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
So heavy revision of the idea for Avernus fleet considering the new information from durin on relative distribution of Battleships to Cruisers to escorts. Trying to get something more inside our exotics budget.

Dropped all the Grand Cruisers for this purpose. Just too expensive for the role. Might as well get 1 BS instead of 2 GC.

1x Einherjar Class Command Battleship
1 Berserker Class Battleship
1 Hero Class Battleship
1 Champion Class Battleship
1 Saint Class Carrier Battleship (Planetary Assault Auxiliary)

2x Paladin Class Heavy Cruiser (Planetary Assault Auxiliary)
2x Templar Class Heavy Carrier (Planetary Assault Auxiliary)
2x Marauder Class Battlecruiser (Planetary Assault Auxiliary)

8x Knight Class Cruiser (Planetary Assault Auxiliary)
4x Cataphract Cruiser
4x Kshatriya Cruiser
4x Samurai Cruiser
8x Bishop Class Carrier (Planetary Assault Auxiliary)
4x Bolas Cruiser

50x Squire Class Frigate
100x Soldier Class Destroyer
50x Legionnaire Class Destroyer
20x New Class Haywire Escorts
50x Descent Class Destroyer (Planetary Assault Auxiliary)

The note (Planetary Assault Auxiliary) means that when we have a Planetary Assault mission they are noted as being able to support the actual assault on the planet, either as a carrier, or through bombardment. But on other occasions could have weapons load outs to support the Brute Squad.

Against a general or long range harassment fleet the Brute Squad would advance on the planet forcing the enemy to come to grips with them, or abandon the planet. (Similar to what the Necrons did to us). Meanwhile the Sniper teams would guard the flanks.

Against a Brute force type fleet (or stationary defenses), the Brute Squad would screen the Sniper teams while they soften up the enemy, and then finish off the enemy afterwards.

1x Uhlan Class Battlecruiser
1x Husser Class Battlecruiser
3x New Battlecruiser Class with Spinal Grav Accelerators
3x New Battlecruiser Class with Nova Cannons
4x Disciple Class Carrier (Planetary Assault Auxiliary)

12 Corsair Class Cruiser
4 Poacher Class Cruiser
4 Cossack Class Cruiser
4 Acolyte Class Carrier (Planetary Assault Auxiliary)

20 Buccaneer Class Light Cruiser
20 Adherent Class Light Carrier

40x Page Class Frigate (consider replacing with a new class of fast hunter frigate?)
100x Soldier Class Destroyer (consider replacing with a new class of fast basic destroyer?)
100x Privateer Class Raider
40x New Escort Class of fast screening frigate (Like the Squire, but with speed to keep up).

Note that during a fleet engagement these would likely be organized into four squads:

Three squads would consist of:
1x New Battlecruiser Class with Spinal Grav Accelerators
1x New Battlecruiser Class with Nova Cannons
1x Disciple Class Carrier
3 Corsair Class Cruiser
1 Poacher Class Cruiser
1 Cossack Class Cruiser
1 Acolyte Class Carrier
3 Buccaneer Class Light Cruiser
5 Adherent Class Light Carrier
10x Page Class Frigate
20x Soldier Class Destroyer
20x Privateer Class Raider
10x New Escort Class of fast screening frigate

Against a standard fleet or a long range harassment fleet defending a planet, these teams would be guarding the flanks of the advancing Brute Squad, with the Spinal Grav Accelerators sniping capital ships, while the Nova Cannons target escort packs. Probably organized in a triangle formation on three flanks of the Brute Squad.

Against a short range Brute Force fleet (or stationary defenses) these teams would take up position behind a screening force of the Brute Squad and begin picking off the enemy ships/defenses.

While one squad would consist of:
1x Uhlan Class Battlecruiser
1x Husser Class Battlecruiser
1x Disciple Class Carrier
3 Corsair Class Cruiser
1 Poacher Class Cruiser
1 Cossack Class Cruiser
1 Acolyte Class Carrier
11 Buccaneer Class Light Cruiser
5 Adherent Class Light Carrier
10x Page Class Frigate
40x Soldier Class Destroyer
40x Privateer Class Raider
10x New Escort Class of fast screening frigate

Against a standard fleet or a long range harassment fleet this group would likely be kept as the rear guard or reserve. To quickly reinforce any flank that came under significant attack.

Against a short range Brute Force fleet (or stationary defenses) this team would probably take point position. Launching a wave of torpedoes to soften up the enemy, and then falling back behind the Brute Squad.

