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

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    738
A hundred to one kill ratio is utterly fucking amazing, even considering our crazy elite population.
 
Daemonology Powers: Nova

Possibly one of the most destructive Daemonology Power in existence, the Nova requires at, minimum, a Beta level of psychic power to properly manifest, and preferably casted with the backing of a choir.

Where other destructive Daemonology powers might summon great vortexes to suck in unfortunate targets into it's maw, or in the case of Chaos Psykers, summoning great legions of demons to wrought havoc upon those in the vicinity, the Nova relies upon the manipulation of the rules the Materium works upon.

To describe it in brief, the psyker (typically backed by a choir), targets a point in space, generally a dense target such the ground, or even specially prepared fissile material. In this point in space, the psyker exercises dimensional manipulation, vastly amplifying the strength of the Strong Nuclear Force, as understood by the Mechanicus. With an application of Telekinesis, the collected material, with a sufficient amount of force, collapses upon itself. Maintaining their concentration, the material accumalates an increasingly smaller point in space.

This process releases a small amount of energy, though otherwise insignificant compared to the psychic power being enforced upon the now-miniaturized material. It is when the choir releases it's hold upon this material, however, that it's true power is unleashed. Atoms with an atomic number somewhere in the hundreds and thousands spontaneously decay, utterly unstable within the rules of the normal materium.

An enourmous of energy is released from their atomic fragmentation, and, depending on the power of the choir in question and the preparations done beforehand, is entirely capable of annihlating entire cities, or even small hives. The detonation substantially irradiates the surrounding area as well, much like a rad weapon might do so.
 
How long would it take for psycher groups to 'catch their breath'? I'm thinking we need to let some of our psychers rest to avoid getting burned when the fresh abomination reinforcements show up.
 
I'm kind of leaning towards sallying out to kill those sorcerer lords. Given the kill ratios, I'd rather fight a few hundred thousand abominites than a thousand or more mind-controlled Avernites and a god-tier Angyl. We could probably soften up their line with a handful of death strikes and then break through to kill the sorcerer lords before they can summon that Third Circle.

Plus, how many times will we be able to hit all the sorcerer lords in the same place at the same (presumably distracted) time?
 
I'm kind of leaning towards sallying out to kill those sorcerer lords. Given the kill ratios, I'd rather fight a few hundred thousand abominites than a thousand or more mind-controlled Avernites and a god-tier Angyl. We could probably soften up their line with a handful of death strikes and then break through to kill the sorcerer lords before they can summon that Third Circle.

Plus, how many times will we be able to hit all the sorcerer lords in the same place at the same (presumably distracted) time?
I think we want to do that next phase with a fresher Ridcully and diviners, hold Xavier back this phase too so he'll be in top shape for the sally.
 
Seeing as their forces are inside our artillery envelope, I don't see the need to sally. Just bombard the crap out of their ritual site with the macro-cannons. Further, we shouldn't lose a significant chunk of our forces to orbital bombardment from the Battle Barges in orbit, like we did when we sallied against those Orks. Remember that this is just the beginning, and we need to preserve enough of an army to outlast this siege.

We might want to look into having our psykers shepherd some Gnaw Worms or something at their psykers, too. (honestly I'm kind of hoping Avernus sends a Magma Worm or two against their siege lines)
 
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Seeing as their forces are inside our artillery envelope, I don't see the need to sally. Just bombard the crap out of their ritual site with the macro-cannons. Further, we shouldn't lose a significant chunk of our forces to orbital bombardment from the Battle Barges in orbit, like we did when we sallied against those Orks. Remember that this is just the beginning, and we need to preserve enough of an army to outlast this siege.

We might want to look into having our psykers shepherd some Gnaw Worms or something at their psykers, too. (honestly I'm kind of hoping Avernus sends a Magma Worm or two against their siege lines)
The sorcerers are actually in the landing site, which is outside our range. Macro-cannons sadly aren't an option.
 
Seeing as their forces are inside our artillery envelope, I don't see the need to sally. Just bombard the crap out of their ritual site with the macro-cannons. Further, we shouldn't lose a significant chunk of our forces to orbital bombardment from the Battle Barges in orbit, like we did when we sallied against those Orks. Remember that this is just the beginning, and we need to preserve enough of an army to outlast this siege.

We might want to look into having our psykers shepherd some Gnaw Worms or something at their psykers, too. (honestly I'm kind of hoping Avernus sends a Magma Worm or two against their siege lines)

I think Durin mentioned that the summoning site was outside our artillery envelope? Anyway, we either lose a bunch to orbital bombardment or to mind control and corruption by an Alpha+ level psyker. I prefer the former personally. Plus, rule of cool is with us.
 
