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
[X] Medium- as well as long range sniping and targets of opportunity there will be high speed attack launched on the Ork flanks and rearguard, allowing for all of your fast fleet to be used and inflicting far more damage, at the cost of losing more ships- This option will inflict notable damage on the Ork fleet at the cost of some of your faster ships, reducing the amount of damage that Avernus will suffer but weakening your fleet.
[X] Target the Roks (requires Medium or High Aggression)- The third option would be to focus your attacks on the Roks, which are the greatest threat to Avernus. -This option will have a notable effect on the attack on Avernus, reducing the number of Roks that can be landed.
[X] Focus on Aces- One option would be for High Grandmaster Ridcully to focus his and his diviners efforts on attempting to determine exactly what Aces Garkill has up his sleeve, before they are sued against you. -This option has the highest chance of avoiding any unpleasant surprises.
 
We sortie heavily to intercept as much landing capacity as we can. We won't be able to keep total air superiority while they have total orbital superiority but we should be able to dominate for a while early on while much of the fleet is still in transit and the forward elements are dealing with the minefield - we might even manage some sorties to low orbit in that period.

Rather like the ambush earlier it's a question of making hay while the sun shines then pulling back to a more conservative stance as the numbers disadvantage gets too big.


Actually... I'm not so sure that's a good idea.

The Roks are dangerous because they can land right on our cities and disgorge lots of Orks.

The Orks using landers to land far away from the cites? Not sure that's such an immediate threat.

I think I'd prioritize destroying enemy fighter craft during the initial landing stage. Try and defeat them in detail before they can bring all of their fighters to bear.

Then once we've eliminated their fighters, we can shift to targeting the landers, thereby trapping whatever land force they have already landed. Hopefully ending with their land forces divided evenly between ground side and space side. Thus reducing their effectiveness in both battles.

Maybe feint at the landers in the initial stage to draw out their fighter craft...
 
[X] Medium- as well as long range sniping and targets of opportunity there will be high speed attack launched on the Ork flanks and rearguard, allowing for all of your fast fleet to be used and inflicting far more damage, at the cost of losing more ships- This option will inflict notable damage on the Ork fleet at the cost of some of your faster ships, reducing the amount of damage that Avernus will suffer but weakening your fleet.
[X] Target the Roks (requires Medium or High Aggression)- The third option would be to focus your attacks on the Roks, which are the greatest threat to Avernus. -This option will have a notable effect on the attack on Avernus, reducing the number of Roks that can be landed.
[X] Focus on Aces- One option would be for High Grandmaster Ridcully to focus his and his diviners efforts on attempting to determine exactly what Aces Garkill has up his sleeve, before they are sued against you. -This option has the highest chance of avoiding any unpleasant surprises.
 
[X] Medium- as well as long range sniping and targets of opportunity there will be high speed attack launched on the Ork flanks and rearguard, allowing for all of your fast fleet to be used and inflicting far more damage, at the cost of losing more ships- This option will inflict notable damage on the Ork fleet at the cost of some of your faster ships, reducing the amount of damage that Avernus will suffer but weakening your fleet.
Target Selection
[X] Target the Roks (requires Medium or High Aggression)- The third option would be to focus your attacks on the Roks, which are the greatest threat to Avernus. -This option will have a notable effect on the attack on Avernus, reducing the number of Roks that can be landed.
Ridcully
[X] Focus on Aces- One option would be for High Grandmaster Ridcully to focus his and his diviners efforts on attempting to determine exactly what Aces Garkill has up his sleeve, before they are sued against you. -This option has the highest chance of avoiding any unpleasant surprises.
 
[X] Medium- as well as long range sniping and targets of opportunity there will be high speed attack launched on the Ork flanks and rearguard, allowing for all of your fast fleet to be used and inflicting far more damage, at the cost of losing more ships- This option will inflict notable damage on the Ork fleet at the cost of some of your faster ships, reducing the amount of damage that Avernus will suffer but weakening your fleet.
[X] Target the Fleet- Another option would be to focus your attacks on the Orkish Warships, whose greater speed and maneuverability will make them a far greater threat to the reinforcement fleet then the Roks. -This option would have little effect on the attack on Avernus itself but would make defeating the Ork Fleet easier for your reinforcements, it should not be combined with High aggression.
[X] Focus on Aces- One option would be for High Grandmaster Ridcully to focus his and his diviners efforts on attempting to determine exactly what Aces Garkill has up his sleeve, before they are sued against you. -This option has the highest chance of avoiding any unpleasant surprises.