1x Night Class Battlecruiser (Stealth)
8x Fog Class Light Cruiser (Stealth) (Would have to build, no hulks)
30x Shadow Class Destroyer (Stealth)

Purpose is to essentially provide a scouting group that could also participate as long range harassment during larger battles. Potentially flanking the enemy.

@durin 1: What would the Exotic upkeep be on this fleet?

We also might want to consider mothballing a lot of ships after repairing them. As it appears that the Imperial Trust cannot yet support a massive fleet because of the Exotic upkeep cost.

@durin 2: What are people's thoughts on mothballing ships?

Note of comparison to what we are already buying from Vanaheim or repaired ourselves (after taking out the Tithe):

25x Warrior Class Cruiser - 25 over required number
5x Praetorian Class Cruiser - 5 over required number
20x Monk Class Escort Carrier - 20 over required number
100x Squire Class Frigate - 50 over required number
100x Page Class Frigate - 60 over required number
400x Soldier Class Destroyer - 200 over required number
50x Legionnaire Class Destroyer - 40 over required number

Now we can probably tithe the Warrior and Praetorian Class Cruisers when we repair the type of cruisers we want to keep. So I don't think those are a problem. Same for the Monk Class Carriers.

Maybe we can tithe the Frigates to cover the other types of Frigates we want to build? Like the Raiders maybe? Could look at selling some of them though... probably to Midgard. At least the Squires anyway.

Not sure if we can tithe Destroyers for Frigates/Raiders, so we probably want to try and sell most of our excess Soldier Class Destroyers. Probably to Midgard.

Alternatively we could just mothball the extra escorts. Not like there won't be a lot of escorts lost in battle or anything... right?
you have to tithe the class of cruiser that you are keeping when possible to prevent someone tithing cheap cruisers and keeping expensive ones (like you are suggesting)
 
1. 191k AM and 1,850 EM

Hmm... that's a bit less than 2/5th of our current Exotic surplus (which is almost entirely dependent on trade without trade we have maybe a couple hundred net of exotics a year). A bit less for Advanced Material. Since Svartalfheim is not building a fleet our main source of exotics is still available.

That seems about right. 2/5th for the fleet and 3/5th for the army - and that doesn't take into account potential expansion of exotic production, which will go to the army.

I feel pretty satisfied with that.

2. that it is a sign of bad planning and you should sell the ships to someone who can use them

I'm sorry, I guess I wasn't clear. I meant that as the graveyard clearly contains a number of ships that is beyond the ability of the entire Imperial Trust to maintain, I was suggesting that ships be mothballed because there would be no way for anyone in the Imperial Trust to afford upkeep on them.

From your answer you are implying that it would be better to just not repair those ships at all?

you have to tithe the class of cruiser that you are keeping when possible to prevent someone tithing cheap cruisers and keeping expensive ones (like you are suggesting)

I see... I suppose we could try selling them to Midgard at some point. Perhaps in exchange for the type of cruisers we want to be repaired.
 
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1. Why does making her a helltrooper officer and then sending her to the naval academy make Syr a sub-par naval commander? I still don't get the logic behind this line of thought. How does a delay of 5 years diminish her prospective void command abilities from "probable genius" to "run of the mill"? Where did this idea even come from?

2. Pretty sure that trait requires Syr to be planetside in the first place. So it will continue to be delayed thanks to the Naval Academy.

1: Durin stated there would be significant diminishing returns on her education after each step. To the point that gains at the third thing would be minimal and anything beyond that would have very little chance of helping. If she does void command this turn, a reasonable assumption would be her gaining 1-2 points in Martial and Admin, plus the ability to do void command options at her usual martial--call it effective void command at 37 martial--while putting it off until next turn would likely lead to her not gaining admin or martial and only getting void command at -5M or similar--effective 30 martial or so. 30M is still pretty decent, but there's a world of difference between 30 and 37.

2: I don't think we know mechanically exactly how it works--it would make sense that people from Avernus will continue to train to a high degree even without the direct threat of wildlife attack. And even if we made no progress on it thanks to being off planet, the point is more that after another year or three (or whatever) on Avernus she'll gain +1C, taking her to 34C. If she does the Helltrooper option, she might get up to 35C this turn, but my argument is more that whatever we do she's likely to get to 35C by the end of the next 5-year period she spends planet side. Baring boss fights, which we want to keep our heir away from, her combat score above 35 means very little, and we don't need her combat score to even be 35 to have near-zero death chance while she's off Avernus.

Basically, the +C from Helltrooper is likely to provide a not-nearly-zero survival bonus for about one turn she spends on Avernus. Going with Navy gives her a turn of immunity, and the next turn she spends on Avernus will likely see her hitting the 35C mark if she doesn't manage it beforehand.
 
