The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
Durin's pretty clear that we're not going to get any more actions, ever.
No, what Durin has said is that he won't allow actions that provide more actions.

We can still get more actions, just not like that. Telepathica can get more actions if we get more Heroics, for example.

Anyway, some action ideas:

Arbites: The Juvenat thing, and Searching for Chaos infiltrators (Valinor is a thing and whatnot, Securing Mechanicus against infiltration (Tech!), Organizing how chaos psykers are responded to.
Diplomacy: (I'm not sure if this is really needed, considering diplomacy with non-trust planets is a no-go, at least for individual planetary governors.), An action that would automate Diplomatic Relations (At the cost of actions, likely).
Telepathica: Hunt for Chaos Psykers (Like the Arbites action), (And also the old 'Search for Psykers' actions.),
Ministorum: Bless weapons and armor for antichaos? Sanctify places?

I'm a little sad that Diplomatic Relations has been sucking up a lot of our rerolls so far.

Also, I actually think the Imperial Trust needs to become more centralized. As a single entity, the Imperial Trust could support a larger military, since we'd be budgeting as an entire polity, not as 10 different polities.
 
Iona
Another 'planet', though this one mainly works as part of a large polity.

Mining World +1 (Metal)
Geologically Unstable* -2
Abundant Metals +2
Moon of a Gas Giant +0
Eldar Ruins x2 -2

(Total -1; a custom +4 trait?)

Iona is an unusual moon, largely being made of strongly magnetic materials in it's molten core. The various interactions between it and it's mother gas giant create powerful magnetic interactions that slay machine spirits unfortunate enough to reside on the planet. The incredible wealth of metals and the habitability of the moon, however, spurred a colonization of it, to harvest the resources present on it. The main facet of the world is it's incredibly intense and fluctuating magnetic field, which is capable of disrupting space vessels nearby the planet, on occasion crippling ships' onboard machine spirits and sending them carrening to the very nearby gas giant.

Unknown to the populace on the moon, a significant Eldar presence exists on the world.. though they have been left alone so far.

*See description
 
Security Council Meeting Part Two: A Suprise
Security Council Meeting Part Two: A Surprise

After much discussion your general plans are agreed to, with a few minor modifications. This is when Lord-Marshal Sigurd surprises everyone by informing you of his plan to retire as general of the Imperial Trust Guard in the near future, partly because he want to be on the front lines more and partially because he is more of a tactician then a strategist and a strategist will be needed. He suggests that either you or Governor-General Alefric take over the position as the best grand strategists in the Imperial Trust.

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.
4a: An army from the Imperial Trust Guard will also be deployed on Jotunheim in this period. This force will defend Jotunheim from any forces that are landed during the battle.

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

The plan for Valinor will hopefully inflict major damage to Valinor's Navy at the cost of suffering some damge yourself an revealing that your navy is significantly larger and more advanced then theirs as well as the possibility of Jotunheim suffering some damage in the raid. However it will hopefully hide many of your technological and psychic advantages and the full scale of the Imperial Trusts Naval assets.

[] Suggested modification to Valinor Plan and reasoning for change.

Naval Battle:

1: Preparations: Move the static defenses around Avernus to Cumae. Deploy a small minefield around Avernus above the populated areas. Prepare Life Eater Fungus torpedoes.

2: Request Vanaheim provide a defensive fleet to combat the approaching Ork fleet at a distance using fighting retreat tactics. Goal is to eliminate as many Roks as possible while minimizing fleet losses. The Avernite fleet will provide whatever assistance it can, with the recognition that it does not have as many weapons suited for this type of combat.

3: Once there is no longer an ability to retreat further (because the Orks have orbited Avernus), the Vanaheim and Avernite fleets will retreat to Cumae for resupply and repairs. Attacks of opportunity against the Orks will be made when advantageous and likely to result in few Imperial Trust casualties.

4: Two days after the Orks have made landfall, the rest of the Imperial Trust Navy and other Trust system navies arrive, combine with the Avernite and Vanaheim Navy, and proceed to drive the Ork fleet away from Avernus. Use of Life Eater Fungus torpedoes against the Space Hulks when the Hulk is not is a position to escape.

Land Battle:

1: Preparations: Request Asgard station knights on Avernus in preparation for Garkill's attack. Consider additional strengthening of Duat defenses, due it's relative exposure. Request Surt come to Avernus (along with any bodyguard/Fire Giants he wants to bring).

2: A team consisting of Surt (and Co.), Xavier, Jane, the Governor's Own, and the Phase Tigers will be kept available to attempt assassination of Garkill once an opportunity arises. Paulson and Rotbart possible additions, if the situation allows diverting them from their command duties. Final team composition to be determined based on the nature of the opportunity and battlefield situation.

