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
@Durin, how good are our anti-orbital cannons for our city's? I mean are we looking at only a few cannons or can we decimate the Rok's while they're in reentry? If we can kill enough Rok's we our city's guns we can hold out well enough or at least force most to land outside on our bombardment range.
 
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.



Leaning towards targeting the Fleet. Particularly the Hook escorts.

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



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.



@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?



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



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



Maybe, if we can coordinate an attack with the "ambush"
yes you are
@Durin: the choices for Aggression Level is missing the High option.
that is intentional
@Durin, how good are our anti-orbital cannons for our city's? I mean are we looking at only a few cannons or can we decimate the Rok's while they're in reentry? If we can kill enough Rok's we our city's guns we can hold out well enough or at least force most to land outside on our bombardment range.
good enough to deal with a few Hulks but if more then 3 or 4 try per city they will start getting though
 
How about sending reinforcements in small batches? Weirdboyz will blow themselves up around the third batch probably. @Durin is this a feasible option?
 
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good enough to deal with a few Hulks but if more then 3 or 4 try per city they will start getting though
Well shoot, if we can hold out against Hulks till multiple ones concentrate on one city we should be able to slaughter the Rok's trying to land in/next to our cities. We're probably looking at another ~1000 or so Rok's getting shot down on landing and about ~1,500 making several landing zones outside on our bombardment range. I'd call about 300 to 500 trying for a direct impact on a city leaving another ~1000 or there about's hanging around as reinforcement's and dynamic entry into on going battles. Orks like to do that. Get all your dudes lined up to fight that hoard ahead of you then suddenly drop forts on your flank or the middle of your army.
 
I'm thinking we should do attacks of opportunity. There's a bunch of things we want to attack and this lets us hit all of them while increasing our K/D even further, which is important considering our fleet is now at half strength.
 
Well shoot, if we can hold out against Hulks till multiple ones concentrate on one city we should be able to slaughter the Rok's trying to land in/next to our cities. We're probably looking at another ~1000 or so Rok's getting shot down on landing and about ~1,500 making several landing zones outside on our bombardment range. I'd call about 300 to 500 trying for a direct impact on a city leaving another ~1000 or there about's hanging around as reinforcement's and dynamic entry into on going battles. Orks like to do that. Get all your dudes lined up to fight that hoard ahead of you then suddenly drop forts on your flank or the middle of your army.
your defence is stronger then your offence, that is generally the case in 40k naval
 
Not practically at ths range, I fear.

Well, not without sacrificing a ton of our daemonologists.
 
Not practically at ths range, I fear.
I dunno, this particular warp trick seems to have a range of about a light hour. Countering it also can be long range.
Maybe we can copy the trick and make our reinforcements appear in a place defended by our fleet? Or ward a specific warp-in direction?
 
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I'm inclined to ask the reinforcements to risk it. If they know in advance then the Navigators have a chance to protect themselves and the fleet will be ready to fight. Two extra weeks is a lot more than we budgeted for.
 
Actually, a few thoughts on what our psykers could do in regard to the current situation:

Telepath: Screw up the Weirdboyz?
Telekinetic: Redirect where the Roks will land (Say, outside the cities)? Blow up Roks?
Pyromancy: Fry the roks while the land. Got the atomsphere to help, too.

> Omake material!
 
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.
They killed his Megagargant and all of his gargants last time if I recall.
 
Actually, a few thoughts on what our psykers could do in regard to the current situation:

Telepath: Screw up the Weirdboyz?
Telekinetic: Redirect where the Roks will land (Say, outside the cities)? Blow up Roks?
Pyromancy: Fry the roks while the land. Got the atomsphere to help, too.

> Omake material!
Also relevant for the ambush. It's not just demonologists who can play spoiler, when the warlocks are powering up is a great time for some telepath choirs to pop some headz and for the Xavier challenge.
 
Also relevant for the ambush. It's not just demonologists who can play spoiler, when the warlocks are powering up is a great time for some telepath choirs to pop some headz and for the Xavier challenge.
I doubt our psykers will be able to do too much, seeing as how there are probably millions of Weirdboyz.
 
@Durin is there something our psykers can do about Garkill's plan? Counter it or increase the chance of them blowing themselves up?
you could try but you have a low success rate and a very high chance of losing the Choir that tries even on a success, large scale working of the warp like this are not safe or easy, particularly on short notice
 
you could try but you have a low success rate and a very high chance of losing the Choir that tries even on a success, large scale working of the warp like this are not safe or easy, particularly on short notice
Add on to that the fact that at a low estimate there are millions of Weirdboyz and they're all orks and this is not going to end well.
 
We don't need to, we can reorient the grav launchers for the ones we don't kill.

Besides we have over 100 batteries of around 50 each or something.

Unless he literally manages to land one in our cities I'm not too concerned.
and he possibly has 3,500 Gargents, with most Gargents being able to tank a Deathstrke or more, this is the possible equivalent of a dozen Titan Legions, you can not afford to disregard it
 
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