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
Might be time for a major sally by our space forces, see if they can hit some of those Roks as they deorbit. Or take advantage of Garkill moving his command to hit the rest of the fleet.

@Durin
1. Does this movement of weirdboyz significantly reduce the chances of the Orks interfering with warp jumps by the grand fleet?
2. Where is the Explorator platform stationed?
2a. how much damage could its macrocannon do with a surprise volley from a position where we shouldn't have any?
2b. could a combination of telepaths and sandstorms hide its movements.
1. yes
2. Dis
2a. moderate amount, it will be shot down by Roks however
2b. maybe
@Durin

1. Does Ridcully and his diviners think he can help assist Salem's guns against the roks we did get that tracking power from the Bombardment Cati for this?
2. Can he divine which of the roks has Garkill so we can shoot him down?
3. Can he divine which of the roks has Garkill's personal guard?
4. Can we open a portal big enough under neath the roks to dump them, in the warp?
5. Can a Pyromancer choir led by Xavier enhance damage against the roks.
6. Can the fleet snipe some of the roks with torpedoes or anyother means
7. Are other cities in range to lend their fire power?
8. How far out is the Trust Fleet?
9. Can Ridcully predict the effect of the Weird Boyz Ritual?
10. Do we think we can get bombardment Cacti (the bigger ones) to fire on the Roks?

In any case we need to move Jane, the Psyker and Witch hunters to deal with the Weirdboyz 1 million is more than our entire psyker power even if only 30 roks worth can land.
1. yes, they will have to move to Salem for that however
2. yes, the one twice as big as any of the others with masses of armour and overpowered shields, hooting it down is easier said then done however, and even that may not kill Garkill
3. 50 of them
4. no, if you could a deamonic army would be coming out the other way
5. yes
6. no, that would involve getting into point black range of Death's Harbringer and even if you fleet wanted t risk it the distance is to great for the time you have
7. no
8. a week, the fast elements are three days away however
9. only that it is aimed at your city defences
10. no, there are not any big enough to make an impact near Salem
 
If the weirdboyz are coming down, then the fleet can warp jump closer.
1st, only half of the Weidboyz are coming down
second it will be far easier for the Wiedboyz to act given the far shorter ranges
3rd in system warping is risky, if you din't want to take a massive risk you could shave off four days at most
 
Guess we'll have to gather our heroes in Salem.
Doesn't look like we can avoid Garkill and at least a good part of his nobz landing.

TO GLORIOUS MELEE!
 
2. yes, the one twice as big as any of the others with masses of armour and overpowered shields, hooting it down is easier said then done however, and even that may not kill Garkill
... Ok that should have been fairly obvious I suppose.

4. no, if you could a deamonic army would be coming out the other way
1. Can we create a massive infinity gate over Salem to move the roks that would hit the city outside of the city.

Not a portal :D.

2. Apparently these Roks have gunners/steerers can we get our telepaths to get them to either crash into each other or shoot each other?
3. Can our illusionists convince them that Salem is a few miles to the right or something to get them to miss.
4. Can we project a really really high pitched psycic noise... Weird Boyz are not the most stable of psykers so we maybe able to make their heads go boom
 
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... Ok that should have been fairly obvious I suppose.


1. Can we create a massive infinity gate over Salem to move the roks that would hit the city outside of the city.

Not a portal :D.

2. Apparently these Roks have gunners/steerers can we get our telepaths to get them to either crash into each other or shoot each other?
3. Can our illusionists convince them that Salem is a few miles to the right or something to get them to miss.
4. Can we project a really really high pitched psycic noise... Weird Boyz are not the most stable of psykers so we maybe able to make their heads go boom
1. NO
2. you can try, with the time constraints, the issues with finding the right minds, the shields and the protective influence of the Waaagh it will be hard however and you will not be able to get more then one or two at the most
3. even harder
4. you can try, however it is unlikely to work and if it does work there is the chance it will work to well and deamons
 
@Durin
1. Just to clarify can Ridcully figure out when the Weird Boy ritual is to happen, when the Roks are en route or once they've landed?

2. Can we get our Daemonologists to ward as much of Salem's defences as they can to reduce the impact of the ritual?

3. How effective is Siren's Song on orks?

4. How long would it take to shunt all power from the guns to the void shields?
 
Well, weirdboys are not the most stable psykers in the galaxy, so maybe we should keep Lin in Salem, in case that they accidentally daemons everywhere.

@Durin, I have some questions:
1) How big is the chance that if we move Fred to Salem, Garkill will try to personally fight him? What Rotbart and Ridcully think about it?
2) If so, how much better it will make to assassinate him?
3) How big is the chance that he will try to land a Rok on him instead, or something like that?
 
To my mind shaving off 4 days is well worth doing.

@Durin,
1. Could our telepaths confuse the pilots of the Roks and cause them to collide?
2. Do we have a good target for an LEF volley?
 
To my mind shaving off 4 days is well worth doing.

@Durin,
1. Could our telepaths confuse the pilots of the Roks and cause them to collide?
2. Do we have a good target for an LEF volley?

