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
Except Orks are Old Ones tech aren't they?
Doubt it matters. Avernus is integrating humanity into its ecosystem but will still not tolerate us 'disturbing the peace'. A dodgy piece of legitimate equipment is just as dangerous as a dodge piece of third party equipment.

Might not recognize it as psyker nonsense either, as the Ork Waagh is not the same thing.
Considering the diversity of psyker and psyker-like (plus Blank) effects present on Avernus I doubt the planet will make a distinction.

Pulling ships out of the warp is pretty much the same as demon summoning from a mechanics point of view. This will be the largest summoning since the Slannesh Incursion. Arguably bigger, we never did find out if the southern or opposite hemispheres got invaded.
 
Actually, as I understand the Slaneeshi incursion was more of Avernus being pulled into the warp?

Not entirely. Mainly it was a metric fuckton of daemons flooding in from the Warp Rift up in the arctic, with a bunch of Slaanesh aligned power bleeding into the world as the veil between the Materium and the Warp lessened. If Avernus was fully pulled into the Warp, then daemons could have appeared anywhere on the planet.
 
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.
You mean the new transports can't take a flying fortress each? Hell of an oversight.
 
You do understand that the flying fortresses are the size of a small escort? It's not something you could easily transport.
And transports tend to be bigger or at least more voluminous than combat ships, with lots of grunt for moving stuff. The new transport was designed knowing that the Explorator Vehicle can be deployed from orbit and that the Flying Fortress was in the development queue.

OTOH the flying fortress is self contained - a warp capable tug would suffice.
 
[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 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.

[X] Targets of opportunity- 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 away.
 
And transports tend to be bigger or at least more voluminous than combat ships, with lots of grunt for moving stuff. The new transport was designed knowing that the Explorator Vehicle can be deployed from orbit and that the Flying Fortress was in the development queue.

OTOH the flying fortress is self contained - a warp capable tug would suffice.
The new transport wasn't designed for that, the new new one maybe, we'll have to ask @Durin.
 
And transports tend to be bigger or at least more voluminous than combat ships, with lots of grunt for moving stuff.
Yeah, but troop transports are designed to, well, transport troops, so any free space is filled with barracks, armories, garages, training halls, etc. Having huge kilometers long empty space inside just in case of needing to transport the flying fortress is hugely inefficient. If we ever make enough flying fortresses for each troopship that may be sensible but now it's just dumb.

EDIT: Now that I think about it a berth for for one or two flying fortresses (orbital drop/planetary assault variant) would be a really good addition to a Varangian Guard battle-barge(-s) though.
 
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The more I think of it, the more the warp capable tug seems the way to go. Ramilles need them as well and we plan to develop some variants of those.

There is also the problem of retrieving these very expensive bits of kit from a planetary surface: their landing package seems like a one shot affair and they can't get anywhere near orbital speed under their own power. A Descent escort with a really good tractor beam might be just what is needed. The Descent concept never caught on so I suspect that we will find them underwhelming as combat assets. This use will help us get a bit more back from the investment since we will build a couple to try out - they look like they should complement our invasion fleet theme nicely. Tractor beams make a decent weapon for ground attack starships anyway.
 
The more I think of it, the more the warp capable tug seems the way to go. Ramilles need them as well and we plan to develop some variants of those.

There is also the problem of retrieving these very expensive bits of kit from a planetary surface: their landing package seems like a one shot affair and they can't get anywhere near orbital speed under their own power. A Descent escort with a really good tractor beam might be just what is needed. The Descent concept never caught on so I suspect that we will find them underwhelming as combat assets. This use will help us get a bit more back from the investment since we will build a couple to try out - they look like they should complement our invasion fleet theme nicely. Tractor beams make a decent weapon for ground attack starships anyway.
The Well has some method of attaching them so it's pointless pontificating.

That being said have we researched the Well's plasma batteries.
 
The Well has some method of attaching them so it's pointless pontificating.

That being said have we researched the Well's plasma batteries.
The Well has a method for attaching one. It presumably has a method for retrieving it too. However there is only one Well of Urd and we can't necessarily replicate its methods. Or it could use atmospheric entry and a tractor beam itself.

