heavy Cruiser
    • Chevalier
  • Grand Cruiser
    • Gurka
  • Battleship
    • Legate
    • Berzerker
    • Mongol
Is this right?
Pretty much yes, however Carriers are a bit cheaper then other ships of their pattern and those with exotic weapons are a bit more expensive
 
So in other words, we should generally have a decent all around generalist fleet and leave the elite and experienced stuff to Vanaheim.
 
Ok, new plan!

[X] Plan Minimum Fleet

Buy from Vanaheim
-Einherjar (64,352 Cr)
-Alexander (126,616.6 Cr) - Tithe this one to the Trust
-30 MD Monk (10,167 Cr)
-7 HD Praetorian (2620.8 Cr)
-25 HD Warrior (9,385 Cr)
-13 MI Praetorian (4,421.3 Cr)
-25 MI Warrior (8,502.5 Cr)
-400 MI Soldier (8,600 Cr)
-200 MI Page (10,920 Cr)
-200 MI Squire (10,920 Cr)
-1000 Tugs (15000 Cr)
271,505.2 Cr Total

Sell to Vanaheim
-Genghis (79,138 Cr)
-10 MD Praetorian (8,430.8 Cr)
-57 MD Warrior (12,044 Cr)
-130 MD Monk (6,942 Cr)
-21 HD Praetorian (7,064.4 Cr)
-15 HD Warrior (5046 Cr)
-80 HD Monk (8,544 Cr)
-625 MI Squire (30,000 Cr)
-625 MI Page (30,000 Cr)
-1220 MI Squire (57,218 Cr)
-30 MI Monk (6,516 Cr)
-8 FI Squire (795 Cr)
-7 FI Page (426.3 Cr)
-15 FI Soldier (487.2 Cr)
-2 FI Monk (483.4 Cr)
253,135.1 Cr Total

Vanaheim Prior Debt: 15,508.96 Cr owed to Avernus
Vanaheim Transaction Total: 18,370.1 Cr owed to Vanaheim
Vanaheim End Total: 2,861.14 Cr owed to Vanaheim

Avernus Fleet Gains And Annual Upkeep
200 Soldier Escort Destroyers (-32,000,000 Thrones, -6,000,000 Material, -3,000,000 Promethium, -5,000 AM, -80 EM)
100 Page Escort Frigates (-24,000,000 Thrones, -4,500,000 Material, -2,500,000 Promethium, -4,000 AM, -50 EM)
100 Squire Escort Frigates (-24,000,000 Thrones, -4,500,000 Material, -2,500,000 Promethium, -4,000 AM, -50 EM)
15 Monk Escort Cruisers (-12,000,000 Thrones, -1,800,000 Material, -1,200,000 Promethium, -1,500 AM, -15 EM)
25 Warrior Cruisers (-30,000,000 Thrones, -9,500,000 Material, -2,750,000 Promethium, -5,500 AM, -50 EM)
10 Praetorian Cruisers (-12,000,000 Thrones, -3,800,000 Material, -1,100,000 Promethium, -2,200 AM, -20 EM)
1 Einherjar Command Battleship (-92,000,000 Thrones, -4,000,000 Material, -5,500,000 Promethium, -82,000 AM, -540 EM)

Total Upkeep With Einherjar: -134,000,000 Thrones, -30,100,000 Material, -13,050,000 Promethium, -22,200 AM, -265 EM
Total Upkeep Without Einherjar: -226,000,000 Thrones, -34,100,000 Materia, -18,550,000 Promethium, -104,200 AM, -805 EM

Imperial Trust Gains
Same, except Alexander gained instead of Einherjar

Buy from Niflheim
-391,000 Advanced Material per year (10674.3 Cr)
-4,000 Exotic Material per year (5920 Cr)
16,594.3 Cr total

Sell to Niflheim
-200,000,000 Thrones per year (900 Cr)
-200,000,000 Material per year (8440 Cr)
-200,000,000 Metal per year (6260 Cr)
15,600 Cr total

Niflheim End Total: 994.3 Credits owed to Niflheim


Plan Reasoning:
1. Ok, since durin pointed out the dangers of over-investing in our fleet I'm going with Parnell's minimum recommendation instead of his maximum. 400 Escorts with half being the cheap generalist, a quarter being dedicated defense escorts, and a quarter being hunters that can kick the crap out capital ships with their powerful lances (and should be able to cripple Escorts with the same). 25 Cruisers again being the generalists, 10 being the brute types that do well in close range, and 15 light cruisers that are carriers. Plus the Einherjar Command Battleship, being a nice big heavily armored thing that should be able to shield our troop transports on the path to any planet.

