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 do find myself interested to see if Avernus takes any notice of a million-psyker choir ripping open a warpgate in orbit. Seems like the sort of thing the planet mind would disapprove of.
Not like Garkill has the slightest clue he is dealing with a psyker planet.

Except Orks are Old Ones tech aren't they? Might not recognize it as psyker nonsense either, as the Ork Waagh is not the same thing.
 
At least those ships would be cheaper.

Can we try to spring the trap with one/some empty (or filled with rock/dirt) merchant groups in front of the main fleet?
it would take at least three days, probably more like a week to gather the merchants and get them into position, also sending crews on suicide mission like that does interesting things to morale
 
garkill has us between a rock and a hard place, people are throwing anything at the wall that will stick to find a way around it.
 
garkill has us between a rock and a hard place, people are throwing anything at the wall that will stick to find a way around it.
that is what he is aiming for
there is a reason that Garkill is considered to e the most dangerous ork warlord in the region despite being the smallest, having the weakest army and the least worlds. That reason is he is worryingly smart which I am trying to display in this campaign
 
In the future when dealing with intelligent adversaries, it would probably be best to assume as if your opponents know all your cards.

Well, when we deal with Garkill such intelligence need not bother us again.
 
In the future when dealing with intelligent adversaries, it would probably be best to assume as if your opponents know all your cards.

Well, when we deal with Garkill such intelligence need not bother us again.
until you next encounter an intelligent foe, in my setting most successful factions are intelligent, at least tactically (apart from Orks)
 
that is what he is aiming for
there is a reason that Garkill is considered to e the most dangerous ork warlord in the region despite being the smallest, having the weakest army and the least worlds. That reason is he is worryingly smart which I am trying to display in this campaign
Your doing a wonderful job.

The pain.

until you next encounter an intelligent foe, in my setting most successful factions are intelligent, at least tactically (apart from Orks)
And now we're dealing with a tactical Ork.

Bugger.

1. Is Garkill Ghazkhul levels of smart in your verse?
 
@Durin, can we do a megaproject? 40k is a setting where they're useful, so a few decades building a really big thing loaded with Dark Age tech will be useful. By "megaproject", I mean something like the Phalanx, to take an example.
 
until you next encounter an intelligent foe, in my setting most successful factions are intelligent, at least tactically (apart from Orks)
A faction that normally has 'lack of intelligence' having intelligence is a scary thing. Ditto with factions with a weakness having a benefit of some sort that negates it - Imagine Craftworld Eldar without numbers problems, for instance.
 
@Durin, can we do a megaproject? 40k is a setting where they're useful, so a few decades building a really big thing loaded with Dark Age tech will be useful. By "megaproject", I mean something like the Phalanx, to take an example.
Well the Command Battleships are what would have been a megaproject in the old Imperium. We already are coming up with Advanced Ramilies Design variations for super forts and what not. Then we have the Flying Fortresses which seems to be between the Descent Class Destroyer and the Adjudicator. Where as the Adjudicator is a ground bound super heavy command vehicle to lead armys and survive anything that tries to kill the army commander the Descent is a orbital bombardment ship to get in and reduce enemy defences and army then retreat back into space if it gets too hot. The Flying Fortresses on the other hand are more like a super heavy forward base that can deploy ahead of the rest of an army with enough troops and air wings as well as it's own weaponry to secure key areas till the others get there. However we don't have a way to deploy them off world other than the The Well of Urd having a berth for one of the Large Mobile Research Facility: Helheim pattern for surface expeditions. I guess a megaproject transport or three to carry a few of these would be great for the Trust expeditionary forces and our own invasion corps if we ever decide to hit something without getting help from the rest of the trust. Then there's the Nomad-space-war-city/star-fort Muspelheim is making for putting warp drives on all their cities.
 
When I say "megaproject" I don't mean "thing that takes a few years to build", I meant something that takes decades to build, as I mentioned in my post. A Flying Fortress does not take decades to build.
I'm not talking about the Flying Fortresses. I'm talking about a mega transport that carries like a dozen or so Flying Fortresses.
 
Thinking on it if we did a megaproject it would have to be high on Thrones, Material, Metal, and Promethium, but low in Advanced Material, and Exotic Material. It would also need to be some kind of super structure or weapon we could count on as a ace up our sleeve or to be a massive cost saver in AM/EM for other projects to be worth making at all. As such while a mega Flying Fortress transport would be worth a lot to our expeditionary forces I'm not sure it's megaproject worthy. We have done a few megaprojects like the railways, mine field, and the senser net. Maybe a series of orbital habits near Diephobe for more yard workers to reduce build times? How about a custom made Fortress in each region built around a humongous anti-Hulk fuck-off gun? A one of a kind Command Station that's able to 1v1 Death's Harbinger as the new Headquarters of our Void Command being larger than the Defense stations or the upcoming Ramilies Design variations?
 
Well we are doing the super soldiers
Their combined biomass doesn't equal or exceed that of a mountain, so I'll have to put that into the "doesn't count" category.

We have done a few megaprojects like the railways, mine field, and the senser net.
They're not megaprojects any more than hives are. They're just projects.

How about a custom made Fortress in each region built around a humongous anti-Hulk fuck-off gun?
We don't have the tech for a gun that big or advanced, I'm afraid.

A one of a kind Command Station that's able to 1v1 Death's Harbinger as the new Headquarters of our Void Command being larger than the Defense stations or the upcoming Ramilies Design variations?
So basically a Phalanx with Dark Age tech? That would count.
 
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