@Durin,
1. How would the Well of Urd retrieve its Mobile Explorator at the end of a survey?
 
Muspelheim is building that mobile shipyard thing that can carry three Mobile Fortresses. Speaking of that, @Durin, what's the progress on it?
they hope to deploy t within the next few years
The Well has a method for attaching one. It presumably has a method for retrieving it too. However there is only one Well of Urd and we can't necessarily replicate its methods. Or it could use atmospheric entry and a tractor beam itself.

@Durin,
1. How would the Well of Urd retrieve its Mobile Explorator at the end of a survey?
unknown, it would not be too hard to design booster rockets capable of getting it to low orbit however
 
could I have a vote count
Vote tally:
##### 3.21
[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.
No. of votes: 1
Superticus
[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.
No. of votes: 1
Superticus
[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.
No. of votes: 1
Superticus
[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.
No. of votes: 23
Valerian, Elder Haman, Artemis1992, Portec, NotteBoy97, cl20, Kyushiro, Timewarriors, Enjou, HanEmpire, Briefvoice, Alex pears, dragon, noliar, Reynal, oilworker, nat_401, Shard, Stormgear, tenchifew, DeusFerreus, SirHades2.0, AvidFicReader
[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.
No. of votes: 23
Valerian, Elder Haman, Artemis1992, Portec, NotteBoy97, cl20, Kyushiro, Timewarriors, Enjou, HanEmpire, Briefvoice, Alex pears, dragon, noliar, Reynal, oilworker, nat_401, Shard, Stormgear, tenchifew, DeusFerreus, SirHades2.0, AvidFicReader
[X] Deploy Light and Medium forces to Attack as they land - More damage inflicted, all forces can disengage without much trouble
No. of votes: 20
Valerian, Elder Haman, Artemis1992, Portec, NotteBoy97, cl20, Kyushiro, Timewarriors, Enjou, HanEmpire, Briefvoice, dragon, oilworker, nat_401, Shard, Stormgear, tenchifew, SirHades2.0, AvidFicReader, avatar11792
[X] Advise reinforcements to Warp in one week out.
No. of votes: 1
Valerian
[X] Plan: Springing the Trap: Eyes Wide Open
No. of votes: 1
ShadowNic94
[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. â€" 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.
No. of votes: 1
Angelform
[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. â€"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.
No. of votes: 1
Angelform
[X] Deploy Light forces to Attack as they land - Least damage inflicted, all forces can easily disengage
No. of votes: 1
Angelform
[X] Advise reinforcements to Warp in on the edges of the system- will delay reinforcements by two weeks
No. of votes: 13
Angelform, Elder Haman, Artemis1992, Portec, NotteBoy97, cl20, Kyushiro, Timewarriors, Enjou, Stormgear, tenchifew, SirHades2.0, AvidFicReader
[X] Advise reinforcements to Warp in one week away
No. of votes: 11
HanEmpire, Briefvoice, Andres110, Alex pears, dragon, noliar, oilworker, nat_401, Shard, DeusFerreus, avatar11792
[X] Deploy all forces to Attack as they land - Most damage inflicted, heavy forces will suffer notable damage when disengaging
No. of votes: 4
Alex pears, noliar, Reynal, DeusFerreus
-[x] Prep demonologist choirs for a counter working and telepath choirs for spoiler attacks
No. of votes: 1
noliar
[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 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.
No. of votes: 1
avatar11792
[X] Targets of opportunity- 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.
No. of votes: 1
avatar11792
 
Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 2460 | Sufficient Velocity
##### NetTally 1.7.6
[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.
No. of Votes: 24
Valerian
Alex pears
Angelform
Artemis1992
AvidFicReader
Briefvoice
cl20
DeusFerreus
dragon
Elder Haman
Enjou
HanEmpire
Kyushiro
nat_401
noliar
NotteBoy97
oilworker
Portec
Reynal
Shard
SirHades2.0
Stormgear
tenchifew
Timewarriors

