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
Still a lot of Roks but did not expect to see a hulk go down, I'm thinking calling off raids until the orks try to land then go in with the light and medium, no idea what to do about the wierdboy reliant ambush.
 
Ok so wierd thought, they are are going to try to pull the navy into a ambush. So if we do enough damage when the trust fleet comes in they can wipe them out.
 
Last edited:
Somewhat concerning that Garkill had a plan for our reinforcing fleet, in that he anticipated the trap.
 
Somewhat concerning that Garkill had a plan for our reinforcing fleet, in that he anticipated the trap.

he knows we are part of a multi-planet alliance, assuming reinforcements is just common sense. It would only take a moderately bright ork to put that much together.

so i'm leaning towards having the fleet come in far out, but do everything we can to whittle down his fleet so we don't have to worry about being obliterated from orbit.
 
Somewhat concerning that Garkill had a plan for our reinforcing fleet, in that he anticipated the trap.
Well, with how pear shaped his previous attacks have gone, he may have decided to ensure that he is prepared for as many eventualities that is likely to occur. He is unwilling to underestimate us, instead choosing to overestimate our ability.
 
Of note is that the ambush will only possibly be successful. It's also possible that the orks will fail and the reinforcements will arrive without getting ambushed. Considering how we've already lost over half our fleet to them, we've only killed 10% of their ground troops, and they'll be able to teleport mega-gargants into our cities from their roks, it might just be a risk we'll have to take.
 
Last edited:
So the big question is whether Garkill is going to land or not. If he doesn't land, then all this will be for nothing.
 
So the big question is whether Garkill is going to land or not. If he doesn't land, then all this will be for nothing.
Chances are he's going to land. He's still got most of his ground forces, he's nearly in orbit, and I don't think his boyz want to be denied a scrap on the ground a second time. If he doesn't land, we can still try to kill him on the Death's Harbinger. It won't be as easy as hitting him while he's on the ground, but it's still possible.
 
Of note is that the ambush will only possibly be successful. It's also possible that the orks will fail and the reinforcements will arrive without getting ambushed. Considering how we've already lost over half our fleet to them, we've only killed 10% of their ground troops, and they'll be able to teleport mega-gargants into our cities from their roks, it might just be a risk we'll have to take.

Since it was divined beforehand doesn't the ambush lose a surprise bonus for it's attempt? I think Durin mentioned any aces found before being sprung would lose a surprise bonus so the ambush has already lost some teeth.
 
[] None- do not conduct any harassment of the Ork Fleet while it remains in orbit, instead preserve your slightly battered fleet and withdraw for repairs. This option will give the gathered fleet a bonus for its next engagement.
[] Low- attacks will mostly consist of long range sniping and pouncing on any Orks that get out of position, best kill ratios but worst target selection and total damage caused. - This option will preserve the largest amount of your fleet at the cost of allowing Avernus to come under very heavy attack, but conversely putting your fleet in a better position to remove the Orks once the reinforcements arrive.
[] 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 a lot of ships- This option will inflict notable damage on the Ork fleet at the cost of many of your faster ships, reducing the amount of damage that Avernus will suffer but weakening your fleet.

Leaning towards Low. I think Low or None are the best choices. No reason to go for Medium any more when it's less advantageous.

[] 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.
[] 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.
[] 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.

Leaning towards targeting the Fleet. Particularly the Hook escorts.

I think it's time to switch to making things easier for the reinforcement fleet.

[] Do not Attack as they land- preseve your fleet for later conflicts
[] Deploy Light forces to Attack as they land - Least damage inflicted, all forces can easily disengage
[] Deploy Light and Medium forces to Attack as they land - More damage inflicted, all forces can disengage without much trouble
[] Deploy all forces to Attack as they land - Most damage inflicted, heavy forces will suffer notable damage when disengaging

So this is different from when the reinforcements arrive.

@Durin Am I right to assume that this will take place just as they hit the minefield over Avernus?

If so then there will be more disruption.

I think it was a mistake last time not to use the Heavy fleet force. However... in this instance I'm leaning against it. We won't have nearly the same advantages as we had in the initial ambush.

Leaning towards the Light and Medium forces choice.

[] Advise reinforcements to continue as planned- possibility of reinforcements being ambushed at close range by Garkill's fleet
[] Advise reinforcements to Warp in on the edges of the system- will delay reinforcements by two weeks

@Durin Is it possible to coordinate the reinforcements arrival with an attack by the Avernite fleet?

And since we know about the ambush, can't we reverse it on them? By being ready to fight right away? If the Avernite fleet is attacking at the same time (and they are designed for close range) then wouldn't this be advantageous to the Trust fleet? Wouldn't that mean that all the Trust forces would be focused on the Orks when they get pulled out of the Warp ready to fight?

Particularly if we can eliminate the Hook escorts beforehand.

What do our advisors have to say about that idea?