1. a. You do not know
b. 3-4
c. 8-12
d. 4-5
2. Light Cruiser act as .5 Cruisers, Battle and Heavy Cruisers act as 2 Cruisers, Grand Cruisers act as .5 Battleships
3. In general you want Fast Cruisers, escorts and Battlecruisers together along with fast Battleships
This need remembering (with the questions).
Would you add it later to the Naval sheet?
 
I'm sorry, I guess I wasn't clear. I meant that as the graveyard clearly contains a number of ships that is beyond the ability of the entire Imperial Trust to maintain, I was suggesting that ships be mothballed because there would be no way for anyone in the Imperial Trust to afford upkeep on them.

From your answer you are implying that it would be better to just not repair those ships at all?
no, you should repair as many hulks as possible just avoid building ships that you are going to have to mothball and be willing to sell any ship that would otherwise be mothballed
 
1: Durin stated there would be significant diminishing returns on her education after each step. To the point that gains at the third thing would be minimal and anything beyond that would have very little chance of helping. If she does void command this turn, a reasonable assumption would be her gaining 1-2 points in Martial and Admin, plus the ability to do void command options at her usual martial--call it effective void command at 37 martial--while putting it off until next turn would likely lead to her not gaining admin or martial and only getting void command at -5M or similar--effective 30 martial or so. 30M is still pretty decent, but there's a world of difference between 30 and 37.

2: I don't think we know mechanically exactly how it works--it would make sense that people from Avernus will continue to train to a high degree even without the direct threat of wildlife attack. And even if we made no progress on it thanks to being off planet, the point is more that after another year or three (or whatever) on Avernus she'll gain +1C, taking her to 34C. If she does the Helltrooper option, she might get up to 35C this turn, but my argument is more that whatever we do she's likely to get to 35C by the end of the next 5-year period she spends planet side. Baring boss fights, which we want to keep our heir away from, her combat score above 35 means very little, and we don't need her combat score to even be 35 to have near-zero death chance while she's off Avernus.

Basically, the +C from Helltrooper is likely to provide a not-nearly-zero survival bonus for about one turn she spends on Avernus. Going with Navy gives her a turn of immunity, and the next turn she spends on Avernus will likely see her hitting the 35C mark if she doesn't manage it beforehand.
as a note bonus to combat above 35% do have and impact
40C gives you a 0.01% chance of death rather then the 0.1% at 35C
 
as a note bonus to combat above 35% do have and impact
40C gives you a 0.01% chance of death rather then the 0.1% at 35C

My statement of nearly zero is more along the lines that at 35C, they've got about even odds of dying from old age and Avernus shenanigans even with crazy good juvenat. More is better, but at a certain point we're buying shark repellent to carry around when we're not even near water while on earth (I mean, on Avernus that would be common sense...).

Also, does having the medi-gel (and/or the DAoT medical tools) deployed improve the survival chances of our hero units from wildlife attacks?
 
My statement of nearly zero is more along the lines that at 35C, they've got about even odds of dying from old age and Avernus shenanigans even with crazy good juvenat. More is better, but at a certain point we're buying shark repellent to carry around when we're not even near water while on earth (I mean, on Avernus that would be common sense...).

Also, does having the medi-gel (and/or the DAoT medical tools) deployed improve the survival chances of our hero units from wildlife attacks?
yes but not much
 
Far too much emphasis on slow powerful bricks instead of sniping and actual planetary assault.

You keep reverting back to a fleet that can only do planetary defense and nothing else, and that will be destroyed by a long range harassment heavy fleet.

Size and function are two different questions, and every time you decide to reduce size you do it not evenly, but by eliminating the additional functionality needed to be an effective fleet.
I think whats happening here is that we're coming at this from two different directions. Your trying to built a long range fleet with a brute finishing force. In mine the long range stuff is spread out in both the armoured and fast fleets. Instead I have a heavy core fleet to stop attackers form getting our transports or to take punishment as they close and deal with both orbital and ground based defenses. Then I have a fast force to stop raider type hit and runs from cut us to pieces and to pin a long range fleet till the slower ships can engage. Here let me list out each type and their role.