The sorcerers are actually in the landing site, which is outside our range. Macro-cannons sadly aren't an option.
I think Durin mentioned that the summoning site was outside our artillery envelope? Anyway, we either lose a bunch to orbital bombardment or to mind control and corruption by an Alpha+ level psyker. I prefer the former personally. Plus, rule of cool is with us.

Then use Deathstrikes in conjunction with Pyromancers. It worked against the Orks.

Trying to sally towards their landing zone wouldn't really be a sally anyways - it'd be a long ass march over days, and we'd have to go through their numerically superior forces to reach them. The sally that @Durin mentioned was probably to strike their lines before they can set up their fortifications, which we don't really need to do given we have a large artillery advantage to make their lives hell.
 
We have to let the choirs and Lulanna Rest they are exhausted and will start to take Mali's to rolls if we try to use them.

I agree with Enjou a death strike barrage with pyromancer support should work.
 
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Or since we've already written that the Eldar are deploying skirmishers, write an omake about a young eldar seer meeting a last hunter on the battlefield and getting into shenanigans.
 
2. you can try, it will be very hard though as they are well defended and using telepath guards. deathstike could work but would would need a bunch to get past the fortifications and AA and void shield and then to stop them teleparting out
On the Deathstrike front here's what Durin had to say.

Possible, but doubtful.
 
So, I see two distinct plans for this phase. The first relies on the fact that their attention is all on making sure their summoning goes through. The second ignores the first and point out that there are negative effects to people dying while summoning.

Plan A: Summoning Takes Time

Harassment: Low for first few days, then None after.

Resting Choirs: 1st Diviner Choir, 2nd Telepathy Choir, Both Daemonology Choirs, Lulana, Ridcully

1st Telepathy Choir: Dominate Mid-Level commanders into betrayal
Sirens: Countersong/Telepathy enemy Telepaths
Xavier + 1st,2nd Pyromancy Choirs: Fry the enemy.
1st, 2nd Telekinetic Choirs: Counter enemy weakening the walls, and fortify them.
2nd Diviner Choir: Search for Infiltrators.
1st, 2nd Biomancers: Begin long-term boosts of allied units.

(Optional: Ridcully+Xavier+1st Pyromancy Choir - Scry and Fry - Leadership & Targets of Opportunity. )

Plan B: Shoot the Sun Summoning Choir Down!

Harassment: Medium

Psykers: Teleport Ridcully, Xavier, Jacob, Jane and 3 Primaris Executioner Forces near the Summoning site. Penetrate/Infiltrate the Summoning Site and annihilate the summoners before they finish the summoning.

Choirs: Similar to above.

One problem: Wouldn't the 3rd Circle Angyl still be available for subsequent landing? They have, like, mixed forces.
Or since we've already written that the Eldar are deploying skirmishers, write an omake about a young eldar seer meeting a last hunter on the battlefield and getting into shenanigans.
It's not canon. Well, we don't know if it's canon.
 
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How long would it take for psycher groups to 'catch their breath'? I'm thinking we need to let some of our psychers rest to avoid getting burned when the fresh abomination reinforcements show up.
A turn.
Given the kill ratios
That's for harassment. Sallying into prepared positions is a different matter.
we either lose a bunch to orbital bombardment or to mind control and corruption by an Alpha+ level psyker
We pretty much specialise in dealing with mega psykers, although this one is particularly bad. Knowing where and when one will turn up, and having our forces prepared to deal with it makes a lot of difference from one just springing up inside one of our cities as is how we usually have to deal with them.
If the enemy is exposed elsewhere, let's decimate them there so they'll have fewer forces to occupy our own forces with in the future, making it easier to deal with the Angyl then. Even our Primaris Execution can't just wade into the regular enemy forces with impunity, it'll hardly be different for the enemy.
 
One other thing to keep in mind - Doomed Wombat's mega-omake character is now hanging around and would be fairly likely to help if a Third Circle Angyl were to show up, I'd think.

One problem: Wouldn't the 3rd Circle Angyl still be available for subsequent landing? They have, like, mixed forces.

Probably. And they've got the First Circle one too.
 
I wonder if our artillety can force the sieging unit to retreat (kill enough to break the siege) before reinforcements arrive.

Is there a contigence in the plan for that? Or would we need to raze the second landingzone first?
 
Shouldn't we maybe actually send our elite assasins against the enemy? Seems like we are kind of wasting them considering their talents.
 
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