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 I might change that vote depending on other information, but that seems like the initial pass.

@durin

Comparing aldeath and my plan:

1: Who would handle Necrons better, and why?

2: Who would handle Eldar better, and why?

3: In which way is aldeath's superior?

4: In which way is mine superior?
 
Good to know, we need to get Vanahiem and Svartflehiem to do so as well.

1. The new Bionics do they look more natural, more like this
than before.
2. The ruins on the moon are the only ones left right?
3. Will there be an option to upgrade the Titans and the Ramiles with the new tech?
4. Can we try to reverse engineer the Titans soon?
5. is there a chance for an STC in the moon ruins?
1. yes
2. as far as you know yes
3.yes, though upgrading the Titans will cause unrest
4.No
5. Yes
 
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So I might change that vote depending on other information, but that seems like the initial pass.

@durin

Comparing aldeath and my plan:

1: Who would handle Necrons better, and why?

2: Who would handle Eldar better, and why?

3: In which way is aldeath's superior?

4: In which way is mine superior?
1. It would be pretty close but i think your larger number of Armored Cruisers would just lose out to his better Heavy Cruisers and less fast ships
2. also pretty close but i think you would, mostly by virtue of having a Champion
3. Better heavy cruisers, more escorts, more carriers, more cheap crusiers
4. better fast group, more Armored Crusiers
 
TECH HERESY!!! Seriously, we're fighting against thousands of years of religious indoctrination here. The AdMech religion is very much against innovation, and tearing certain things apart to see how they work is also heretical.
I know its just don't they want their stuff upgraded with all the glorious shines :D
That was an answer to question 4. He was silent on question 5.
Yeah just noticed now I feel like an idiot :(
 
1. It would be pretty close but i think your larger number of Armored Cruisers would just lose out to his better Heavy Cruisers and less fast ships
2. also pretty close but i think you would, mostly by virtue of having a Champion
3. Better heavy cruisers, more escorts, more carriers, more cheap crusiers
4. better fast group, more Armored Crusiers

Hmm... less of a difference than I expected.

Seems a bit of a wash.

I was considering aldeath's over mine, but with this I think I'll stay pat.

Mine is a bit cheaper (1,600 EM vs 1,750 EM) and has more flexibility for non-primary missions.

I suppose I could add a couple Chevalier class Heavy Cruisers and some more escorts, bringing the cost up to match.

Thoughts by others?
 
Specialization is intelligent and it works. We've been told by the GM we can either continue focusing on making our ground troops as powerful as possible or we can focus on building up a bigass navy, and that trying to do both will likely be suboptimal - jack of all trades and master of none. We have literally the best ground army in the Trust, and I see no reason to change that since nobody else can fill that role better than we can.

If an ant can't stay with its hive it is a dead ant. Warp storms are an issue here.

Even in the absence of warp storms removing vital specialist support from the Trust at random, the rest of the Trust seems to have no interest in developing the sort of fleet that can support our ground forces. I think the multiplier the Avernite ground troops would get from a fleet that can support from the high ground of orbit is far greater than the multiplier Avernite ground troops would get from yet more resources being lavished upon them.

By passing up a genius level admiral for Avernus, we've made taking the orbital high ground more expensive (when it isn't plain impossible against heavily defended orbits).

Moving forward, I think the importance of finding ways to get Rotbart the elder and Rotbart the younger experienced in naval combat has become more important. Both of them will be starting with a -15 to their effective martial, and that's assuming Syr goes to naval school next - I'm not entirely sure if she should or not. Finding ways to gain experience and not gut our fleet or cripple our economy with repair bills is also good.

In the short run, if everything goes according to plan, we'll be working with the rest of the trust. Of course, thing rarely go according to plan--see the time period when almost the entire Trust navy was stuck behind warp storms, or how Garkill split us from the rest of the Trust and had unquestioned orbital supremacy. In the long run, odds are excellent we'll eventually have split operations as Trust members will have different interests.

