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
I don't know if it's been asked already but what the hell;
@Durin

1. How feasible is it to use our psykers to prevent communication between the various raider groups?
2. How much would doing so tip off about our Psykers
3. Would it be worth it?

My thinking is- if we can cut off comms, we're pretty much certainly faster in the warp than they are, and we might be able to track them, that with the right investiture of resources we can turn the Trust into a black hole of information for Valinor.
 
I don't know if it's been asked already but what the hell;
@Durin

1. How feasible is it to use our psykers to prevent communication between the various raider groups?
2. How much would doing so tip off about our Psykers
3. Would it be worth it?

My thinking is- if we can cut off comms, we're pretty much certainly faster in the warp than they are, and we might be able to track them, that with the right investiture of resources we can turn the Trust into a black hole of information for Valinor.
1. not at all
also they are almost certainly faster in the Warp then you are, having daemonic guides and support
@Durin Btw how is Callamus doing?
unknown, I will be adding an option to find that sort of thing out next turn
 
Obviously having the grand fleet at Hellheim is dandy for our safety. It would be better for Nilfheim if the grand fleet arrived before the Valinor force were seriously contesting the orbitals - on the other hand the three day head head start lets them get stuck in then we catch more of them. The trick as I see it would be in concealing enough strength that they can't do much actual damage in that time.

@Durin
1. How long does it typically take for a ship to get from arrival point to an inhabited planet, days or weeks?
2. Is Nilfheim chose enough to its sun that it would force an arrival to be an interplanetary distance out?
3. How about Aelfheim or Jotunheim?
 
Obviously having the grand fleet at Hellheim is dandy for our safety. It would be better for Nilfheim if the grand fleet arrived before the Valinor force were seriously contesting the orbitals - on the other hand the three day head head start lets them get stuck in then we catch more of them. The trick as I see it would be in concealing enough strength that they can't do much actual damage in that time.

@Durin
1. How long does it typically take for a ship to get from arrival point to an inhabited planet, days or weeks?
2. Is Nilfheim chose enough to its sun that it would force an arrival to be an interplanetary distance out?
3. How about Aelfheim or Jotunheim?
1. a day or two if you are being totaly safe, down to less then an hour for fleets taking a risk
2. no, it is far enough out that there would be no issues wapring in not far from orbit
3. yes
 
Alfheim and Jotunheim are close enough to their suns to force ships to exit the Warp far away from the planets.
Which makes them better traps maybe. Jotunheim is the tougher of the two and doesn't have a radical conservative AdMech preacher.

OK, changing Trap and Destroy to make Jotunheim the trap.

Somebody second it so we can hear what the military council has to say.
 
Last edited:
A. it depends on how much the probing force scouts
B. 80 Monitors, 4 Cruisers
C. at the least a few hours, at the most twelve hours
D. low
E. if you don't want to send them fleeting at once no more then 2 Battleships and 50 Capital Ships supported by 2,000 Escorts, it would be best to have them focus more on speed then firepower
F. at least six hours after the last fleet, preferably twelve
G. unlikely to lead to any disaster but will have moderate naval casualties, unlikely to lead to you divination abilities being spotted
H. practical, particularly as they are probably the flagships

New Draft Plan for Valinor:

1: The following abilities and units will attempt to be concealed from the enemy:
-- Command Battleships (will be hidden out system during probes, and not used in repulsing the main attack)
-- Stealth ships will not be used during the probes or main attack
-- Psykers (other than for communication) will not be used during the probes or main attack
-- Power Armor units will not be used during the probes or main attack
-- 10 of our battleships be hidden out of systems during probes, and not used in repulsing the main attack. (1/3)
-- 300 of our other capital ships will be hidden out of system during the probes, and not used in repulsing the main attack (~1/4)

Note that this should still leave us at over three times the available capital ships that Valinor has available to attack us with.

2: Reinforce Nilfheim and Alfheim sufficient to make them unattractive targets for the main Valinor raid

3: Systems will be aggressive in attacking the probing attacks, hopefully this will make it difficult for them to spend much time scouting

4: Once the probe of Jotunheim is complete and fully repulsed, reinforce Jotunheim with 80 Defense Monitors and 4 Defense Cruisers, which will be concealed in the asteroid belt.

5: Once the main Valinor attack begins, have a single merchant ship warp out of system immediately (as if taking messages)

6: Have a waiting fleet of 2 Battleships, 50 capital ships, and 2000 escorts, focused on speed, warp into Jotunheim six hours after the attack on Jotunheim begins

7: Valinor capital ships will be the primary targets for destruction/crippling. The engagement will be cautious about heavily damaged Trust ships, attempting to withdraw them from combat if possible.

8: Have a second reinforcement fleet of 2 Battleships, 100 capital ships, and 1000 escorts warp in six hours after the first reinforcement fleet arrived

@Durin Made a few adjustments hoping this will reduce the level of naval casualties. Concerns with this plan?
 
New Draft Plan for Valinor:

1: The following abilities and units will attempt to be concealed from the enemy:
-- Command Battleships (will be hidden out system during probes, and not used in repulsing the main attack)
-- Stealth ships will not be used during the probes or main attack
-- Psykers (other than for communication) will not be used during the probes or main attack
-- Power Armor units will not be used during the probes or main attack
-- 10 of our battleships be hidden out of systems during probes, and not used in repulsing the main attack. (1/3)
-- 300 of our other capital ships will be hidden out of system during the probes, and not used in repulsing the main attack (~1/4)

Note that this should still leave us at over three times the available capital ships that Valinor has available to attack us with.

