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
Keep in mind that we still need Valinor to commit to Avernus, and not start splitting their attacks. So let's not call in the reserves until Valinor has unloaded most of their waves.
And I think it's probably the fleet with 63 battleships, listed under the "Final Decisions" of the council meeting.
 
Yeah, considering that enormous reserve, we shouldn't try to damage the enemy fleet at the expense of what ships we have available here and now.
Eh, I'm fine doing as much damage as we can and then having the reserves come in.

Specially since they're the people we're most likely to send into Valinor after this is over and well...Valinor Delenda est...or something like that (sorry its been years since I've done Latin)

That being said I do find it amusing that we've got enough command battleships to have on in the reserves.
 
Yeah, considering that enormous reserve, we shouldn't try to damage the enemy fleet at the expense of what ships we have available here and now.
Agreed, we should keep using it to harass incoming waves imo, also ships are going to be at a premium in the Trust during the aftermath of this war so we dont want to lose any we absolutely dont have to.

Eh, I'm fine doing as much damage as we can and then having the reserves come in.

It's after this fight i'm thinking of, its going to take 50 years to repair what was lost at the start of the Mar Sara fight, add onto that the casualties the reserves will take and our own we could be looking at close to a century to get back up to strength in space.
 
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Keep in mind that we still need Valinor to commit to Avernus, and not start splitting their attacks. So let's not call in the reserves until Valinor has unloaded most of their waves.
And I think it's probably the fleet with 63 battleships, listed under the "Final Decisions" of the council meeting.
I don't think letting Valinor land most of it's forces is a good idea.
 
i really dont think a few more casualties in space which will not really reduce the enemy fleet by a noticeable effect and will make us less effective at harassing the next waves is worth losing our knowledge of what the enemy is going to do on the ground before they do it.
 
For the No Bombardment plan, what is the advantage we hope to to gain that outweighs the massive firepower advantage we get while making a stand over Dis? Whether we make a stand, fake a stand or run away they'll be heading there in force because that's where they need to be to support their landings in our most populous region, bombard the hive with multiple macro-capitals and attempt to interdict our sorties. They expect it to hurt and they're going to do it anyway. If they see us extra concentrated there maybe they'll send even more ships that way but given their numbers advantage it's not going to weaken them appreciably elsewhere. Certainly not enough to let the ships we pull out do more damage than they would with a fresh minefield and all those defence backing them.

I can just about see it as a ploy if we were going for a run on the mass conveyors/transports but if we're killing warships it makes no sense.
 
One thing I learned from these space combat turns is that we should build more carriers. Trust's abundance of skilled pilots combined with DAoT attack craft results in hilariuosly lopsided K/D ratios (we managed 12.84 to 1 vs. Orks and 16.46 to 1 vs. Abominites)
 
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[X] Plan No Bombardment
-[X] Major- Make an extended stand at your orbital defense but retreat before suffering catastrophic losses. This will preserve some of your fleet and inflict major damage to the Abomination Fleet. This will also allow the Fólkvangr to fight to its strengths.
- [X] Above Dis: Bluff- Attempt to hold the voidspace above Dis until the Abomination Fleet makes play to take it. This is effectively a bluff to convince them to to take the voidspace above Dis.
- [X] Primary: Main Fleet - This will be the main attack force and therefore the easiest target- This is the default option if you want to do as much fleet damage as possible.
- [X] Secondary: Attacks of Opportunity - Target the parts of the fleet to achieve the best casualty ratios.
- [X] Make blatant of the information that Ridcully has gained form the enemies plans- Massive bonus and certain chance of them realising you have the plans.

Right, major fleet battle with all our defences is about one of the best times to use up the Plan advantage to it's fullest. By destroying a good portion of their main fleet, their ability to bombard our cities is reduced, and they'll have less ships to escort their Transports, for their 4 other convoy-ing.

[X] Plan No Bombardment

Only because I don't want to lose Saint Lin. While I would rather destroy there fleet utterly and the invasion force I'm fine with them getting away. They have way too much to gain by killing Saint Lin and giving us a big debuff in hope so early in the game.
 
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Adhoc vote count started by Kolekzionera on Dec 11, 2017 at 12:53 PM, finished with 85919 posts and 27 votes.