1 Huge Space Hulk (46km at longest dimension, 20,000 km3 ) Death's Harbinger
1 Large Space Hulks (32 km at longest dimension, 4,900 km3)
3/4 Small Space Hulks (12, 16 and 18km at longest dimension, 400, 1,200, 1,500 km3)

134/250 Battlekroozers
135/400 Kroozers

3,873/5,000 Roks

600/2,000 Hook Boarding Ships (new class)
1,345/2,000 Onslaught Attack Ships
600/1,000 Brute Ram Ships
1,050/2,000 Savage Gunships
1,250/2,000 Ravager Attack Ships

18,198/26,000 Attack Craft Wings

10-30 billion Orks

Roks are going to hurt. I think we have to depend on the militia and our defenses and just grind it out.

Still a lot of Roks but did not expect to see a hulk go down, I'm thinking calling off raids until the orks try to land then go in with the light and medium, no idea what to do about the wierdboy reliant ambush.

We destroyed the hulk in the initial ambush, not the harassment.

Ok so wierd thought, they are are going to try to pull the navy into a ambush. So if we do enough damage when the trust fleet comes in they can wipe them out.

Maybe, if we can coordinate an attack with the "ambush"
 
Good kill ratio but we still took quite a battering. Probably best to pull the fleet back as we will need it later.

The reinforcement trap… two weeks delay vs the possibility of an ambush we know is coming. Offhand I default to taking a risk on the ground to a risk in space.

Mega-Gargants. Not actually as big a threat as it sounds but given our shortage of Titans we might end up ordering Xavia to go shadow-of-the-colossus on their arses.
 
Good kill ratio but we still took quite a battering. Probably best to pull the fleet back as we will need it later.

The reinforcement trap… two weeks delay vs the possibility of an ambush we know is coming. Offhand I default to taking a risk on the ground to a risk in space.

Mega-Gargants. Not actually as big a threat as it sounds but given our shortage of Titans we might end up ordering Xavia to go shadow-of-the-colossus on their arses.

Not exactly, we do have 50 batteries of intercontinental ballistic missiles with effects similar to low-level nukes that we can fire at the Mega-Gargants. Unless they land inside a city, that is.

I'm in favor of not attacking until the landing begins, and then making that a Medium assault.

[X] Low- attacks will mostly consist of long range sniping and pouncing on any Orks that get out of position, best kill ratios but worst target selection and total damage caused. - This option will preserve the largest amount of your fleet at the cost of allowing Avernus to come under very heavy attack, but conversely putting your fleet in a better position to remove the Orks once the reinforcements arrive.
[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] Deploy Light and Medium forces to Attack as they land - More damage inflicted, all forces can disengage without much trouble
[X] Advise reinforcements to Warp in one week out.

In terms of capital ships, Vanaheim has slaughtered so many of them that the Trust now holds the advantage in-system, without even mentioning the reinforcements. The only main concern is Death's Harbinger, but in orbit it can be targeted by ground-side emplacements and our ships concurrently which should whittle it down somewhat faster than usual. Its still massive though.

Edit: Screw warping the fleet on top of Garkill, Durin has made it clear that it is a BAD(tm) idea, Time to suck it up and fight a massive ground war planet-side.
 
Last edited:
I would like to state that since we went after Roks and not the harpoon ships we should have our reinforcements come later to avoid the ambush.
 
Not exactly, we do have 50 batteries of intercontinental ballistic missiles with effects similar to low-level nukes that we can fire at the Mega-Gargants.
Keep in mind that Deathstrikes have been drastically nerfed in Embers in the Dusk - they only do slightly less damage than an RL thermobaric weapon. Considering Mega Gargants are on the same level as larger Titans, they won't do a lot of damage against them.
 
I would like to state that since we went after Roks and not the harpoon ships we should have our reinforcements come later to avoid the ambush.

Only 30% of the Harpoon escorts remain. We will literally have more capital ships then they have boarding ships even before you factor in all the escorts whose job is to screen attacks like that from the Capitals.

They remain a threat, but a lesser one compared to the Hulks, or the remaining Battle Kroozers.
 
I say go for:
[] 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 a lot of ships- This option will inflict notable damage on the Ork fleet at the cost of many of your faster ships, reducing the amount of damage that Avernus will suffer but weakening your fleet.
[] 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.
[] Deploy Light and Medium forces to Attack as they land - More damage inflicted, all forces can disengage without much trouble
[] Advise reinforcements to Warp in on the edges of the system- will delay reinforcements by two weeks
We need to do as much damage as possible with the lowest risk as possible and warning our allies about an ambush that could cause severe casualties is logical. While the delay is a major problem, the chance of our reinforcements not ending up halved or even full on destroyed seems worth it.
From a long time reader of this quest and now recent SVer
 
Last edited:
[] 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.
This can't be taken with
[] Low- attacks will mostly consist of long range sniping and pouncing on any Orks that get out of position, best kill ratios but worst target selection and total damage caused. - This option will preserve the largest amount of your fleet at the cost of allowing Avernus to come under very heavy attack, but conversely putting your fleet in a better position to remove the Orks once the reinforcements arrive.
 
Back
Top