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
gravitational field?

Damn man. I need to take a physics class..or google.

So are we going with 'make Garkill go bye bye' or bide our time?

The vote is heavily in favor of biding our time for a better opportunity.
The main thrust of my argument* was that we may not get a better opportunity until much later in the campaign. In the meantime his leadership is doing us damage.

*The possibility of him leaving entirely and how much margin** he has to do that safely is basically a side point, a (2nd) worst case scenario.

**Our forces aren't coming in along a system radius path towards where Avernus will be on the moment Garkill breaks orbit. They are headed from where they mustered after the vagaries of an interstellar warp jump to where Avernus will be at their expected arrival time. I.e. his minimum time escape is not an intercept with the Fleet heavies.
 
For the record, I don't expect there to be a better opportunity for a long time. However since every hero we could attach to the task force has complications attached if they die, I'm happy to wait for a possibly worse opportunity that doesn't mean almost certain death on a success.
 
For the record, I don't expect there to be a better opportunity for a long time. However since every hero we could attach to the task force has complications attached if they die, I'm happy to wait for a possibly worse opportunity that doesn't mean almost certain death on a success.

What exactly is stopping us teleporting out our most valuable assets after they complete the deed.
 
Sooner or later, heroes die on the job. The Astartes and the Muspelheimers are well aware of this. They won't be happy if their guys die but a high chance of success shot at Garkill with serious efforts at retrieval afterwards is hardly wasting them - the diplomatic complications are likely to be minor.

They are also, with all due respect to our neighbours, much lower priority than victory and the billions of lives, trillions of credits, and decades of building represented by margin of victory.
 
What exactly is stopping us teleporting out our most valuable assets after they complete the deed.
We have no teleporters and our Daemonologists are kinda exhausted.

They are also, with all due respect to our neighbours, much lower priority than victory and the billions of lives, trillions of credits, and decades of building represented by margin of victory.
We rebuilt the damage the incursion did in a single decade we're not in trouble there.

Sooner or later, heroes die on the job. The Astartes and the Muspelheimers are well aware of this. They won't be happy if their guys die but a high chance of success shot at Garkill with serious efforts at retrieval afterwards is hardly wasting them - the diplomatic complications are likely to be minor.
Surt is not only the best fighter of the nine worlds he's also the man in charge of Muspelhiem one of our biggest political allies, a completly unique and from what we can tell potentially incredibly important.

Horatius is officially the best fighter in the trust a massive propoganda machine and loosing him at this early stage in the Guard's history is a bad thing.

They maybe well aware, but that's no reason not to let him come to us.

You also seem to be under the mis assumption that Garkill being on planet means the entire Waargh gets boosted, as far as I can tell that isn't the case just Adria which is easily countered by our Bonus from Rotbart, and killing Garkill doesn't end the Waargh, it breaks down the small command structure, and causes in fighting, but we're still going to have to wait fight for a long time after wards.
 
We brought them to our planet to help kill Garkill if a suitable opportunity arose. Emphasis on suitable. The chance we just had was one in which we'd have a high risk of losing everyone, which brings into question whether or not it is a suitable opportunity - losing multiple valuable heroes to bring down Garkill, especially when he's not likely to retreat (as confirmed by Ridcully), is not necessarily acceptable. We'll likely have a suitable chance when he personally joins in on the assault on Salem and we can fight him from within or near our defensive lines.
 
We'll likely have a suitable chance when he personally joins in on the assault on Salem and we can fight him from within or near our defensive lines.
It would be thematically appropriate to face him in single combat atop the walls of our inner citadel.

Of course it would be more sensible to mob him with half a dozen heroes while he is fighting his way through the outer/inner city.
 
It would be thematically appropriate to face him in single combat atop the walls of our inner citadel.

Of course it would be more sensible to mob him with half a dozen heroes while he is fighting his way through the outer/inner city.