  • [X] Plan No Bombardment
    -[X] Major- Make an extended stand at your orbital defense but retreat before suffering catastrophic losses. This will preserve some of your fleet and inflict major damage to the Abomination Fleet. This will also allow the Fólkvangr to fight to its strengths.
    - [X] Above Dis: Bluff- Attempt to hold the voidspace above Dis until the Abomination Fleet makes play to take it. This is effectively a bluff to convince them to to take the voidspace above Dis.
    - [X] Primary: Main Fleet - This will be the main attack force and therefore the easiest target- This is the default option if you want to do as much fleet damage as possible.
    - [X] Secondary: Attacks of Opportunity - Target the parts of the fleet to achieve the best casualty ratios.
    - [X] Make blatant of the information that Ridcully has gained form the enemies plans- Massive bonus and certain chance of them realising you have the plans.
    [X] Plan Bleeding Fleet
    -[X] Medium- Make a stand at your orbital defences but reatreat before suffering major losses . This will preserve most your fleet and inflict significant damage to the Abomination Fleet. This is what you are expected to do.
    -[X] Above Dis: Hold- Attempt to hold the voidspace above Dis but retreat before suffering catastrophic losses. This will take advantage of the fire support your cities can provide to attempt to convince the Abomination Fleet to ald its armies further from Dis. This is what they expect you to do, and they will drive you off if they think they can afford the losses.
    -[X] Primary Target: Main Fleet-This will be the main attack force and therefore the easiest target- This is the default option if you want to do as much fleet damage as possible.
    -[X] Secondary Target: Leadership elements- Using information gained from their plans make a specific effort to destroy ships lead by the leaders of the Crusade/Valinor. Should those ships be too heavily defended, do the same for the next tier down in leadership.
    -[X] Make blatant of the information that Ridcully has gained form the enemies plans- Massive bonus and certain chance of them realising you have the plans.
    [X] Plan And What Army
    -[X] Major- Make an extended stand at your orbital defense but retreat before suffering catastrophic losses.
    --[X] If you manage to destroy your targets early, unload as much as possible on Transports and leave.
    -[X] Above Dis: Bluff- Attempt to hold the voidspace above Dis until the Abomination Fleet makes play to take it.
    -[X] Mass Conveyors- The Mass Conveyors are very well protected and armored and will be kept back from the main battle and therefore not easy targets but most likely carry many of the better troops among the attackers, including the Titans.
    -[X] Make blatant of the information that Ridcully has gained form the enemies plans.
    [x] Plan Dis Defence
    [X] Plan Against Expectations
    -[X] Low- Make a fighting retreat from the orbitals as soon as the enemy gets into range, leaving your defences to cover the retreat. This will preserve your fleet and inflict some damage to the Abomination Fleet.
    -[X] Above Dis: Bluff- Attempt to hold the voidspace above Dis until the Abomination Fleet makes play to take it. This is effectively a bluff to convince them to to take the voidspace above Dis.
    -[X] Secundary: Light Forces- The Light forces will be kept back from the main battle and therefore not easy targets. - Attacking the Light forces will be challenging but will further cripple their anti-harassment capacities.
    -[X] Primary: Main Fleet-This will be the main attack force and therefore the easiest target- This is the default option if you want to do as much fleet damage as possible.
    -[X] Make subtle of the information that Ridcully has gained form the enemies plans- Medium bonus and small chance of them realising you have the plans.
 
I am somewhat confused. we hit light assets because we where intending to pick off the transports as they move the rest of the abom fleet through our space. but now were burning most of our fleet to bloody the abomination over our skies. Which means we won't have the forces to pick at the transports. If we were going to make stand to the knife on our home world wouldn't it be better to have attacked the main fleet?
 
I am somewhat confused. we hit light assets because we where intending to pick off the transports as they move the rest of the abom fleet through our space. but now were burning most of our fleet to bloody the abomination over our skies. Which means we won't have the forces to pick at the transports. If we were going to make stand to the knife on our home world wouldn't it be better to have attacked the main fleet?
You really have no faith in our fleet, we did disproportionate damage to them using only a fraction of our assets.

Now we hope to do increased damage to them and as far as I can tell limit the number of battleships and grandcrusiers they'll send with the transports making out job of harassment even easier.

+ if we want to make a stand this is the best time to do it when they're marching into the mine field we set up with support from the ground defences who get their own shooting round and rebuff them (going from when we did that with Garkill that's +40 (well -40 for them though the bonus maybe bigger seeing how we've upgraded the defences a lot since then) and since we're going blatant another +100 for us.
 
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