On the issue about lack of Syr not being key for a strong navy, my impression is that military force = (Command Quality) * (Crew Quality) * (Equipment Quality) * (Numbers). Right now, on the ground front we've got strong everything--lots of well-equipped troops of excellent quality and a deep roster of talented commanders. Adding Syr might up the command quality slightly (maybe change that multiplier from 2.0 to 2.15), but in anything approaching a fair fight we're absolute bullshit already. However, adding her there won't give our ground troops the ability to deal with an enemy that has orbital supremacy--we'd just steadily lose troops to orbital bombardment--and any enemy that would pose even a slight risk to us on the ground would quickly establish orbital superiority. On the Navy front, we've got great equipment quality, and our crew and command quality is mediocre, and our numbers are a bit low. Yeah, we need to get our numbers up, but getting a really strong commander would still have a disproportionate impact (using above example but going from a 1.5 multiplier to a 2.15 multiplier)--especially as we have no real way to improve crew quality without experience--and it would greatly simplify gaining that experience without paying a large economic cost, as it costs a lot of resources to improve both numbers equipment quality, as well as to repair/rebuild after getting that experience.

I really think you've hit the nail on the head here Reynal.

This would actually be an interesting challenge. Can anyone design a fleet that would be good at both planetary assault and handle a fast fleet?

Maybe... Carrier based?

@fasquardon This seems like it might be in your wheelhouse.

Current Available classes:
Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1428

Honestly, at this level of detail, my mind simply rebels against the utter silliness of most of the ships in the graveyard. Not to mention the silliness of WH40k naval combat itself (well, at least 40k is relatively good, compared to most space opera).

I mean, who in their right mind would develop battlecruisers that can't keep up with their own escorts? The fastest battlecruiser has a speed of 5, the fastest escorts speed 7 or 8. It means that the battlecruisers can't actually be used as battlecruisers.

The same goes for all the size classes of the graveyard ships. Big = slower seems to be how it works. That's not how you make an effective fleet. You want each portion of the fleet to be able to move at the same speed. All raiders - whether they are escort raiders or capital ship sized raiders - should move at the same speed. All planetary assault - whether big grand cruisers or tiny frigates - should move at the same speed.

And again, the ship graveyard has too many ship classes. Using all these designs together would not only be a quartermaster's nightmare, but it would be a nightmare in a battle as fleet and ship commanders fought to keep the diverse craft organized and able to effectively engage in their specialty. Real navies found that fewer and more flexible ship designs were what was effective in the real heat of war

So at this point I am trying to ignore the (to me) cringe-worthy details and have been thinking on what the QM is saying the fleets would act like.

With a carrier based fleet, the question is: what would carriers be good at? The graveyard has carriers at every size class from light cruisers up. (I really have no idea what the DAoT navies needed 12 different classes of carrier vessels for! I suspect it was a jobs program.) Probably these carriers have very different specialities. An American super-carrier is an air superiority platform - it is poorly adapted for escort duty (which is better left to light carriers) or supporting landings (which are better left to what we now call amphibious assault ships). Some of the ships in the graveyard clearly correspond to the three ship-types mentioned above. But many of them don't, so we'd need to figure out what those others were for.

Add to that: I'm not clear on what exactly carrier-based craft are good for in 40k. The case for carriers in space (real space, not space opera) is a poor one if you are able to build ships that can tough out multiple weapon strikes (which is certainly true in 40k). On the other hand, how fleets work in 40k generally seems to follow what blue-water navies were doing in the period between 1890 and 1945. For most ship-types, this gives you a good idea of what a ship design is supposed to do. But for carriers, it doesn't, since carriers changed so dramatically through this period.

Both of you seem to have a great love for a fast Sniper Division. My question is, why do the Snipers need to be fast? Space is way too big for enemies to block shots on orbital platforms or flagships, and if they by some miracle manage to do it, then we still kill the ship trying to block. As long as we out-range them, they have to come to us to stop the bombardment, and then our heavily armored battle line will mulch them.