2. I removed the Vajra from the sale to Vanaheim, which ends up with us being slightly in debt. Given Vanaheim won't be able to get to all the Command ships at once, they can work on the others for the next 90 years and we can decide what we want to do with it by then, whether to keep it or to give away the Gravitic-Array ship once we know what that does.

3. Buying as much AM and EM as we can afford from Niflheim, going into debt. Worth it given we are going to be spending a lot of AM and EM in the near future.

4. For convenience, I've provided the upkeep numbers in the spoiler above. We won't get the Einherjar for 30 years, so knowing what the upkeep is without it is helpful.
 
Last edited:
The Einherjar costs as much as you would expect something 5 full size categories bigger than the next largest.
 
Last edited:
Basically what you've described is what the differences are.

Battlecruicers -> Greater speed and firepower. Somewhat bigger.
Heavy Cruisers -> Greater armor and firepower, but slower. Somewhat bigger.
Grand Cruiser -> Heaviest class of Cruiser with most armor and firepower. Notably larger than the others types, usually between 7-8km long. Noted to be "Pocket Battleships" on Lexicanum.
Thanks Enjou. Based on that I'm leaning towards a modified version of how ship squadrons are in The Lost Fleet series. So the heavy ships would be in Divisions of 2-4. Battleships of mixed types in a 2-3 ship Division and Grand Cruisers in a 3-4 ship Division again mixed. Lets go with a 7 ship Squadron for all the Cruisers grouped into types. Each Squadron would be based around a type (Defense, Armored, Raider, Cheap) then have 4 generalist and 1 of each specialist of that type. Heavy and Battle cruisers lack the sheer number of classes of the lower ships do so each Squadron would have all the Heavy or Battle Cruisers classes in it but keep the generalist /specialist layout. Escorts I'm going to have to think on a bit. I do say we should cut the Stealth ships out of the line up into their own group. Give me a few hours to get home then I'll put up a example fleet form the Trust Navy and one for us.
 
@durin, what classes are Trust most interested in?



The issue is to midigate another bottle-up problem like the last time Vanaheim got cut off.
all of them
the main reason for the bottle neck was that Vanaheim was the only major fleet base, which has changed, and that most of the Trust Fleet was in she shipyards being repaired, another situation like that is unlikely to happen
 
all of them
the main reason for the bottle neck was that Vanaheim was the only major fleet base, which has changed, and that most of the Trust Fleet was in she shipyards being repaired, another situation like that is unlikely to happen
Ok.
I have some questions about the general configuration of the ships. Do they have armored prows like current imperial ships for not? Which have prow and dorsal weapons? How many wings doing each carrier have?

I think the Knights and Corsairs have prow lances. I don't see if the Warriors have a prow mount.
 
Last edited:
I am thinking most of the "hard core fleet" would be Ancient Defense Cruisers, perhaps augmented by the Well of Urd and one of the battleships.
A point of note, ADC's are not Warp-capable, which would limit this defensive core to operations in the Helheim system. That's not necessarily bad, but it's strategically very sub-optimal. Avernus is already a hard target, further reinforcing it is good but not necessarily the best expense of resources, especially when Warp-capable ships can contribute just fine to Avernus' defense.
@durin, just for reference what is the deference between Heavy, Battle, and Grand Cruisers? From what I can see ot looks to be that Battlecruisers have greater speed and firepower over the base cruisers, Heavy's have armor amd firepower over the basics, and Grand Cruisers are basically Battleship lights having even greater armor and full battleship grade weapons but lack the same armor class.
Grand Cruisers - something made up for 40K, probably because battleships in the 40k galaxy are so bloomin' big that there is room for a whole new class of cruisers below them.