I will only do plans that have the 'Focus on Aces'. Let's know exactly what Garkill has up his sleeve. He can obviously think and create much more.
 
Attacking the landers while we still have the advantage isn't just a matter of stopping those landing missions, it destroys the landers. The more landers and Roks Garkill has, the faster he can create a massive concentration of force in any spot he likes. That lets him change the point of attack or exploit opportunities which leaves us playing catch up with reinforcements.

As long as his assaults are slow we can kill the Orks as they arrive. If he can concentrate his forces enough in time we can face more Orks per second than our effective rate of fire. When the green tide drowns a city fast then we don't get to withdraw our people and they are lost. Most of the tide can then be moved fast to the next target by lander or teleporting between Roks and Hulks.

We lose assets faster being aggressive in defence and counter attack but we have to trust that the Trust will turn up before we run out. The alternative is that we give him the freedom to assemble his big hammers and, tough nuts though they are, he smashes our cities one by one. He's been doing this shit for over a thousand years and he has enough dakka.

Edit: Same reasoning for going heavy after the Roks - preserving our ships at the cost of losing the planet is a false economy. If we're committing hard to hitting a protected target we need all the help Ridcully can give.
 
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[X] Medium- as well as long range sniping and targets of opportunity there will be high speed attack launched on the Ork flanks and rearguard, allowing for all of your fast fleet to be used and inflicting far more damage, at the cost of losing more ships- This option will inflict notable damage on the Ork fleet at the cost of some of your faster ships, reducing the amount of damage that Avernus will suffer but weakening your fleet.
Target Selection
[X] Target the Roks (requires Medium or High Aggression)- The third option would be to focus your attacks on the Roks, which are the greatest threat to Avernus. -This option will have a notable effect on the attack on Avernus, reducing the number of Roks that can be landed.
Ridcully
[X] Focus on Aces- One option would be for High Grandmaster Ridcully to focus his and his diviners efforts on attempting to determine exactly what Aces Garkill has up his sleeve, before they are sued against you. -This option has the highest chance of avoiding any unpleasant surprises.
 
[X] Medium- as well as long range sniping and targets of opportunity there will be high speed attack launched on the Ork flanks and rearguard, allowing for all of your fast fleet to be used and inflicting far more damage, at the cost of losing more ships- This option will inflict notable damage on the Ork fleet at the cost of some of your faster ships, reducing the amount of damage that Avernus will suffer but weakening your fleet.
Target Selection
[X] Target the Roks (requires Medium or High Aggression)- The third option would be to focus your attacks on the Roks, which are the greatest threat to Avernus. -This option will have a notable effect on the attack on Avernus, reducing the number of Roks that can be landed.
Ridcully
[X] Focus on Aces- One option would be for High Grandmaster Ridcully to focus his and his diviners efforts on attempting to determine exactly what Aces Garkill has up his sleeve, before they are sued against you. -This option has the highest chance of avoiding any unpleasant surprises.
 
Attacking the landers while we still have the advantage isn't just a matter of stopping those landing missions, it destroys the landers. The more landers and Roks Garkill has, the faster he can create a massive concentration of force in any spot he likes. That lets him change the point of attack or exploit opportunities which leaves us playing catch up with reinforcements.

As long as his assaults are slow we can kill the Orks as they arrive. If he can concentrate his forces enough in time we can face more Orks per second than our effective rate of fire. When the green tide drowns a city fast then we don't get to withdraw our people and they are lost. Most of the tide can then be moved fast to the next target by lander or teleporting between Roks and Hulks.

We lose assets faster being aggressive in defence and counter attack but we have to trust that the Trust will turn up before we run out. The alternative is that we give him the freedom to assemble his big hammers and, tough nuts though they are, he smashes our cities one by one. He's been doing this shit for over a thousand years and he has enough dakka.