2. you can try, with the time constraints, the issues with finding the right minds, the shields and the protective influence of the Waaagh it will be hard however and you will not be able to get more then one or two at the most
 
1. Could our telepaths confuse the pilots of the Roks and cause them to collide?
2. Apparently these Roks have gunners/steerers can we get our telepaths to get them to either crash into each other or shoot each other?
2. you can try, with the time constraints, the issues with finding the right minds, the shields and the protective influence of the Waaagh it will be hard however and you will not be able to get more then one or two at the most
Already asked.
 
Salem looks like it's doomed. They can't shoot down enough Roks to not get utterly wrecked by tons of them falling into their defenses.

Moving elite troops there means those take huge damage from falling Roks. Can we evacuate the City or do the citizens have to do a last stand?
 
To my mind shaving off 4 days is well worth doing.
Not if it looses us the fleet.

Salem looks like it's doomed. They can't shoot down enough Roks to not get utterly wrecked by tons of them falling into their defenses.
Not quite yet, currently we take 110 roks down to 30, with psykers we maybe able to increase these numbers even more and if we're desperate we can deploy death strikes.
 
Not if it looses us the fleet.


Not quite yet, currently we take 110 roks down to 30, with psykers we maybe able to increase these numbers even more and if we're desperate we can deploy death strikes.

4 days is the limit without massive risks. 3 days would be safer still. We don't have to do it immediately either - in another couple of days we'll have whittled the ambush party down further, as will Garkill by calling down reinforcements, but the total timesaving will be about the same for the heavy elements.
 
Not quite yet, currently we take 110 roks down to 30, with psykers we maybe able to increase these numbers even more and if we're desperate we can deploy death strikes.

I read that differently. Of the 110 Roks only 30 can try to land on Salem, which we can then try to shoot down. The rest lands around the city. Since we deflected 8 out of 12 Roks landing on Beirut this turn i expect 22 Roks to get through.

Given that only four of them threw Beiruts defenses into disarray i conclude that Salem is doomed.
 
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I read that differently. Of the 110 Roks only 30 can try to land on Salem, which we can then try to shoot down. The rest lands around the city. Since we deflected 8 out of 12 Roks landing on the other target this turn i expect 22 Roks to get through.
Possibly, however, Brieut doesn't have access to psykers or potentially Ridcully.

Also can someone figure out how big Brieut is?
 
@Durin
1. Just to clarify can Ridcully figure out when the Weird Boy ritual is to happen, when the Roks are en route or once they've landed?

2. Can we get our Daemonologists to ward as much of Salem's defences as they can to reduce the impact of the ritual?

3. How effective is Siren's Song on orks?

4. How long would it take to shunt all power from the guns to the void shields?
1. after they have landed
2. it would be terr to try and have them counter it
3. a bit less effective then on human but not much
4. around ten minutes if you prepare ahead of time
Well, weirdboys are not the most stable psykers in the galaxy, so maybe we should keep Lin in Salem, in case that they accidentally daemons everywhere.

@Durin, I have some questions:
1) How big is the chance that if we move Fred to Salem, Garkill will try to personally fight him? What Rotbart and Ridcully think about it?
2) If so, how much better it will make to assassinate him?
3) How big is the chance that he will try to land a Rok on him instead, or something like that?
1. very high
2. ?
3. low but possible, he is worryingly smart for an Ork
To my mind shaving off 4 days is well worth doing.

@Durin,
1. Could our telepaths confuse the pilots of the Roks and cause them to collide?
2. Do we have a good target for an LEF volley?
1. see above
2. if you wait for the next horde to reach Salem you will have a great target
4 days is the limit without massive risks. 3 days would be safer still. We don't have to do it immediately either - in another couple of days we'll have whittled the ambush party down further, as will Garkill by calling down reinforcements, but the total timesaving will be about the same for the heavy elements.
there will still be risks, but it will be more like 5% chance of losing each ship rather then the 25% you would get if you tied for 1 day
I read that differently. Of the 110 Roks only 30 can try to land on Salem, which we can then try to shoot down. The rest lands around the city. Since we deflected 8 out of 12 Roks landing on Beirut this turn i expect 22 Roks to get through.

Given that only four of them threw Beiruts defenses into disarray i conclude that Salem is doomed.
Salem is a Hive rather then a Major city so you would expect 16 to be deflected, not 8 leaving 14 getting through
Psykers could significantly improve that number and being a Hive it can suvive more in the city
Possibly, however, Brieut doesn't have access to psykers or potentially Ridcully.

Also can someone figure out how big Brieut is?
it has an average radius of 10km, making its outer wall 60km long and its area 320km, it averages 1 km high with a population density of 300,000 per square kilometer
 
If we had enough psykers could we hypothetically shoot down and/or deflect all the roks aimed at Salem?
 
4. around ten minutes if you prepare ahead of time
1. How much time would it take to prepare
2. Would it be better to keep shooting
3. How likely is it that reinforcing the shield would stop more roks
4. Would it be better to take the extra ten minutes to keep shooting?
5. How long would it take to re-divert power from the shield back to the guns?
 
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