Something to note about Grand Cruisers, in modern terms they're probably better considered as Dreadnaughts, the precursors to "modern" (technically obsolete now) Battleships. Grand Cruisers are really too damn big to be considered a Cruiser, but they're also too small or wimpy to be proper Battleships. If you go back to Battlefleet Gothic terms, as I recall Cruisers generally had 6-8 Hull Points, Battlecruisers had the same but better armor/weapons/equipment packages, and Grand Cruisers came in at 10 Hull Points while Battleships had a whopping 12.

It's not a perfect analogy, Grand Cruisers (especially Crusade-era ones like Chaos uses) are nasty customers and pretty fast for their size, as well as generally focusing on lances and long-range batteries, which doesn't fit the Dreadnaught paradigm, but it's a good comparison.

@fasquardon @Enjou @Akritedes @HanEmpire and any one else who wants to comment. Please give responses and suggestions on what to change.
I think it's a very nice wishlist, but the odds of being able to afford it all are quite low and we'll need a lot of time to build up the manpower and material to run it. Especially after reading the last few sections, I'd suggest focusing on a close-assualt/planetary assault force with small generalist core. Planetary assault is close enough to direct battle line engagements that Helheim Void can still contribute to fleet engagements, it will just rely on allied forces to provide the majority of maneuver and screening forces.

With that in mind, after this initial purchase to establish a generalist core it may be wise to focus surveys and build-up on the armored cruiser classes.
 
Updated Comparision Post to include Minimum Fleet

Plan Reasoning:
1. Ok, since durin pointed out the dangers of over-investing in our fleet I'm going with Parnell's minimum recommendation instead of his maximum. 400 Escorts with half being the cheap generalist, a quarter being dedicated defense escorts, and a quarter being hunters that can kick the crap out capital ships with their powerful lances (and should be able to cripple Escorts with the same). 25 Cruisers again being the generalists, 10 being the brute types that do well in close range, and 15 light cruisers that are carriers. Plus the Einherjar Command Battleship, being a nice big heavily armored thing that should be able to shield our troop transports on the path to any planet.

I think something important to note is that durin made that comment after seeing my endgame wishlist of half a dozen battleships, 100 or so Grand/Heavy/Battle Cruisers, hundreds fo Cruisers and thousands of Escorts.

I think we can afford to get the upper limit of 600 Escorts easily, though I agree we should stay at the lower end of 50 Cruisers.

2. I removed the Vajra from the sale to Vanaheim, which ends up with us being slightly in debt. Given Vanaheim won't be able to get to all the Command ships at once, they can work on the others for the next 90 years and we can decide what we want to do with it by then, whether to keep it or to give away the Gravitic-Array ship once we know what that does.

3. Buying as much AM and EM as we can afford from Niflheim, going into debt. Worth it given we are going to be spending a lot of AM and EM in the near future.

Agreed.
 
Ok.
I have some questions about the general configuration of the ships. Do they have armored prows like current imperial ships for not? Which have prow and dorsal weapons? How many wings doing each carrier have?

I think the Knights and Corsairs have prow lances and the Gurkas have dorsal ones.
they general are approximately wedge shaped, lack the modern armored prow, generally have broadsides that can fire both forward and to one side though dorsal weapons are not uncommon
Monks or Adherents can have 6 attack craft wings
Cathedrals, Acolytes, and Bishops can have 24 attack craft wings
Marauders can have 18 attack craft wings
Disciples can have 54 attack craft wings
Popes can have 96 attack craft wings
Legates can have 60 attack craft wings
Saints and Martyrs can have 150 attack craft wings
 
We'll want enough long range capability to not get blind sighted.

We can make up the debt by selling more Defense Cruiser hulks.
 
they general are approximately wedge shaped, lack the modern armored prow, generally have broadsides that can fire both forward and to one side though dorsal weapons are not uncommon
Monks or Adherents can have 6 attack craft wings
Cathedrals, Acolytes, and Bishops can have 24 attack craft wings
Marauders can have 18 attack craft wings
Disciples can have 54 attack craft wings
Popes can have 96 attack craft wings
Legates can have 60 attack craft wings
Saints and Martyrs can have 150 attack craft wings
what about Templar?

So they look similar to Avenger Grand Cruisers, with many having bow weapons, nice.
The Wedge is one of the default sci-fi ship shapes for a reason. The ISD just happens to be a very poor example.
 
