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
1. How come it's so low? If Tech-Guard is equivalent of Imperial Guard, then Avernite Tech-Guard should be Helltrooper equivalent, with Tech-Guard grenadiers being the equivalent of IG grenadiers, so Avernite Tech-Guard grenadiers are Helguard equivalent. Skitarii are above them thanks to their extensive cybernetics and wargear upgrades, except with us the difference is even more pronounced thanks to our Dark Age tech. Myrmidons are supposed to be even higher than that, with an even bigger increase in the difference pronouncement caused by Dark Age tech.
2. Who would win in a fight, Avernite Helltroopers or Callamus Tech-Guard (from Deus ex Mechanicus)? Avernites are from Avernus and have Dark Age tech. Callamites have A-rank training (B-rank is stormtrooper level), A-rank equipment, Mechanicus implants, and biological engineering.
I just love how you can say casually how Avernites being from Avernus is a perfectly valid reason for them to win:grin:
 
1. How come it's so low? If Tech-Guard is equivalent of Imperial Guard, then Avernite Tech-Guard should be Helltrooper equivalent, with Tech-Guard grenadiers being the equivalent of IG grenadiers, so Avernite Tech-Guard grenadiers are Helguard equivalent. Skitarii are above them thanks to their extensive cybernetics and wargear upgrades, except with us the difference is even more pronounced thanks to our Dark Age tech. Myrmidons are supposed to be even higher than that, with an even bigger increase in the difference pronouncement caused by Dark Age tech.
2. Who would win in a fight, Avernite Helltroopers or Callamus Tech-Guard (from Deus ex Mechanicus)? Avernites are from Avernus and have Dark Age tech. Callamites have A-rank training (B-rank is stormtrooper level), A-rank equipment, Mechanicus implants, and biological engineering.
1. they operate on a different level, Myrmidons operate on the Astartes level where a company is the equivalent of a regiment, a lot of the skill difference goes into that
2. very, very close but I would say that the Callamus Tech-Guard have an edge, though if they were going against Helguard it wold be a totally different matter (as would it after a few of the upgrades I have waiting in the wings)
 
They sapped the power of the prior attempt at this ritual, and only a few dozen of them died. Daemonology is a particularly lethal profession. But in exchange they will potentially save a lot of other lives.
FTFY, trying to even deal with a ritual that size made me think we'd have more than just a few dozen psykers blowing up from the strain.
 
[X] Plan Weirdboyz Disruption

a bit worried about the great gargant after we use all our death strikes, but we can probably kill that with a daring hero raid to it's central whatever.
 
they were being careful and trying to weaken it rather then stop it, if they had tried to stop it they would have all died, and may have succeeded
Didn't the Weirdboyz have, like, 1,000,000~ while we had, like, 2 Daemonologist Choirs in countering. There was like a 1300 point difference in bonuses. Or 8192 times in combat terms. I'd have put our odds at like 5% at optimistic projections.

[X] Plan Weirdboyz Disruption
 
Didn't the Weirdboyz have, like, 1,000,000~ while we had, like, 2 Daemonologist Choirs in countering. There was like a 1300 point difference in bonuses. Or 8192 times in combat terms. I'd have put our odds at like 5% at optimistic projections.

[X] Plan Weirdboyz Disruption
it was 2%, but it sill existed and is better then the 0.01% chance of what you were doing stopping it
 
I think it might have (for some definition of real), given we're dedicating more resources and the probs have less Weirdboyz. If Garkill refilled to 1 mil I wouldn't put our odds of stopping the ritual outright as even middling, but we probably still have very good odds of severely weakening it to half, third strength-ish. Pending Diviner Results, anyhow. Dying while manifesting is probably very bad for rituals.

If Garkill didn't reinforce it, we can probably stop it even outside of criticals, although we'd lilkely need pretty good rolls.
 
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[X] Plan Weirdboyz Disruption

Unless Garkill has another ace he's kept hidden, which I think is probably unlikely considering how badly his orks are getting curb-stomped right now, the wierdboyz performing another mass ritual is probably the last significant threat any city on Avernus will face from this invasion so blunting it as much as possible seems the best course of action, hopefully the combination of wierdboy attrition from performing the ritual and deathstrikes will reduce their numbers enough to halt any more mass psychic attacks.
 
It should be added to the plan to pull back a large amount of the militia and regulars from the deeper part of the secondary defences behind the inner wall. We lost everyone on the outer wall to the ritual. So it should stand to reason that the orks will try again what had worked and we reposition our troops to migrate the damage.
 
[X] Plan Weirdboyz Disruption

Unless Garkill has another ace he's kept hidden, which I think is probably unlikely considering how badly his orks are getting curb-stomped right now, the wierdboyz performing another mass ritual is probably the last significant threat any city on Avernus will face from this invasion so blunting it as much as possible seems the best course of action, hopefully the combination of wierdboy attrition from performing the ritual and deathstrikes will reduce their numbers enough to halt any more mass psychic attacks.
Apart from the 2000+ Roks Garkill's got in orbit.
 
[X] Plan Weirdboyz Disruption


Apart from the 2000+ Roks Garkill's got in orbit.

Mass suicide drops by thousands of Roks would certainly turn this invasion around in the worst possible way but there is literally nothing we can do to effect that in any way, only the incoming fleet can do anything about those Roks, though they do beg the question why are they sat up in orbit now anyway? I thought a LOT more roks would of landed by now.
 
Mass suicide drops by thousands of Roks would certainly turn this invasion around in the worst possible way but there is literally nothing we can do to effect that in any way, only the incoming fleet can do anything about those Roks, though they do beg the question why are they sat up in orbit now anyway? I thought a LOT more roks would of landed by now.
Probably because there's not as much point as far as the orks are concerned.

Orks want to fight, doing the tactical move of crushing us under thousands of roks simply wouldn't occur to them, even to Garkill, to him the rok is a way of expediting the movement of Orks to the fight.
 
Probably because there's not as much point as far as the orks are concerned.

Orks want to fight, doing the tactical move of crushing us under thousands of roks simply wouldn't occur to them, even to Garkill, to him the rok is a way of expediting the movement of Orks to the fight.

Ghazghkull did it to Hades Hive during the 3rd battle of Armageddon so it's not unthinkable to them, if a target proves particularly hard to crack orks will just level it and move on to another fight. It probably requires a particularly cunning Warlord and a particularly stubborn opposition but they will do it.
 
Ghazghkull did it to Hades Hive during the 3rd battle of Armageddon so it's not unthinkable to them, if a target proves particularly hard to crack orks will just level it and move on to another fight. It probably requires a particularly cunning Warlord and a particularly stubborn opposition but they will do it.
And Ghazghkull was doing that to make a point to Yarrick.

That point being I'm back come at me ya crowd shit :D.

He also didn't use roks, levelling the hive with an orbital bombardment from as far as I can find normal asteroids.
 
Ork bombardement is as imprecise as everything they do.

Unless Garkill retreats far from Salem to cover his ass it should be safe.
 
So I'm planning on writing an omake about an ork minderz looking after a warphead (an ork weirdboy that actual enjoys using his power) possessed by a Slaanesh demon, which will result with him arguing with himself more than usual, who will headsplode causing a significant number ( aka whatever number Durin decides) of weirdboyz to also die. The only problems I have with my idea is I can think of good Orky names for the characters and I don't know what orks call slaanesh demons. So can anyone offer up some suggestions?
 
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