1x Einherjar Class Command Battleship- Slow line breaker

1 Champion Class Battleship- Long range Nova BB
1 Hero Class Battleship- Long range Lance boat BB
1 Legate Class Battleship- Mid range generalist BB with torps and strike craft

2 Pope Class Grand Carrier- Strike carrier support

1 Teutonic Class Heavy Cruiser- Short range bruiser
2 Chevalier Class Heavy Cruiser- a Macro/Lance combo
2 Paladin Class Heavy Cruiser- Lance boat
1 Templar Class Heavy Carrier- Assault carrier

2 Marauder Class Battlecruiser- Generalist BC
2 Disciple Class Carrier- Carrier with some Lances

15 Knight Class Cruiser- Generalist type
10 Cataphract Cruiser- Lances
10 Kshatriya Cruiser- Short range brawler
5 Samurai Cruiser- Torpedo support

2 Corsair Class Cruiser- Generalist type
2 Poacher Class Cruiser- Lances
2 Cossack Class Cruiser- Torpedo support
1 Acolyte Class Carrier- Forward Strike craft support

5 Bolas Class Cruiser- Haywire type to shut down ships or defense platforms as we beat on them

80 Youxia Class Escort Cruiser- Close escorts for key ships
20 Monk Class Escort Carrier- Close strike craft support for either heavy ship groups like the Knights or escort groups
15 Buccaneer Class Light Cruiser- Light Cruiser for anti escort hit and runs
5 Adherent Class Light Carrier- Froward carrier support

150 Squire Class Frigate- Close escort
350 Soldier Class Destroyer- Close escort
50 Page Class Frigate- Hunter wolf pack
75 Privateer Class Raider- Forward harassment escort
50 Legionnaire Class Destroyer- Hunter wolf pack
10 Descent Class Destroyer- Heavy ground support bombardment platform

Stealth insertion unit
1 Night Class Battlecruiser
5 Fog Class Light Cruiser
10 Shadow Class Destroyer

That's a fair amount of range firepower it's just not consolidated into one group. On the planetary assault that's what the carriers are for and many of the ships can give bombardment support as well. We'll just have to see what the voters think.
 
This was a really close vote.
Here's the tally:
Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1511 | Sufficient Velocity
##### NetTally 1.5.7

[X] Avernite Helltroopers
No. of Votes: 28

[X] Avernite Naval Academy
No. of Votes: 26

[X] University
No. of Votes: 8

Total No. of Voters: 62
 
Again about the Naval Academy.

Frederick visited it third as well (first Administratum, second Officer Academy). So choosing it as a third for her will have the same result roughly as it had for him. Boot Camp is even worse scince durin pointed out that its gain will drop off even faster if not choosen first.
 
Man, I'm really tempted to do a ping on everyone that voted for University to try and swing them to the Navy, but I know that's annoyed people in the past quite a bit.
 
[X] Avernite Naval Academy
I think we need a better fleet commander. Also durin it's 3am here on the east coast of the USA so most of you questers are asleep most likely. Might want to extend that to 6 or so hours for them.
 
Again about the Naval Academy.

Frederick visited it third as well (first Administratum, second Officer Academy). So choosing it as a third for her will have the same result roughly as it had for him. Boot Camp is even worse scince durin pointed out that its gain will drop off even faster if not choosen first.
Boot Camp is over and done, isn't it? She went to the Officer Academy last turn instead of enlisting with the regular men in Boot Camp, and the option is gone now.
 
[X] Avernite Naval Academy

Better Fleet Commander and all than. Its the relatively weakest link in our military.
 
[X] Avernite Helltroopers

Curse Enjou and his logical arguments! *shakes fist* :anger:
 
Because durin is always searching for new ideas for possible action I put something together.
Here is the fleshed out version for possible future action.
The reason we're here: Avernus was settled to breed soldiers cable of assaulting daemonworlds. Every citizen knows that but Avernus still has a long way to go before it can full fill this task. To form a proper army group there need to be at least 10,000 regiments which is to much for Avernus to shoulder. That leaves preparing for it. Not any soldier can set foot on a daemon world and not become a risk to its fellow soldiers. This first step set up what qualities a soldier needs to have and what sort of training it needs on top of that. The only person you know who could survive there with their mind intact and be able to fight would be Saint Lin. A benchmark unreachable for common soldiers.
Time: 3 years.
Chance: -50%
Cost: ?
Reward: Unlock Munitorum:"Planning: Army Group", Munitorum:"The First Class", Void:"Fleet Organization: Assault", Astra:"Protect the Mind" and Ministratum:"Protect their Soul", Excess Success increase change for "The First Class"
This is the central part on which everything else is based.
Now that we are discussing a possible focus of our navy I could not stop wondering what our ground forces would be up to. Here it is: Trying to do what they were born to: Kick daemon behinds!