Last edited:
Oh, @durin, one thing to possibly give us an option for next turn for building ships since we're seeming like we're gonna sell all our currently surveyed ships and will need something to do - Troop Transports. The size of our army has increased by quite a bit since we last built some, and we've only got seven. What's more, it's an area where the Trust has fallen behind and Vanaheim isn't seeming to want to meet the demand right now due to concentrating on warships. During the assault on Fjol IV the Trust had to use massive amounts of

Modernized Troop Transports with better armor, void shielding, engines, point defenses, and reactors that don't explode and kill every person being transported or destroying every piece of valuable equipment on board would probably be something there'd be a good demand for. We don't even need a new ship design, just use the new components and you're probably good to go.

Worlds that would want these aside from us:
Asgard - Knights are much safer to transport in these.
Svartalfheim - They have made a huge army of Power Armored dudes. As such, they'll likely be helping their neighbors out during invasions.
Midgard and/or The Imperial Navy - The Imperial Guard and the largest number of troops in the polity is here. So increasing the number of transports would be helpful. Though these might be gained through tithes, as they may be counted as warships of a sort.
Vanaheim - They have a lot of Drop Infantry and Aircraft, but no Troop Transports with which to bring them to a world under attack. Sure, they could build them themselves, but they're busy.
 
Reposting this, as I think it's now ready for people to vote for:

Comparison of Plans Post:

Plan Big Repair Deal
Plan Balanced Trade
Plan Max Soldier Trade
Plan Max Resources Trade
Plan OmegaS 2
Plan Minimum Fleet

Big Repair Deal gives us: 1 Command Battleship (Brute), 19 Cruisers (12 Warrior, 7 Praetorian), 16 Light Cruisers (Carriers), and 600 Escorts (200 Solider, 200 Squire, 200 Page).

Balanced Trade gives us: 1 Command Battleship (Brute), 30 Cruisers (25 Warrior, 5 Praetorian), 20 Light Cruisers (Carriers), and 550 Escorts (200 Solider, 200 Squire, 150 Page).

Max Soldier Trade gives us: 1 Command Battleship (Brute), 30 Cruisers (25 Warrior, 5 Praetorian), 20 Light Cruisers (Carriers), and 600 Escorts (400 Solider, 100 Squire, 100 Page).

Max Resources Trade gives us: 1 Command Battleship (Brute), 30 Cruisers (25 Warrior, 5 Praetorian), 20 Light Cruisers (Carriers), and 400 Escorts (250 Squire, 150 Page).

OmegaS 2 gives us: 1 Command Battleship (Brute), 19 Cruisers (12 Warrior, 7 Praetorian), 25 Light Cruisers (Carriers), and 500 Escorts (200 Soldier, 150 Squire, 150 Page).

Minimum Fleet gives us: 1 Command Battleship (Brute), 35 Cruisers (25 Warrior, 10 Praetorian), 15 Light Cruisers (Carriers), and 400 Escorts (200 Soldier, 100 Squire, 100 Page).

Admiral Parnell's opinion on the max we should get (to keep from going too high in maintenance costs):
h would advises no more then one command battleship, four to six hundred escorts, fifty to eighty crusiers

Detailed Survey (Squire Class Frigate)- The Escort Frigate are heavily armoured gunships with advanced defensive systems and underpowered engines. They are equipped with powerful weapons batteries and were most likely designed to act as escorts to the capital ships. There are eight intact ships of this class: eight hundred and twenty-five mostly intact, one thousand five hundred half destroyed and three thousand four hundred mostly destroyed. From what Tranth can determine these ships are the escort version of the first cruiser and have similar technologies.

Detailed Survey (Page Class Frigate)- The Hunter Frigate is a variant of the Heavy Gunship that replaces the weapons batteries with a powerful lance. A group of this form of escort would be able to quickly bring down many capital ships and they most likely acted as hunter-killer teams in the larger battle, targeting heavy cruisers and battleships. There are seven intact ships of this class: eight hundred and twenty-five mostly intact, one thousand five hundred half destroyed and three thousand four hundred mostly destroyed. From what Tranth can determine these ships are very similar to the previous class except for the weapons loadout.