Snipers need to be fast because they need to run toward an enemy that is retreating, to harass them, and they need to run away from an enemy closing with them, so they don't get destroyed in a close-quarters brawl. Really, a better simile to use would be "horse archer units". Sniper units depend on hiding in order to avoid being closed with, and it's not really possible to hide in space.

_____________

A thought on larger fleet design issues: What fleet design is good against Orks and Nids?

The current designs from all parties seem to be good against defenses, monitors and slower fleets like Imperial and Chaos fleets. How do they stack up against what will probably be our main threats though?

fasquardon
 
Leaning towards aldeath's fleet due to the Carrier Battleship and my dislike of the "Fast Sniper" doctrine. I'm not comfortable with sending non-Stealth ships off from the main fleet. We're not likely to be able to catch Eldar and such anyway, and any other factions can likely soak the losses or won't retreat to begin with. In my opinion we're better off using Stealth vessels to whittle down enemy fleets before the main engagement, and having "sniper" ships just target major threats from behind the battle line.
 
If an ant can't stay with its hive it is a dead ant. Warp storms are an issue here.

Even in the absence of warp storms removing vital specialist support from the Trust at random, the rest of the Trust seems to have no interest in developing the sort of fleet that can support our ground forces. I think the multiplier the Avernite ground troops would get from a fleet that can support from the high ground of orbit is far greater than the multiplier Avernite ground troops would get from yet more resources being lavished upon them.

By passing up a genius level admiral for Avernus, we've made taking the orbital high ground more expensive (when it isn't plain impossible against heavily defended orbits).

Moving forward, I think the importance of finding ways to get Rotbart the elder and Rotbart the younger experienced in naval combat has become more important. Both of them will be starting with a -15 to their effective martial, and that's assuming Syr goes to naval school next - I'm not entirely sure if she should or not. Finding ways to gain experience and not gut our fleet or cripple our economy with repair bills is also good.

We're still the best ground army in the Imperial Trust, and trying to change our focus to navy is grossly suboptimal. Not only do we not really stand a chance of developing our Navy to being as elite as our ground troops are, but losing our specialization will make our troops (and thus the entire Imperial Trust) less prepared to fight on the ground against the very dangerous threats that durin has indicated he's going to throw at us. And make no mistake, ground campaigns will continue to be a major aspect of the wars we're fighting whether you like it or not. Trying to switch our specialization from ground to naval would be counterproductive, and since the rest of the Trust should be generally available to cover other fleet specializations we should pick a specialization that compliments our super-elite ground troops rather than trying to make a large generalist fleet.

It's also not a good idea to presume our fleet can always maintain the high ground. Sometimes we'll be forced to land troops and then have our fleet retreat, which means that having our men equipped with better equipment will make a very large difference in how well they perform. It's also not the case that we can use lots of orbital bombardment as support, because excessive bombardment causes catastrophic environmental damage, thus making it not ideal for when we're defending other planets from attack.
 
not to mention that orbital bombardment is not nearly as effective as it should be

one of the reasons for the varsity of classes is that it is a result of ships designed for different roles by different people being thrown together, the Dark Age humanity was not united and the fleet that you found was the result of three different factions teaming up against the men of iron

the battlecrusiers do not need to keep up with their own escorts, they need to be faster then other cruisers which they are
also I am basing this on 40k where the fastest ships of each faction are always the escorts, stupid as you may claim this t be it is the reality and is not dumb enough for me to change it
 
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We're still the best ground army in the Imperial Trust, and trying to change our focus to navy is grossly suboptimal. Not only do we not really stand a chance of developing our Navy to being as elite as our ground troops are, but losing our specialization will make our troops (and thus the entire Imperial Trust) less prepared to fight on the ground against the very dangerous threats that durin has indicated he's going to throw at us. And make no mistake, ground campaigns will continue to be a major aspect of the wars we're fighting whether you like it or not. Trying to switch our specialization from ground to naval would be counterproductive, and since the rest of the Trust should be generally available to cover other fleet specializations we should pick a specialization that compliments our super-elite ground troops rather than trying to make a large generalist fleet.