2: Reinforce Nilfheim and Alfheim sufficient to make them unattractive targets for the main Valinor raid

3: Systems will be aggressive in attacking the probing attacks, hopefully this will make it difficult for them to spend much time scouting

4: Once the probe of Jotunheim is complete and fully repulsed, reinforce Jotunheim with 80 Defense Monitors and 4 Defense Cruisers, which will be concealed in the asteroid belt.

5: Once the main Valinor attack begins, have a single merchant ship warp out of system immediately (as if taking messages)

6: Have a waiting fleet of 2 Battleships, 50 capital ships, and 2000 escorts, focused on speed, warp into Jotunheim six hours after the attack on Jotunheim begins

7: Valinor capital ships will be the primary targets for destruction/crippling. The engagement will be cautious about heavily damaged Trust ships, attempting to withdraw them from combat if possible.

8: Have a second reinforcement fleet of 2 Battleships, 100 capital ships, and 1000 escorts warp in six hours after the first reinforcement fleet arrived

@Durin Made a few adjustments hoping this will reduce the level of naval casualties. Concerns with this plan?
none
 
I like the @Elder Haman plan for the Valinor attack.

One adjustment I would suggest is seeing if we can balance the fleet at Jotunheim to make it as close as possible to exactly in line with the minimum forces at the other planets once you account for the cruisers and monitors hidden in the asteroid field.
 
Okay then, I feel like we have a good plan for the Valinor Ambush choice.

Now focusing on the Garkill issue, right now don't have a draft plan, still need to ask some more questions @Durin

1: Thoughts on how to make Garkill more likely to attack Avernus instead of somewhere else in the Trust:

1a: How about a small raid on Garkill's fleet purportedly by the "Avernite Navy" and led by Rotbart demanding to know where Garkill is, and challenging him to comeback to Avernus because we have been "waiting" for him? Heh... maybe mention we have new attractions for him (send him pictures of the Duat Wildlife King). (It worked in the initial Garkill attack to make him ignore Cumae.) Targets of opportunity of course, but main purpose is to focus Garkill on Avernus not to do significant damage to his fleet.

1b: Anyone else have any ideas?

2: Effectiveness of Life Eater Fungus torpedoes on the Ork fleet in comparison to more conventional weaponry?

2a: If Life Eater Fungus is an effective weapon, where is it most effective and/or useful to target: Roks, Battlecruisers, Small Hulks, or the Huge Hulk? Open to some details and expounding on this subject.

3: Can the Quartoks give us any information about the Death's Harbringer that could identify vulnerabilities to either ship borne weapons or a boarding party?

4: Assuming that if our goal is to preserve our own fleet (for a counter attack), and trying to get Garkill on the ground, thoughts on distribution of forces:

4a: Imperial Fleet and non-Avernite fleets warp in after Garkill's forces have already made planet fall? How long afterwards?

4b: Avernite Fleet holes up around Cumae until Imperial fleet arrives?

4c: Possibility of a retreating battle with the fleet during Garkill's approach, avoiding close combat and attempting to pick off Ork forces at a distance? Would other fleets (Vanaheim and Imperial) be better at this? Perhaps fight this battle, and then warp out to join other forces in a later return for relief?

4d: I assume the primary target here would be the Roks? (To reduce the threat to our cities).

4e: Static defense stations, should they remain around Avernus despite their likely destruction, or move them to Cumae?

4f: Can we deploy a (small) minefield around Avernus above the populated areas? Would this be much help at all against the coming threat?

4g: One of the major threats once the Orks landed were their heavy units (like the Gargants). Aesir Knights would be very helpful in countering this threat. Assuming we decide to pursue this "tempt Garkill to land" strategy, would Asgard be willing to station Knights on Avernus in perpetration for an attack?

4h: Can we build more Deathstrikes in time to be useful?

4i: What would be the best team that could be assembled to try and assassinate Garkill if an opportunity arrives? Will the other Trust members commit those resources to Avernus?

4j: Avernite ability to support a counter attack on the Ork worlds will be reduced due to the need to rebuild armies/defenses, is there any concern about this? Assume we target the most weakly defended of the Ork worlds.

5: We would want the counter attack to begin very soon after the Orks are repulsed from Avernus, how fast does the Imperial Fleet and Imperial Guard feel they can launch this counter attack?

Anybody think of any other questions to ask?

Sorry for being so scattered all over the place with the questions, just trying to get a handle on this.
 
Heh... maybe mention we have new attractions for him (send him pictures of the Duat Wildlife King).

We don't want him to attack Duat if we can avoid it - no rail lines set up yet.

2: Effectiveness of Life Eater Fungus torpedoes on the Ork fleet in comparison to more conventional weaponry?

2a: If Life Eater Fungus is an effective weapon, where is it most effective and/or useful to target: Roks, Battlecruisers, Small Hulks, or the Huge Hulk? Open to some details and expounding on this subject.

We don't have LEF torpedoes, just Deathstrikes.

3: Can the Quartoks give us any information about the Death's Harbringer that could identify vulnerabilities to either ship borne weapons or a boarding party?

This was asked last time he attacked IIRC, and the answer is not really since the hulk has changed a lot since they were last on it. It's much bigger now.
 
Also, we have shitloads of knights on Avernus due to the decision to blood them here.

I can't help but imagine that knights ought to regularly be cycled through Avernus; it helps keep the pilots and crews blooded, acclimatizes Avernite guardsmen to fighting around Knights (so they can coordinate better when deployed together), and serves as a way for Avernus and Asgard to maintain good relations. There's probably some sort of techpriest hug-fest that could be negotiated as well.
 
How long does it take to make a Knight? They can't be like ships right?



I'm so sorry if this has been asked before but how long does it take to build a Knight Titan? Have their numbers increased due to the very long term peace? (or relative peace we should say)
 
Last edited:
Back
Top