Detailed Survey (Soldier Class Destroyer)- The Escort Destroyer is an all rounder design, with a mix of fire-power, speed and defences. This class is generally armed with long range weapon batteries and was most likely the cheap, expendable escort that was tasked with engaging enemy escorts. There are fifteen intact ships of this class, one thousand, six hundred and twenty mostly intact, three thousand half destroyed and six thousand nine hundred mostly destroyed. From what Tranth can determine these ships do not have any really new technologies.

Detailed Survey (Monk Class Light Cruiser)- The Escort Carrier is similar to an Escort Cruiser but modified to act as a carrier. It retains the heavy armour and point defences of the original design but replaces most of the weaponry with a few lances and several Attack Craft bays; they are most likely designed to act as battlefield carriers. There are two intact ships of this class: thirty mostly intact, eighty half destroyed and a hundred and sixty mostly destroyed. From what Tranth can determine these ships simply replace the weapons on the previous class with Attack Craft bays and examining them may be a good method of finding intact Attack Craft..

Detailed Survey (Warrior Class Cruiser)- The Line Cruiser is a balanced warship three and a half kilometres long. These ships seem to strike a balance between firepower and manoeuvrability and are almost certainly the cheapest to build. The first ship of this type is armed with a collection of medium range weapons batteries. There are no intact ships of this class, twenty-five mostly intact, forty half destroyed and fifty-seven mostly destroyed. This ship has few major strengths or weaknesses, except for its inability to stand against Heavy Cruisers and Battleships. Archmagos Explorator Tranth tells you that this ship seems to be a cheap ship of the line and would be worth investigating.

Detailed Survey (Praetorian Class Cruiser)- The Brute Cruiser replaces the weapons batteries with powerful short range fire-power. There are no intact ships of this class, thirteen mostly intact, twenty-eight half destroyed and ten mostly destroyed. This ship can inflict massive damage on other cruisers and escorts at short and but lacks the defences to take much return fire, meaning that it must either avoid large groups of foes or accept that it will take as much damage as it dishes out. Like other brutes it is vulnerable to fast enemies with long range firepower. Archmagos Explorator Tranth tells you that this ship seems to be a cheap linebreaker and would be worth investigating.

My impression is that Squires are close in defense ships for capitals, and they're focused on screening them and dealing with ordnance at the expense of aggressive or offensive power. Pages swing the other way in that they're capital ship hunters, built around a main gun and sacrificing lighter offense and defense for one big punch.
Pages and Squires mean fulfilling the defense and offense roles of escorts, but totally ignoring their role as anti-escorts and skirmishers. That's where Soldiers fit in.
(That said, my feeling based on real-world water naval warfare is that Avernus should have a fleet focused on cruisers & escort carriers as the core with the heaviest of the cruisers being battlecruisers and then a sufficiency of frigates and destroyers to effectively screen our forces.)

Significant discussion of eventual desired fleet configurations:
Capability Discussion Without Numbers
Rough Numbers?

Big Repair Deal: Vanaheim owes 4,050.06 Cr to Avernus, and we sold the Vajra Class ship to Vanaheim.

Balanced Trade: Avernus Owes Vanaheim 46,856.14 Credits, and we still have the Vajra Class Command Battleship.

Max Soldier Trade: Avernus Owes Vanaheim 43,436.14 Credits, and we still have the Vajra Class Command Battleship.

Max Resources Trade: Avernus owes Vanaheim 29,756.14 Credits, and we still have the Vajra Class Command Battleship.

OmegaS 2: Vanaheim owes Avernus 17,105.96 Credits, and we sold the Vajra Class ship

Minimum Fleet: Avernus owes Vanaheim 2,861.14 Credits, and we still have the Vajra Class Command Battleship.

Notes:

Vajra class Battleship is valued at 42,483.5 Credits by Vanaheim
Vanaheim is willing to let us go into debt to them for up to 50,000 Credits.

Big Repair Deal and OmegaS 2:
+ 354,000 Advanced Material per year
+ 4,000 Exotic Material per year
- 197,000,000 Thrones per year
- 200,000,000 Material per year
- 200,000,000 Metal per year
Niflheim owes Avernus: 2.3 Cr

All other plans:
+ 391,000 Advanced Material per year
+ 4,000 Exotic Material per year
- 200,000,000 Thrones per year
- 200,000,000 Material per year
- 200,000,000 Metal per year
Avernus owes Nilfheim: 994.3 Credits

Minor differences.
 
Back
Top