It's also not a good idea to presume our fleet can always maintain the high ground. Sometimes we'll be forced to land troops and then have our fleet retreat, which means that having our men equipped with better equipment will make a very large difference in how well they perform. It's also not the case that we can use lots of orbital bombardment as support, because excessive bombardment causes catastrophic environmental damage, thus making it not ideal for when we're defending other planets from attack.

No-one is advocating switching specialties from ground to navy.

People are advocating assigning resources to the areas where they will make the largest contribution to achieving victory.

On Fjoll IV we landed a 3 giant scrums onto a planet without proper support and proceeded to flail around like beached whales, crushing the DE with attrition.

EDIT: Just to be clear: that was, I think, a fair use of our resources at the time, given our ability to absorb attrition better than the DE and our need to deal with Fjoll IV quickly (well, perceived need - we can never know for sure how important it was to move fast). However, I don't think it is something we should repeat unless we are forced to.

There is no point in having elite ground troops if we cannot use them effectively. Using them effectively means having effective support. That means air support, space support, logistical support and effective command and control. Some of that (even most of it in some areas) can be outsourced to other elements of the Trust, but so far the trust has not shown itself to be particularly good at cooperating. Avernus can't leave all these things entirely to allies. Avernus developing more capacity in (say) air power will improve our ability to cooperate with Vanaheim's airforce.

not to mention that orbital bombardment is not nearly as effective as it should be

There were a few points in the last two wars where an orbital strike on the DE or the Orks would have been useful, as I remember.

Also, isn't a big reason for why orbital bombardment was relatively ineffective before the Emps died because ground forces were just so cheap?

the battlecrusiers do not need to keep up with their own escorts, they need to be faster then other cruisers which they are

It was more the other way around in the real world. The escorts need to keep up with the battlecruisers - otherwise the big ships were vulnerable to cheap torpedo boats or subs. Conversely, the escorts don't need to be faster than the things they are escorting. So if the escorts are stuck to keeping to speed 5 to pace their battlecruiser, why not reduce engine size and have bigger guns or heavier armour?

one of the reasons for the varsity of classes is that it is a result of ships designed for different roles by different people being thrown together, the Dark Age humanity was not united and the fleet that you found was the result of three different factions teaming up against the men of iron

I suspected something like that for the humans. How many ship designs did the MoI use?

fasquardon
 
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On Fjoll IV we landed a 3 giant scrums onto a planet without proper support and proceeded to flail around like beached whales, crushing the DE with attrition.

...what in the hell are you talking about?

And yes, we beat them with superior numbers. That's pretty much had to be done no matter what. The Dark Eldar are technologically superior than even DAoT humans at their best, and they are physically superior to humans as well. Even if we had attained full orbital control, space support would be limited because the Dark Eldar cities had their own defenses against void ships, which would have been much better than the human standard and would likely have torn our fleet apart before they could provide any sufficient kind of orbital bombardment. There is no human army that can beat a Dark Eldar army that is behind Dark Eldar defenses without having superior numbers.
 
...what in the hell are you talking about?

And yes, we beat them with superior numbers. That's pretty much had to be done no matter what. The Dark Eldar are technologically superior than even DAoT humans at their best, and they are physically superior to humans as well. Even if we had attained full orbital control, space support would be limited because the Dark Eldar cities had their own defenses against void ships, which would have been much better than the human standard and would likely have torn our fleet apart before they could provide any sufficient kind of orbital bombardment. There is no human army that can beat a Dark Eldar army that is behind Dark Eldar defenses without having superior numbers.

Of course with full orbital supremacy we could have just scoured the planed of life and called it a day. Not like we got much for all our losses.
 
Of course with full orbital supremacy we could have just scoured the planed of life and called it a day. Not like we got much for all our losses.
That wouldn't have helped.

For one unless your willing to bombard for days on end you need to use cyclonic torpedoes, of which we have only 20 and can't make more of.

If we wanted to destroy the planet we would have just done that, but we didn't and it netted us a planet ripe for colonization and invaluable and probably not biased info on the wider galaxy.

I'd say that was a resnoble trade, far from great, but we can deal.
 
