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
Its a shame the rolls didn't go well, but we still got a high kill ratio. I cant wait to see how badly they get mauled on the ground.
 
can we get someway to know how the enemy measures up to our troops? both in numbers and abilities/rank

IIRC

Their standard troops are worse than our militia, their equipment is worse as well, so in an even fight our milita we should be able to secure very good casualties ratios even with bad rolls. Thankfully we're not going into a fair fight they're attacking our cities so even if they breach the outer walls (very difficult unless they can get their Titans or Deathstrikes to make a hole) we get a ****ing large defence bonus. Their main thing is that they're willing to die in droves and the chances of them breaking are very low.

Numbers wise I don't think they out number us ATM (if you include the Milita which I do), but if they manage to land all their waves then they probably would.

However, they have knock off temple assassins who are thankfully only as good as our Last Hunters, Sorcerers to supplement their troops with Angyles, 1000 Abomination enhanced Astartes, modified Death Strike Missiles and the Titan Legion + their MAD strategies.
 
As a reminder the Imperial Assassin training had a success rate of about one in ten thousand. On a good day.

Our hunters actually have a better chance of dying in action than in training.
 
I would like to point out that logically Imperium Assassin pass rate being horrible does not necessarily mean that the ones who do graduate are any better.

Shitty clases or teaching methods are still shit no matter how difficult you make them.
 
I would like to point out that logically Imperium Assassin pass rate being horrible does not necessarily mean that the ones who do graduate are any better.

Shitty clases or teaching methods are still shit no matter how difficult you make them.
This is Warhammer, a method that kills 99% of those who attempt it is automatically more effective.

Logic need not apply.
 
Stop, it hurst.

If you throw logic out the window the stupid will come. Like having Freddy ride a Knight Titan (on its shoulder) to hit them with his sword.
...Where's the problem with your original version?

You know, with riding a Knight Titan into melee to duel the leader.

Seems fucking awesome to me.
 
Stop, it hurts.

If you throw logic out the window the stupid will come. Like having Freddy ride a Knight Titan (on its shoulder) to hit them with his sword.
If 40k was a logicians only club, Titans wouldn't be a thing in the first place.

And Frederick has in his possession a sword that actually has more than a snowballs chance in hell of actually crippling a proper Titan, so it's definitely a viable tactic.:D
 
I mean, it would work, but I think mounting the governor's own and Freddy on jetbikes would do better.
'Tis the season after all.
Flaming Hells said:
[Verse 1]
Dashing through the snow
In a side-cart open bike
O'er the fields we go
Laughing all the way
Flamers on jet bikes bring
Making cultists alight
What fun it is to ride and sing
A biker's song tonight
[Chorus]
Flaming hells, flaming hells
Flamers all the way
Oh what fun it is to ride
In a side-cart open bike, hey
Flaming hells, flaming hells
Flamers all the way
Oh what fun it is to ride
In a side cart open bike
 
I've been thinking up what special orders we can give when the forces of the Abomination make landfall. I've only thought of a few but I think they are worthwhile courses of actions that we should pursue.

1. Use electronic warfare protocols to knock out their comms. The three greatest strengths of the Abomination are the ability to coordinate, their morale, and their ability to control minds. By attacking their communication systems, we will strip from them one of those strengths. There are some drawbacks to the plan, but they're actually blessings in disguise.
1.1. They can counter with their own electronic warfare protocols. Their coordination is a powerful advantage they'd want to keep, so this is naturally something they'd want to do. While they're doing this, they will not be able to focus their electronic attacks on our other technology, of which we have a lot of. In attacking their greatest strengths, we either succeed and strip them of one of their greatest assets or fail and prevent them from diminishing one of our greatest assets.
1.2. They can pump in Chaos stuff to fend off our attacks. While Chaos certainly gives them a good advantage, it is by no means unbeatable. The bolters of loyalist Space Marines have a proud and storied tradition of punching through the Chaos-boosted power armour of Chaos Space Marines, so it's only logical that our mundane electronic attacks are capable of defeating a Chaos-boosted electronic defence. Even on a failure, it prevents the enemy from putting that Chaos stuff into something else, like their troops or Emperor-forbid our troops. Putting Chaos into stuff also makes it less reliable and safe.