Request Information: Grey Knights: In the history of the Grey Knights there has never been one of them corrupted. Any information into their training to resist the Warp would be of great help.
Time: 1 year.
Chance: Unknown
Cost: ?
Reward: +? to "The reason we're here", Unknown
Requesting the aid of the most incorruptible Space Marine chapter to prepare humans to march into hell. Who else to ask how to avoid going mad?

The Human Border: Once Saint Lin learned of your plans he offered his insights. During the investigation into the Abomination his own faith had been tested to the limit and he knows how hard it will be for the soldiers to keep their faith. Given how important their faith will be in protecting them he wishes to see if not part of his priest training can be integrated into or replace some of the necessary drills.
Cost: ?
Time: 3 years.
Reward: +? to "The reason we're here"


Protect their Soul: Saint Lin would like to oversee the spiritual support of the Adeptus Ministorum to the first class himself. The initial training plans had him worried and he is sure that his counselling and support will see the volunteers through their hardships. Privately he confessed to you that he found an uncomfortable amount of the training borderline torture of body and mind but agrees that it would prepare the soldiers as good as human possible for the horrors that would prey upon their souls and spirit on a daemonworld.
Cost: ?
Time: 5 years.
Reward: +? to "The First Class", reduced training causalities
unlock "Army Group: Recruitment"
Saint Lin is incorruptible. I guess he can give some pointers to stay on the right path.

A Spykers Life: Once Ridcully learned of the plan he came to you with concerning conclusions. On a daemonworld the soldiers will have to resist the Whispers of the Warp in a way that can not be explained. He is sure that you would come up with a training that would prepare them to your best abilities but it is a problem spyker face every day, even if to a lesser degree. At the least he will forward you what of the training his spykers do he can reveal but would like to help in designing the training plan with you.
Cost: ?
Time: 3 years.
Reward: +? to "The reason we're here"


Protect the Mind: Ridcully or Xavier would like to lead a small choir of spykers to help in simulating the more abstract points in the training. Alternatively the class can do some warp jumps with deactivated Gallar fields to mentally prepare them to the Wispers of the Warp.
Cost: ?
Time: 3 years.
Reward: +? to "The First Class", reduced training causalities
Both of our top spyker travelled deep into the warp and made it out. They -and spyker in general- should be extensively trained in how to avoid becoming a chaos puppet. On a warp touched world a daily battle I presume.

Fleet Organization: Planetary Assault: A pure administrative task to update and change the training of crews to aid with their ships ground forces assaulting a planet. Admiral Parnell points out that this will make your navy more cable for this task but it will simultaneously suffer in different tasks because of it. Planetary Defence would not be suffering any problems.
Cost: ?
Time: 2 years.
Reward: Bonus to initial assault, allows close void support for ground troops
Nothing big. Just a idea to formalize the entire thing with "Chosen fleet role".

Planning: Army Group: A reorganization of command and resupply that will have no effect in practice but will prepare Avernus military to form and house Army Groups in general.
Cost: ?
Time: 1 year
Reward: Unlock "Implementing: Army Group"


Implementing: Army Group: Drago made this a separate project as he advice you to not do it yet. At the moment Avernus total army is barely over 100mil strong, most of that PDF, which is the target size for an Army Group. He would like to delay constructing of the additional barracks until Avernus population is large enough to support it. At least 15bil but to ensure enough skilled troops he would prefer to wait until 40bil or more to have an equal number of Helltroopers as well. Till then the bases would be unused.
Cost: ?
Time: 3 years
Reward: Can house an Army Group on planet, unlock "Army Group: Recruitment"


The First Class: Training from hell to go to hell. You are certain that the training is doable but the less said about what it contains the better. This first class will have excess monitoring on all levels to ensure that it will succeed as well as the survival of the volunteers. You hope you will find enough volunteers to filter out the more promising candidates but would be happy to have enough to fill the regiment. Than all that is left is to proof that Avernus has breed the sort of soldiers for which it was settled.
Cost: ?
Time: 5 years
Chance: -30%
Reward: unlock "Army Group: Recruitment", gain 100 to 10,000 hardened soldiers based on excess success
Failure: May cause civil and military unrest


Army Group: First Recruitment Drive: Now that the training process has been streamlined you can start recruiting more soldiers for the Army Group.
Cost: ?
Time: 4 years
Reward: Extend the Army Group to contain 10 regiments


Army Group: Complete Recruitment: Now that the training process has been streamlined you can start recruiting more soldiers for the Army Group.
Cost: ?
Time: 50 years
Reward: Build a Army Group up to 10,000 regiments
Here are the actual (first) training actions.
 
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