...what in the hell are you talking about?

And yes, we beat them with superior numbers. That's pretty much had to be done no matter what. The Dark Eldar are technologically superior than even DAoT humans at their best, and they are physically superior to humans as well. Even if we had attained full orbital control, space support would be limited because the Dark Eldar cities had their own defenses against void ships, which would have been much better than the human standard and would likely have torn our fleet apart before they could provide any sufficient kind of orbital bombardment. There is no human army that can beat a Dark Eldar army that is behind Dark Eldar defenses without having superior numbers.

I don't care if we were fighting magical space elves. If the DE were able to harass our army with million-elf attacks there is something very, very wrong with how the Avernite military is working.

And yes, orbital bombardment against the cities was always going to be difficult. I would have liked some of those Descent Class Destroyers available to support the march from the landing area though. Or the option of harassing the outer walls of the DE cities with Destroyer squadrons (probably at the cost of some destroyers, but blowing a hole in the wall with a lance strike might have been worth it). In future, more options for wiping out large masses of Nids is something I think is particularly important - frankly, the action-cost of building up our deathstrike force makes me think that a moderately capable fleet is important to obtain for this purpose.

And if the flailing had been a problem only against the DE, I would be less concerned. But given the problems we saw fighting the Orks on our home turf, it makes me think there is a real problem.

Something I see as a particular weakness is our ability to concentrate forces - on Avernus we can deal with this by developing better underground railways. However, deploying on a hostile planet, this isn't the option. So what alternatives do we have? Flying fortresses with large transport bays is one option. Another is landing ships that can deploy from orbit, land, pick up an army in one area, launch, land in another area and disgorge the army (under the guns of the assault craft we have supporting those landing ships). Since we need to land anyway I think it is worth developing some ability to support a planetary assault force around a planet for as long as possible (the length of that time depending on the ferocity of our opposition).

As an example of what I mean, imagine, if we'd been able to rapidly switch our concentration of power armour between the different fronts on Fjoll IV.

Put it another way: I'm not overly interested in strategic orbital support (i.e. wiping out planets and cities) I am interested in tactical orbital support (i.e. strengthening logistics, gaining more mobility, tactical "nuking" of large enemy formations, softening up of enemy strongholds for assault by ground forces and keeping the enemy from using space superiority against us).

fasquardon
 
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That wouldn't have helped.

For one unless your willing to bombard for days on end you need to use cyclonic torpedoes, of which we have only 20 and can't make more of.

If we wanted to destroy the planet we would have just done that, but we didn't and it netted us a planet ripe for colonization and invaluable and probably not biased info on the wider galaxy.

I'd say that was a resnoble trade, far from great, but we can deal.

Looking at the losses I'm not sure if one colonizible planet was worth so many Avernite lives or irreplaceable Mitgarians.

As for destroying the planet, who mentioned that? I said we should have destroyed the biosphere. Life is far more fragile than the planets that harbor it. A a single large asteroid at relativistic speed should do it.
 
Looking at the losses I'm not sure if one colonizible planet was worth so many Avernite lives or irreplaceable Mitgarians.

As for destroying the planet, who mentioned that? I said we should have destroyed the biosphere. Life is far more fragile than the planets that harbor it. A a single large asteroid at relativistic speed should do it.
and would have never made it to the planet
you are underestimating Dark Eldar
they have been able to move stars and trap Black Holes in boxes, something like shooting a asteroid, apart from taking weeks and allowing them time to prepare and ambush your forces into oblivion, is unlikely to work

orbital support can be useful but leaves your fleet vulnerable and the closer to a hostile city you are the more dangerous, attacking a Dark Eldar City with Decent destryers would end up with you inflicting a moderate amount of damage and losing a bunch of Decent Destroyers, each as expensive as several hundred elite infantry regiments
 
I don't care if we were fighting magical space elves. If the DE were able to harass our army with million-elf attacks there is something very, very wrong with how the Avernite military is working.