2. Have a telepathy choir jam psychic communications in their command posts. Doing so will drastically decrease the enemy's ability to coordinate and operate, which would put them at a major disadvantage. This is near-impossible in space due to the distances involved, but Durin said that on the ground it's a very viable course of action. Combined with the above use of electronic warfare protocols, we'd knock out the enemy's ability to communicate and coordinate with each other pretty hard.

3. Employ Berserk Gas munitions on the enemy. Berserk Fungus has to compete with lifeforms that would naturally form resistance to it through natural selection, so any blessings the Abomination has which lets them resist mental influences will be no guarantee against Berserk Gas. If the enemy doesn't have widespread distribution of gas masks, Berserk Gas will devastate them, especially with what it'll do to their coordination and potentially their morale.

4. Get a powerful Siren to mind control an enemy commander and have that commander commit treachery. Sirens are uniquely skilled when it comes to mind control so the best among them should have a decent shot at controlling a commander. The results will be exquisite.
 
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I've been thinking up what special orders we can give when the forces of the Abomination make landfall. I've only thought of a few but I think they are worthwhile courses of actions that we should pursue.

1. Use electronic warfare protocols to knock out their comms. The three greatest strengths of the Abomination are the ability to coordinate, their morale, and their ability to control minds. By attacking their communication systems, we will strip from them one of those strengths. There are some drawbacks to the plan, but they're actually blessings in disguise.
1.1. They can counter with their own electronic warfare protocols. Their coordination is a powerful advantage they'd want to keep, so this is naturally something they'd want to do. While they're doing this, they will not be able to focus their electronic attacks on our other technology, of which we have a lot of. In attacking their greatest strengths, we thus either succeed and strip them of one of their greatest assets or fail and prevent them from diminishing one of our greatest assets.
1.2. They can pump in Chaos stuff to fend off our attacks. While Chaos certainly gives them a good advantage, it is by no means unbeatable. The bolters of loyalist Space Marines have a proud and storied tradition of punching through the Chaos-boosted power armour of Chaos Space Marines, so it's only logical that our mundane electronic attacks are capable of defeating a Chaos-boosted electronic defence. Even on a failure, it prevents the enemy from putting that Chaos stuff into something else, like their troops or Emperor-forbid our troops. Putting Chaos into stuff also makes it less reliable and safe.

2. Have a telepathy choir jam psychic communications in their command posts. Doing so will drastically decrease the enemy's ability to coordinate and operate, which would put them at a major disadvantage. This is near-impossible in space due to the distances involved, but Durin said that on the ground it's a very viable course of action. Combined with the above use of electronic warfare protocols, we'd knock out the enemy's ability to communicate and coordinate with each other pretty hard.

3. Employ Berserk Gas munitions on the enemy. Berserk Fungus has to compete with lifeforms that would naturally form resistance to it through natural selection, so any blessings the Abomination has which lets them resist mental influences will be no guarantee against Berserk Gas. If the enemy doesn't have widespread distribution of gas masks, Berserk Gas will devastate them, especially with what it'll do to their coordination and potentially their morale.

4. Get a powerful Siren to mind control an enemy commander and have that commander commit treachery. Sirens are uniquely skilled when it comes to mind control so the best among them should have a decent shot at controlling a commander. The results will be exquisite.
One issue with the Berserk Fungus—baseline Imperial-level gas masks work just fine on it, so I doubt that the highly-disciplined Guard-level (for them) troops that are making up the bulk of their invasion force will be vulnerable unless we can somehow arrange for them not to have effective environmental filtration stuff.
 
@Durin, can we get Fabricator-General actions to acquire our own Forge World dogma, Forge World warlord trait, and Forge World stratagem even though we don't have a Forge World of our own?

One issue with the Berserk Fungus—baseline Imperial-level gas masks work just fine on it, so I doubt that the highly-disciplined Guard-level (for them) troops that are making up the bulk of their invasion force will be vulnerable unless we can somehow arrange for them not to have effective environmental filtration stuff.
Most Imperial Guard troops don't have environmental filtration systems, not even the Catachans who live on a super-toxic death world.
 
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