[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.
No. of Votes: 23
Valerian
Alex pears
Artemis1992
AvidFicReader
Briefvoice
cl20
DeusFerreus
dragon
Elder Haman
Enjou
HanEmpire
Kyushiro
nat_401
noliar
NotteBoy97
oilworker
Portec
Reynal
Shard
SirHades2.0
Stormgear
tenchifew
Timewarriors

[X] Deploy Light and Medium forces to Attack as they land - More damage inflicted, all forces can disengage without much trouble
No. of Votes: 20
Valerian
Artemis1992
avatar11792
AvidFicReader
Briefvoice
cl20
dragon
Elder Haman
Enjou
HanEmpire
Kyushiro
nat_401
NotteBoy97
oilworker
Portec
Shard
SirHades2.0
Stormgear
tenchifew
Timewarriors

[X] Advise reinforcements to Warp in on the edges of the system- will delay reinforcements by two weeks
No. of Votes: 13
Angelform
Artemis1992
AvidFicReader
cl20
Elder Haman
Enjou
Kyushiro
NotteBoy97
Portec
SirHades2.0
Stormgear
tenchifew
Timewarriors

[X] Advise reinforcements to Warp in one week away
No. of Votes: 11
HanEmpire
Alex pears
Andres110
avatar11792
Briefvoice
DeusFerreus
dragon
nat_401
noliar
oilworker
Shard

[X] Deploy all forces to Attack as they land - Most damage inflicted, heavy forces will suffer notable damage when disengaging
No. of Votes: 4
Alex pears
DeusFerreus
noliar
Reynal

-[x] Prep demonologist choirs for a counter working and telepath choirs for spoiler attacks
No. of Votes: 2
Plan: ◈Springing the Trap: Eyes Wide Open

noliar
ShadowNic94

[x] Deploy Light forces to Attack as they land - Least damage inflicted, all forces can easily disengage
No. of Votes: 2
Plan: ◈Springing the Trap: Eyes Wide Open

Angelform
ShadowNic94

[x] Medium
No. of Votes: 1
Plan: ◈Springing the Trap: Eyes Wide Open

ShadowNic94

-[x] Maximum help from Ridcully
No. of Votes: 1
Plan: ◈Springing the Trap: Eyes Wide Open

ShadowNic94

[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.
No. of Votes: 1
Plan: ◈Springing the Trap: Eyes Wide Open

ShadowNic94

[x] Advise reinforcements to continue as planned- possibility of reinforcements being ambushed at close range by Garkill's fleet
No. of Votes: 1
Plan: ◈Springing the Trap: Eyes Wide Open

ShadowNic94

[X] Advise reinforcements to Warp in one week out.
No. of Votes: 1
Valerian

[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.
No. of Votes: 1
Angelform

[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 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.
No. of Votes: 1
avatar11792

[X] Targets of opportunity- 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.
No. of Votes: 1
avatar11792

Total No. of Voters: 27
@Durin this is the final plan:
[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 on the edges of the system- will delay reinforcements by two weeks
 
@Durin
1. What's the difference lore wise between the Witch Hunters and Psyker Hunters? I mean they're trained for the same purpose, anti psyker duties, but one has a much higher willsave (60vs15) and a much higher anti psyker roll (70vs25). Are the Witchhunters trained in a specific way, which is why they have that -15 to all other rolls?
2. Do the admech understand how the Nutron Lasers work?
3. Will we get a chance to start making Northern Sentinels soon? They are supposed to be Titan Killers and we're invading Garkill's worlds which are bound to have Gargants.
4. Are we using Nova Canon Vortex Bombs?
 
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1. What's the difference lore wise between the Witch Hunters and Psyker Hunters? I mean they're trained for the same purpose, anti psyker duties, but one has a much higher willsave (60vs15) and a much higher anti psyker roll (70vs25). Are the Witchhunters trained in a specific way, which is why they have that -15 to all other rolls?
Witch Hunters were started by our first leader of Ministorum and are religious organisation while Psyker Hunters were created by Jane Oakheart and are non-religious organisation. For a long time they had more or less a same function but some time ago we reorganised Witch Hunters traning and operational procedures specifically fight high levels chaotic pskykers while leaving the lower ones solely to Psyker Hunters.
 
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