So you don't care that we're facing the evil magic space elves whose entire splat is that they are so good at harassment and raiding operations that they can scour an entire planet of millions of people to take them as slaves, having perfected this particular art of warfare over thousands of years, but then blame our army for not being able to stop them from doing what their entire splat is... :facepalm:
 
and would have never made it to the planet
you are underestimating Dark Eldar
they have been able to move stars and trap Black Holes in boxes, something like shooting a asteroid, apart from taking weeks and allowing them time to prepare and ambush your forces into oblivion, is unlikely to work

orbital support can be useful but leaves your fleet vulnerable and the closer to a hostile city you are the more dangerous, attacking a Dark Eldar City with Decent destryers would end up with you inflicting a moderate amount of damage and losing a bunch of Decent Destroyers, each as expensive as several hundred elite infantry regiments

So keep don't throw stuff that the cities or anywhere near them. Also what ground forces? I was positing exterminatus.
 
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cost 1,750 EM
1. Good bombardment, very good at landing
2. Good vs stationary and fleets very good vs monitors
4. normal, a bit more then the armored fleet but cheaper to repair
5. a fast fleet
6. a armored fleet
7. the large number of paladins and Chevaliers
8. the lack of armored cruisers
9. the large number of paladins and Chevaliers

replace half of the warriors with Knights
Ok, here comes the adjustments:

1 Einherjar Class Command Battleship

1 Hero Class Battleship
1 Saint Class Carrier Battleship

2 Pope Class Grand Carriers
1 Scots Class Grand Cruiser
1 Gurkha Class Grand Cruiser

6 Paladin Class Heavy Cruisers
6 Chevalier Class Heavy Cruisers
4 Teutonic Class Heavy Cruiser

8 Warrior Class Cruiser
8 Knight Class Cruiser
8 Samurai Class Cruiser
4 Bishop Class Carrier
4 Bolas Class Cruiser

6 Corsair Class Cruiser
2 Poacher Class Cruiser
2 Acolyte Class Carrier

20 Youxia Class Escort Cruiser
8 Monk Class Escort Carrier

300 Soldier Class Destroyer
150 Squire Class Frigate
100 Page Class Frigate
125 Legionnaire Class Destroyer
30 Descent Class Destroyer

1 Night Class Battlecruiser
6 Fog Class Light Cruiser
24 Shadow Class Destroyer
Swapped 8 Warriors with Knights, replaced the Hoplites with Samurai.

1. Did this change the EM cost significantly?

I have a few possible adjustments looking at your other feedback to comparative questions, and I'd like Parnell's opinion.

1 Einherjar Class Command Battleship

1 Hero Class Battleship
1 Champion Class Battleship

2 Pope Class Grand Carriers
1 Scots Class Grand Cruiser
1 Gurkha Class Grand Cruiser

5 Paladin Class Heavy Cruisers
5 Chevalier Class Heavy Cruisers
2 Teutonic Class Heavy Cruiser
4 Templar Class Heavy Carriers

2: With All other Cruisers and Escorts remaining the same as V1.1, is the loss in Landing ability from dropping the Saint compensated enough by the addition of the 4 Templars?

3: Is the addition of the Champion & 4 Templars worth the loss of the Saint, 2 Teutonics, 1 Paladin, and 1 Cataphract?

4. What is the EM cost of this arrangement?

1 Einherjar Class Command Battleship

1 Hero Class Battleship
1 Saint Class Carrier Battleship
1 Champion Class Battleship

2 Pope Class Grand Carriers

5: All else being the same as V1.1, does Parnell think replacing the Scots and Ghurka GCs with 1 Champion is worth it?

6: What is the new EM cost of this be? If it's significantly higher I probably won't consider it.
 
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So you don't care that we're facing the evil magic space elves whose entire splat is that they are so good at harassment and raiding operations that they can scour an entire planet of millions of people to take them as slaves, having perfected this particular art of warfare over thousands of years, but then blame our army for not being able to stop them from doing what their entire splat is... :facepalm:

...

Harassment and slave raiding are not the same as mounting an assault with millions of troops.

fasquardon
 
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