3: Primary battle plan will be to turtle in the cities and wait for an opportunity to assassinate Garkill. Perhaps launching widespread attacks at the Ork forces on the ground once the Trust fleet arrives and engages the Ork fleet, (probably proceeded by a Deathstrike barrage at Ork rally points). Certain tactical situations may require adaptation (for example, a Rok nearby one of the cities requiring a sortie to destroy it so that it cannot be used for constant attack by the Orks).

4: If no good oppetunity to assassinate Garkill occurs in the first week forces from the Imperial Trust will be landed and a full scale battle begun.

If target is other than Avernus:

1: Avernite/Vanheim fleet and special forces on Avernus (ie Surt and Knights), along with Avernite troops will provide aid.

2: If Garkill attacks Svatalfheim or Midgard the same strategy as is planned for Avernus will be used.

3: If Garkill attacks any other world all efforts will be made to wipe out his fleet before

If Garkill splits his attack (like he did when he attacked both Alfheim and Avernus):

1: Imperial Trust Fleet and other Trust system fleets, with Imperial Guard support will clear other worlds first before coming to Avernus relief. (We are the Fortress World, I figure that's kind of our job).

Counter-attack:

1: Preparations: Construction of large amounts of prefabricated fortresses for use on target Ork world. Preparing the fleet for a rapid counter attack after repulsing Garkill's attack. Begin construction of Defense Monitors to move to the target Ork world, etc.

The plan for Garkill relies on baiting him to land forces on Avernus and trapping his fleet against the planet. While it is in most ways a good plan even if everything goes right Avernus will suffer major damage and if Garkill attacks anywhere but Avernus many of your forces will be caught out of position and you will probably have to engaging in a conventional fight.

[] Suggested modification to Garkill Plan and reasoning for change.
 
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Why did that plan even go through if there are so many weaknesses in it? All our skilled generals/admirals couldn't come up with a better one?
 
Or could we just crush Valinor's fleet? What advantages do we lose if they know about our advantages?
 
The plan is not bad. It gives the Orks exactly the good scrap they want.
Orks that get what they want rarely get creative and kunnin', so this is a real chance of finishing Garkill and breaking his army, for real this time.
 
One thing I'll suggest we change is that we bring Aryz with us to assassinate Garkill. Aryz is an exceptional combatant and he knows space hulks more than anyone else in the Trust.
 
The plan is not bad. It gives the Orks exactly the good scrap they want.
Orks that get what they want rarely get creative and kunnin', so this is a real chance of finishing Garkill and breaking his army, for real this time.
The analysis clearly says its a bad plan if we have to spend decades recovering from the damage and relies on Garkill attacking Avernus and nowhere else.

Why are we even moving away all the orbital defenses we've built up since Garkill's last attack? That makes no sense. We should use them to thin out his fleet before it makes landfall.
 
Why did that plan even go through if there are so many weaknesses in it? All our skilled generals/admirals couldn't come up with a better one?
because it is the only way to deliver massive damage to Garkill's attack without suffering major naval casualties and the plan with the highest chance of killing Garkill himself
It is not a bad plan, it is suffering damage to inflict damage and the analysis does not say it is a bad plan
 
He suggests that either you or Governor-General Alefric take over the position as the best grand strategists in the Imperial Trust.
Preferably General Alefric. Much like Sigurd we are too likely to go get stuck in rather than sit in CIC getting our strategist on.

[X] Modification: Reinforce vulnerable worlds enough to make raids futile. Do not waste ships on a trap.
-[X] Reasoning: It is more important to preserve our fleet for facing Garkill than to destroy some obsolete ships.

[X] Naval battle 1: Do NOT move orbital defences away from the world they were built to defend.
-[X] Land battle 2.5: Assassination team is to not board a Space Hulk if there is any significant chance of said Hulk retreating with them on it.

Why did that plan even go through if there are so many weaknesses in it? All our skilled generals/admirals couldn't come up with a better one?
Probably because Durin asked for vote suggestions and then only two people actually bothered to vote.
 
[] Naval battle 1: Do NOT move orbital defences away from the world they were built to defend.
The problem here is that a full naval battle with all our defenses will seriously hurt our ships, which are more time-consuming to repair than most ground-assets and that there is a good chance that Garkill gets away.

We want him on the planet hwere he can't easily escape and the best way to do that is also allowing a good part of his army there, since he likely wont come down otherwise.
 
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[X] No changes to Valinor plan
[x] Garkill
-[X] Naval battle 1: Do NOT move orbital defences away from the world they were built to defend.
-[X] Land battle 2.5: Assassination team is to not board a Space Hulk if there is any significant chance of said Hulk retreating with them on it.
 
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@Durin, I noticed that you didn't include Aryz in what you considered the best team to take Garkill down. He's an excellent combatant who knows space hulks, so why is he left out?
 
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