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
So, interesting thing. Most of the Wierdboys are dead, or exhausted, meaning now would be an excellent time to call in the fleet.
 
I'm kinda wondering what Garkill is trying to achieve here. He's got to have figured out that there's no way he can conquer the planet by now. A few minor cities have already managed to mulch his elite core, and even if he takes Salem there's still billions of humans left.
I guess in the end, even a 97 INT Ork is still an ork.
So, interesting thing. Most of the Wierdboys are dead, or exhausted, meaning now would be an excellent time to call in the fleet.
No, only half the Weirdboyz came down.
 
I'm kinda wondering what Garkill is trying to achieve here. He's got to have figured out that there's no way he can conquer the planet by now. A few minor cities have already managed to mulch his elite core, and even if he takes Salem there's still billions of humans left.
I guess in the end, even a 97 INT Ork is still an ork.
Not really, we may have mulched his first waves, but he's probably still got billions of boyz to go and he's finally touched down on Avernus...

Actually this maybe the first time Garkill has ever been on Avernus.
 
1. Would it be a admech angering action to do? Cause its not innovation, more stripping down.
2. How tough is our armour plating normally? Neosteel?
3. Do we have the capacity (not can we do it, I know we can't yet) to create either Hellions, Thor or Warhounds (not titans these things) Warhound
4. Will the diviner tracking power we reverseed engineered provide a flat bonus to the Macrocanon's firing, or will it enhance the reroll?
5. Do you have an ETA for the update?
6. Have any of the biologis tried to clone an avernite animal?
1. slightly
2. approximately
3 probably not for Thor and Warhounds, yes for Hellions (minus the transformation)
4. flat bonus
6. yes, there are issues with any of the psychic ones (as in almost all of them) and the idea was discontinued
 
HAHHHAHAHHAHHAHAHAHHAHAAH.

"Wot... Wha happened? Everything went boom and all me boyz are gone... WHAT DA HELL HAPPENED!!!"

In other PSYKERS ARE AWESOME, damn its gratifying to see investments paying off big time :D.

@Durin


7. How likely is it that we could teleport the strike force out if they killed Garkill, either with daemonologists or teleporters.
7. hard to say, definitely possible
 
@Durin
Can we estimate the chances that, if we send out a strike-team that kills Garkill and his closest bodyguard, the Orks will scatter enough to make an easy extraction?
 
I s'pose we'll work on a plan once we have numbers which are a little more concrete.

Do we have that Space Marine, Horatious was it, with us?
 
Well, we definetly want hold the secondary defences and get troops dug in to the rubble. We need the depth of killing ground.

I'm a bit wary of killing Garkill too soon in case the kaptin of Death's Harbinger panics and leaves the system before the fleet can arrive.
 
If we want to kill Garkill I suggest we try and send chaplain badass to do it, paragon mastery of the mace and stupid good in a duel sounds really useful here. The question is how to get him there and how to get him out.
 
If we want to kill Garkill I suggest we try and send chaplain badass to do it, paragon mastery of the mace and stupid good in a duel sounds really useful here. The question is how to get him there and how to get him out.
Telyportation.

I'm a bit wary of killing Garkill too soon in case the kaptin of Death's Harbinger panics and leaves the system before the fleet can arrive.
Garkill is the Kaptin.
 
Attrition war with ork is never work except you are Tyranid.

Try to assemble kill team and have back up plan to survive the mass ork.
 
We have the advantage in a war of Attrition, largely because, you know, we have defences and Garkill can't add more orks or ships to his forces while we can.
 
While it might not be effective on Garkill, can we start teleportation bombing the orks? Another line of attack is never a bad thing.

edit: thanks for pointing that out.
 
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We should Artiller and Deathstrike the rest of Garkill's army, at any rate.

Particularly the Weirdboyz.

(Their Gargants and Garkill are the only real threats at this point, no?)
 
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