I suspect it will be the usual "somehow Garkill gets past all of our elite bodyguards who are suddenly busy fighting his Meganobz" due to Heroic Luck. Surt might be there to help us, though.
 
Honestly looking at our combat logs and kill-death rates I think we can handle the Orks easy enough. The Boyz are just cannon fodder and only a danger do to shear number letting them get some kills regardless. The more specialized units are tougher but we're too skilled for it to matter much other than a slightly worst death rate. The heavy units like the Gargents look like they can be handled by our heavy arty and other such units well enough.

The two problems we're having are the Hulks and Roks. The Hulks make the space fights a pain by being too dangerous to close and we can't snipe them till the accompanying fleet is dealt with. Roks on the other hand are easy to take in space if the rest of the fleet isn't shooting at you. Much tougher than a escort but less shooty than a cruiser they're a low priority in a space fight as it's better to take out the ship that can damage you. The problem it that once they're on the ground those huge short range space guns are a different story. That is burning our Titan defence on take down the drop fortresses while they in turn are pounding us. Only reason we're winning is became we have the city defences on our side. Imaging if we were the one's on the attack when a few dozen Roks come crashing down in reinforcement. It'll be a bloody slaughter. What we need is a anti-Rok force that can crack them open. I'm thinking the Hellsword and it's Titan Conversion Beamer would perfect especially if we teamed it up with other Fellblade types and/or a Adjudicator to protect them from enemy infantry and return fire as we hammered the Rok's open.
 
Honestly looking at our combat logs and kill-death rates I think we can handle the Orks easy enough. The Boyz are just cannon fodder and only a danger do to shear number letting them get some kills regardless. The more specialized units are tougher but we're too skilled for it to matter much other than a slightly worst death rate.
To make matters even better for us our forces get Rotbart's massive +164 Martial bonus.

Assuming Garkill's martial for commanding in space is the same as his one on the ground (which given how he seems to be the most naval focused of the Overlord's in our region seems likely) he's only got a martial bonus of 39.

In total we get a 125 bonus.

The heavy units like the Gargents look like they can be handled by our heavy arty and other such units well enough.
Wiggles hands, the gargants before were at a long distance and there was only around 100 per army, now we've got around 600 or so barrelling down on us.

On the other hand now we get to use our Vanquisher, psykers and Fellblades to make things interesting.

I'm thinking the Hellsword and it's Titan Conversion Beamer would perfect especially if we teamed it up with other Fellblade types and/or a Adjudicator to protect them from enemy infantry and return fire as we hammered the Rok's open.
Either Hellswords or Land Raider Annihilators (and that must make some tech marines happy)

We should also invest in some Northern Sentinel Titan Killers.

The reason is in the name.
 
Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 2528 | Sufficient Velocity
##### NetTally 1.7.6
[x] Salem Option Two: Reinforce and Hold- The second option is to reinforce your defensive forces with more of your Helltroopers and elites and then hold the secondary defences. They will probably still lose some ground to the bombardment and Gargents but should otherwise be able to hold the line against even the massive numbers that Garkill will unleash. - Less casualties among militia and PDF, will lose some Helltroopers and Elites, lose some of outer Salem.
No. of Votes: 18
noliar
Alex pears
Angelform
AvidFicReader
Briefvoice
DeusFerreus
DkArthas
Echo 101
Enjou
Fanhunter696
godofsmallthings
nat_401
Nianque
runes
Shador
Shard
Superticus
Valerian

[X] Garkill Assault Option One: No Assault- The first option would be to leave Garkill alone and wait for a better oppetunity to kill him- Nothing happens
No. of Votes: 15
Enjou
Alex pears
Angelform
AvidFicReader
Briefvoice
DeusFerreus
Echo 101
Fanhunter696
godofsmallthings
nat_401
Nianque
runes
Shador
Shard
Valerian

