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
You want Trust soldiers to fight billions of suped-up Orks in close-combat?
They won't be fighting them all at the same time. It would work like a siege. A small amount of soldiers fight a small amount of orks, establish a beachhead, and allow more soldiers in to fight larger amounts of orks. Continue until the space hulk is yours.

EDIT: Furthermore, tight spaces have traditionally favoured the army with the higher quality troops, which in this case means us.
 
Last edited:
I think we ought to remember how things look from a moral standpoint in addition to a purely mechanical one. Treating the colonies as ablative armor is wrong, and it's exactly the sort of shit that the Trust needs to reject if we're going to be any better than the Imperium.

Plus, if the colonies are reasonably well protected, they should pay massive economic and military dividends in the next couple of decades. Which is extremely important given that the super-Orks are going to be a continuing threat rather than just a one-off event.

Ridcully's Divination, as well as our newly formed order, should help minimize the risks of our armies getting caught out of place too. And then there's the fact that the core planets have some extremely impressive defenses and a strong militia system, so even getting caught with our pants down isn't necessarily catastrophic.

Now, I'm not saying that we should totally ignore the more practical considerations in favor of making an ethical stand—after all, the duty the Emperor gave us was to survive. Our core worlds, especially Midgard and Vanaheim as mentioned, are far more strategically important for our continued survival. We just need to seriously ask ourselves if the sacrifices in the name of survival and utilitarianism are truly necessary or if a more enlightened approach could work.
 
They won't be fighting them all at the same time. It would work like a siege. A small amount of soldiers fight a small amount of orks, establish a beachhead, and allow more soldiers in to fight larger amounts of orks. Continue until the space hulk is yours.

EDIT: Furthermore, tight spaces have traditionally favoured the army with the higher quality troops, which in this case means us.
Few quick issues I see: First, while tight quarters typically favor the individually superior army due to difficulty in the inferior side being able to focus their numbers, Orks tilt that around due to being significantly better in close quarters than their base skill suggests. Second, invading a Hulk is like invading a fortified position, and we can't even bring most of our armored forces in or rely on artillery support. Third, Hulks are fucking huge, and it's a massive pain in the ass to identify and get to the actual key systems, especially in the sort of time frame involved in a naval battle. And fourth, it's hard to get the kind of numbers of troops we'd need on the Hulk, as boarding shuttles and teleporters are massive bottlenecks.

That said, I do think that we've done boarding actions against Hulks before, and will continue to do them. It just isn't a magic bullet that makes taking them out easy, and many of the factors that make them hard to do now will be exacerbated by super-Orks.
 
Few quick issues I see: First, while tight quarters typically favor the individually superior army due to difficulty in the inferior side being able to focus their numbers, Orks tilt that around due to being significantly better in close quarters than their base skill suggests. Second, invading a Hulk is like invading a fortified position, and we can't even bring most of our armored forces in or rely on artillery support. Third, Hulks are fucking huge, and it's a massive pain in the ass to identify and get to the actual key systems, especially in the sort of time frame involved in a naval battle. And fourth, it's hard to get the kind of numbers of troops we'd need on the Hulk, as boarding shuttles and teleporters are massive bottlenecks.

That said, I do think that we've done boarding actions against Hulks before, and will continue to do them. It just isn't a magic bullet that makes taking them out easy, and many of the factors that make them hard to do now will be exacerbated by super-Orks.
I really wish we had teleporting Titans. It would make killing Space Hulks so much easier.
 
I say board the space hulks just long enough to leave some nice nuclear surprises for the bastards and then have the men retreat asap.
 
I feel like we might want to adopt the stance of The Colonies are not expandable by default but in the face of major attacks like traveling Waaaghs or attacks by major players assume the colonies won't be held and evacuate as much of the population as possible while bleeding any attacker as much as we can. Essentially so long as it's the locals we fight them at the colonies, but if a big boy from outside our neck of the woods shows up we bleed them on the way in and fight them in the core.
 
EDIT: Furthermore, tight spaces have traditionally favoured the army with the higher quality troops, which in this case means us.
We had higher quality close combat troops.

That maybe about to change very suddenly.

Orks also could also get to be more advanced than the Imperium as their tech level stops at 16.

I say board the space hulks just long enough to leave some nice nuclear surprises for the bastards and then have the men retreat asap.
Vortex bombs, but yeah.

I feel like we might want to adopt the stance of The Colonies are not expandable by default but in the face of major attacks like traveling Waaaghs or attacks by major players assume the colonies won't be held and evacuate as much of the population as possible while bleeding any attacker as much as we can. Essentially so long as it's the locals we fight them at the colonies, but if a big boy from outside our neck of the woods shows up we bleed them on the way in and fight them in the core.
Probably the best solution I can think off.
 
a stupid question, enough 'WAAAGH!' energy count as activating a rune? I believe not but one can dream.
edit:
 
Last edited:
Shouldn't it be Focused Divination? The text says that Divination and Focused Divination are about getting information on the neighbouring sectors while Greater Divination is about getting information on the galaxy.

Yes?

2) What is the action to find nefarious plans of our Chaos neighbors, Focused Divination?


One takes one year one takes two which would you pick?

Both, we need that Greater Divination on other things, like the cause of Ork Time.
 
t also protects the Core Worlds from unexpected attacks the best, such as if a third party took advantage of an Ork Waaagh to attack.
Cough Vanaheim Cough.
Does Ridcully have any guesses about what the situation will be like in the future? We know that he thought he could keep the civil war going indefinitely. Should he fail does he think he'd be able to divert them into a nearby chaos domain?
Also The Beast is referred to multiple times. Get me my brown pants.
 
Now it is time for you to give your own opinion on the suggestions, and to get the opinion of the High Council on any suggestions that you have.
Right we seem to be going for the sensible compromise in general.

High Council suggestions...not sure.

Cough Vanaheim Cough.
As irritating as it is Valinor did not suddenly die off and they might be planning something.

Probably best to sling a sight their way.

Does Ridcully have any guesses about what the situation will be like in the future? We know that he thought he could keep the civil war going indefinitely. Should he fail does he think he'd be able to divert them into a nearby chaos domain?
As orks he thought he could keep it going indefinitely, he doesn't know to what degree the Sorks are susceptible to his manipulations.

So maybe.
 
So, we need to scry out what the local chaos polities plan in relation to us, and scry out attacks, and scry out why the orkish gods are waking up now,
and keep tugozaks domain either disrupted or aimed conclusively at either the local Necrons or Chaos, while spending time in research and on our massive backlog of Order ideas.

I get the sense that the Imperial Trust won't get another opportunity to turn current success into future success quite like this, right now Ridcully is still alive, and we have a giant fleet that hasn't suffered attrition(if admittedly one that needs more escorts), and this age of strife is going to get worse before it gets better.
So either not expendable, or essential, with provision made to switch to expendable if we see a giant WAAAGH Coming.
I'm leaning towards notexpendable because I seriously expect Chaos to attack in coordination with or shortly after us dealing with a WAAAGH, and moving troops takes time, time we don't have against an enemy with faster ftl that has rituals that will locally disrupt our ftl.
 
Can't we fire Exterminatus missiles at Space Hulks?

... shit that might work. Exterminatus rounds are super valuable, like the trust as a whole gets a few every decade, but the largest space hulks probably are worth it, if it would work. Usually, when we fight ork fleets the space hulk is the most dangerous part of it to deal with.
 
Last edited:
A Cyclonic Torpedo would work. They used them to destroy the World Engine after the Astral Knights took down its shields.
 
Back
Top