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

Because it has a lower chance of success than the other thing I could do that year?


That's a typo, and another scribe for spider-milking duty.
It's always been helscythe, because hellord would be a stupid name.
And not brilliantly stupid way like Hellllama.

We don't live on an Abomination ruled planet where things are like 1984. It was called the Hellord. Give over it! :p
 
I'm a little concerned that we aren't building munitions repositories or the rail-tunnels out to the azure Isles, but I suppose this'll work.
The munition depots are extremely expensive, at a time when we're starting to see the bottoms our coffers. It costs 72 billion thrones, and we only have 90 to work with this turn.
And we'll want to divine the effects of rail-tunnels out to the azure Isles before we try building any such. The things that stir in the deep sea might take issue with such a subway line. No joke.
 
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Question:

Can we have Syr stationed near Avernus so that she can help Admiral Sarnow take on the Crusade Fleet. I'm hoping that Sarnow can be the anvil while Syr works her way to be the hammer that surprises and kills of the entire Crusade Fleet. Doing so would allow the very real question of 'Can we go and finish them off now at Valinor (Capital)?'

While that's going on Frederick is out defending the North from angry Orks alongside the Imperial Trust.
 
Question:

Can we have Syr stationed near Avernus so that she can help Admiral Sarnow take on the Crusade Fleet. I'm hoping that Sarnow can be the anvil while Syr works her way to be the hammer that surprises and kills of the entire Crusade Fleet. Doing so would allow the very real question of 'Can we go and finish them off now at Valinor (Capital)?'

While that's going on Frederick is out defending the North from angry Orks alongside the Imperial Trust.
Sarnow is an ambusher. Hammer and anvil is hardly his preferred strategy.
 
Sarnow is an ambusher. Hammer and anvil is hardly his preferred strategy.

Switch up the roles. Syr will be the Anvil holding the line while Sarnow comes out of nowhere and hammers the Crusades fleet from behind. Heck, it could be that Syr 'retreats' allowing the Crusade to land forces in order to let them commit further. Then when they've committed all or a good amount of there forces Syr counter attacks with Sarnow coming in to hammer them in. With forces on the ground stranded and orbit being won over by what is a dedicated counter-attack and an ambush the whole Valinor Crusade Fleet would be destroyed and exposing the rest of Valinor for retaliation.

Thoughts? Also hey man it's been a long time.

*Hugs*

Because manly men do hugs.
 
Using a Planet Killer style warship on Avernus?

I honestly hope they do that.

I don't, remember that Durin says Necrons were able to Exterminatus Old One worlds during the War in Heaven, and the thing that makes the Planet Killer so threatening compared to a ship with Cyclonic Torpedoes is it's long range V.S. planets and the difficulty of blocking it's attacks, given that the tech gap between the middling and highest tech races isn't insurmountable, I bet the Necrons just used that kind of thing plus something specifically to counter psykic defenses, counterattacks, and the most common blocking methods.
If they tried I expect the World Serpent itself would have to take to the field to properly curb stomp it.(and we still don't know how long that thing takes to fully heal after it got injured during the Incursion)

Edit: You know what I almost hope happens with the crusade fleet? It including a large Admech component, on one hand this means Abomination Titans, on the other hand it means that we can board and reclaim an Arc Mechanicus, and maybe fill some of our STC gaps while working towards a complete set on the production enhancing ones.
I mean, I think it was odd that the publicly available STC's were in such an even number, I bet the forge-worlds have plenty they don't sell.
 
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Edit: You know what I almost hope happens with the crusade fleet? It including a large Admech component, on one hand this means Abomination Titans, on the other hand it means that we can board and reclaim an Arc Mechanicus, and maybe fill some of our STC gaps while working towards a complete set on the production enhancing ones.
I mean, I think it was odd that the publicly available STC's were in such an even number, I bet the forge-worlds have plenty they don't sell.
I suspect an Abomination Arc Mechanicus would be a daemon ship. If only because it'd have had a potent machine spirit already before the abomination got it's hands on it.
 
Bah, I think you all are taking this way too lightly. We can't cede our orbital superiority to fucking Chaos. We got lots of important stuff there.

Also, since we have a stealth raider component to our fleet, should we do a sneak raid on the crusade fleet or Valinor before they reach our vicinity or should we wait for them to get here ?

I am guessing the effect would be reduced once they get here, Since they would be expecting raids when they reach here.
 
@Durin, for a grenadier regiment idea, would soldiers trained and equipped to be specialised in killing monsters work? Chaos and Orks both make use of monsters so I think it would be worthwhile, especially since we have a high base to work off of with our wildlife bonus.
 
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Regarding the council meeting: We should propose some pre-emptive strikes on one or both of our divined opponents.

Our ships are fast and stealthy. Generally Ork ships are slow and optimised (so to speak) for close range brawling. When fighting in our systems our ships eventually have to stand and fight if we want to prevent invasion. However in Ork or neutral systems we can kite them for as long as we wish. If we send some raiding fleets out we should be able to do substantial damage to the Waaagh before it reaches us.

Chaos ships are harder to deal with in such a manner but doing some hit and run raids on Valinar's outer systems could convince them to keep more of their fleet home rather than throwing it at us.
 
However in Ork or neutral systems we can kite them for as long as we wish. If we send some raiding fleets out we should be able to do substantial damage to the Waaagh before it reaches us.

Chaos ships are harder to deal with in such a manner but doing some hit and run raids on Valinar's outer systems could convince them to keep more of their fleet home rather than throwing it at us.
Do remember that both of them are faster than us in the warp...

They can catch up too us there.

Also in the case of Valinor...fanatics. We've been told they're willing to strip their defences to nothing to throw everything at us, I think we're not going to convince them to keep more ships home.
 
I've switched out the militia training with "Implement (Testudo-class Guardian Tank): Planning". I picked this because all the Fel/Hel-series vehicles are things that require AdMech actions to build, based on the fact that Fabricator General Britton had to build them back in the day (though if @Durin tells us that's changed I could change to the Hellord for anti-Ork stuff) and because it's something that our enemies will likely have never dealt with before, so could provide us some interesting options. I imagine they'd be especially useful when approaching any fortified position, like an Ork Rok that's been landed.
it has changed
@Durin

1. How long can we fight before supplies become an issue? Like if we decide we have to attrition out the Crusade?
1. it depends on the intensity of combat but a month or so of constant attack before you start running short on some things and six months before it becomes critical, or a year before you start losing some things and a decade before it becomes critical of more normal siege combat.
Adhoc vote count started by Durin on Nov 2, 2017 at 4:54 AM, finished with 527 posts and 24 votes.
 
Do remember that both of them are faster than us in the warp...

They can catch up too us there.
Catching someone in the warp requires far more than speed. The place is a kaleidoscopic fog that makes Escher's most creative dimensions look flat.

Ships that are literally made out of demons have difficulty intercepting ships in the warp. Orks aren't going to pull it off with any regularity even with their buffs.

Also in the case of Valinor...fanatics. We've been told they're willing to strip their defences to nothing to throw everything at us, I think we're not going to convince them to keep more ships home.
Might be worth preping a counter attack then. If we can destroy all their ships when they attack us we will have an excellent opportunity to hit back.

Perhaps try to trap them between Avernus and a 'rescue' fleet?
 
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