[X] Plan Insurance
[X] Salem Option Two: Reinforce and Hold
[X] Garkill Assault Option Two: Small Assault
[X] Champion Surt
[X] Chaplain Horatius
[X] Personally Go
[X] Garkill Assault Option Three: Large Assault: heavy assault group stays inside Salem waiting for an extract order. when order is given they shortie out to meet returning small assault group and try to form a extraction corridor.
[X] Write in: at different points of the perimeter of Salem small assault teams shortie out at same time as strike to draw attention. pull back when mission ends.
No. of Votes: 1
Plan: ◈Insurance

REAPER35

[X] Salem Option Two: Reinforce and Hold
No. of Votes: 1
Portec

[X] Champion Surt
No. of Votes: 1
Portec

[X] Personally Go
No. of Votes: 1
Portec

[X] Garkill Assault Option Three: Large Assault: heavy assault group stays inside Salem waiting for an extract order. when order is given they shortie out to meet returning small assault group and try to form a extraction corridor.
No. of Votes: 1
Portec

[X] Write-in 1: Prepare a sally to help the returning strike force should it be needed if the force gets cut off. They are to defend the section of Salem the strike force will return to.
No. of Votes: 1
Portec

[X] Write-in 2: Focus the spyker on preventing the roks heavy weapons to fire concentrated on the strike force.
No. of Votes: 1
Portec

[X] Write-in 3: Focus artillery on slowing down the ork reinforcements during the strike.
No. of Votes: 1
Portec

[X] Crunch Time
No. of Votes: 1
noliar

[x] Garkill Assault Option Three: Large Assault- The second option would be to send a large force of around a hundred regiments to try and kill Garkill, this force will hopefully be powerful enough to escape from the Orks that will attempt to trap it with fire support from Salem - High chance of killing Garkill, medium chance of losing strike force,
No. of Votes: 1
noliar

[x] Champion Surt- Champion Surt is the best warrior in the Imperial Trust and considers missions such as this to be his job description, though you know that he has far more duties then he likes to claim. -High Chance of Victory, High Chance of Survival, diplomatic issues if he dies
No. of Votes: 1
noliar

[x] Chaplain Horatius- Chaplain Horatius is the most expeiranced warrior in the Imperial Trust and a specialist dualest, if you are going for a single heroe and a small strike force he is by far the best option. -Medium Chance of Victory, Medium Chance of Survival, diplomatic issues if he dies, works best alone
No. of Votes: 1
noliar

[x] Assault force liberally spreads spider mines as they head out
No. of Votes: 1
noliar

[x] Assault force is supported by heavy use of bombing and deathstrikes
No. of Votes: 1
noliar

[x] Demonology choir on standby to pull back heroes and most valuable troops if assault is overrun
No. of Votes: 1
noliar

[x] Other psykers concentrate on killing gargants
No. of Votes: 1
noliar

[X] Garkill Assault Option One: NoAssault- The first option would beto leave Garkill alone and wait for a better oppetunity to kill him-Nothing happen.
No. of Votes: 1
DkArthas

[X] Garkill Assault Option Two: Small Assault- The second option would be to send a small force of around ten regiments to try and quickly kill Garkill, this force will hopefully be mobile enough to escape from the Orks that will attempt to trap it with fire support from Salem - Medium chance of killing Garkill, medium chance of losing strike force,
No. of Votes: 1
Superticus

Total No. of Voters: 20

This won:

[x] Salem Option Two: Reinforce and Hold- The second option is to reinforce your defensive forces with more of your Helltroopers and elites and then hold the secondary defences. They will probably still lose some ground to the bombardment and Gargents but should otherwise be able to hold the line against even the massive numbers that Garkill will unleash. - Less casualties among militia and PDF, will lose some Helltroopers and Elites, lose some of outer Salem.

[X] Garkill Assault Option One: No Assault- The first option would be to leave Garkill alone and wait for a better oppetunity to kill him- Nothing happens
 
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