Edit: Same reasoning for going heavy after the Roks - preserving our ships at the cost of losing the planet is a false economy. If we're committing hard to hitting a protected target we need all the help Ridcully can give.


However, my point is that by targeting the fighters first we can achieve air superiority, and thus maintain our advantage. Allowing us to destroy the landers second.

If we focus on the landers first, then we have a higher risk of losing air superiority, as we now have to combat the full concentration of fighters after having taken losses attacking the landers.

Destroying enemy fighters first is the recommended tactic if our goal is to achieve air superiority.
 
We destroy whatever is there to be destroyed. In each fight you kill the fighters first but the real prizes are the ships, landers and bombers they escort.

edit: Fighters are more plentiful and with orbital carriers they have the high ground - we can't maintain air superiority, we will have to keep attacking to keep the air contested.
 
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[X] Medium- as well as long range sniping and targets of opportunity there will be high speed attack launched on the Ork flanks and rearguard, allowing for all of your fast fleet to be used and inflicting far more damage, at the cost of losing more ships- This option will inflict notable damage on the Ork fleet at the cost of some of your faster ships, reducing the amount of damage that Avernus will suffer but weakening your fleet.
Target Selection
[X] Target the Roks (requires Medium or High Aggression)- The third option would be to focus your attacks on the Roks, which are the greatest threat to Avernus. -This option will have a notable effect on the attack on Avernus, reducing the number of Roks that can be landed.
Ridcully
[X] Focus on Aces- One option would be for High Grandmaster Ridcully to focus his and his diviners efforts on attempting to determine exactly what Aces Garkill has up his sleeve, before they are sued against you. -This option has the highest chance of avoiding any unpleasant surprises.
 
Our air forces will have a major advantage over the Ork air forces whilst they are launched from orbit and before they set up a way of rearming and refueling on the ground, forcing as much of the Ork air power as possible into dogfighting and wearing them out during this brief period combined with intense mass bombing on any Roks that can resupply the Orks could stop them from gaining a meaningful air presence at all making up for potential losses from going all in.
 
Hi folks! I wasn't active here for last weeks...

[X]High- as well as the above you will use your heavy elements to launch attacks on any semi-isolated section of the Ork Fleets, such as the flanks. This will allow you to inflict major damage, possibly even taking out another Hulk but at the cost of many of your warships. - This option will have the greatest impact on the number of Orks that reach Avernus but will do this by sacrificing a great deal of your fleet.
[X]Targets of oppetunity- One option would be to have your fleet target whatever targets are easiest, this would cause the most damage but would not kill enough of any one category to provide an advantage. This option is the middle path, targeting everything equally for little gain but no loss.
[X]Focus on Combat- One option would be for High Grandmaster Ridcully to focus his and his diviners efforts on attempting to assist the fleet in its combat, helping avoid disasters and achieve victories. -This option will increase the damage your fleet inflicts and reduce the amount of casualties taken.

I suspect that such option will cause comparable damage to all targets as if they are targeted specifically with medium aggression and Ridcully focusing on Garkill's aces, with not too much worse casualties. I know that we should not underestimate him, but IMHO, damage both to roks and fleet would be worth it.
 
We should also remember to put additional Avernite Void Troopers on the important non-Avernus ships, command (and regular) battleships in particular, to help against boarders as soon as possible.
 
Average skill rating of 140 is very good for a civilized world. We can't expect our allies to go 150% on military matters like Avernus does.
 
Actually prior to our expansion of the guard Avernus actually had one of the lower percentages of military enrollment per capita.
Officially.

Unofficially everyone is a soldier so really its 100%.

We also give our soldiers many more goodies than other worlds, to the point that our Helltroopers are as well equipped as some grenidires from other worlds.
 
Midgard IIRC still has a larger Military relative to population; something like a tenth of its population. On the other hand however our soldier are much, much more expensive to field.
On the other hand each of our PDF have a skill bonus which should be more reminiscent on Imperial Space Marines seeing as 400 was supposed to be 1st company material.
 
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