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
Diviners will now look for infiltrators. Telepaths will stop looking for infiltrators and defend against telepathic attacks. Telekines will cast Objuration Mechanicum on the enemy artillery where they will not only make guns Gets Hot!, they will also cause a Haywire effect since artillery batteries count as vehicles.


1. Just to be clear, is this with any sally or only a big one? Is a smaller sally focusing on fast attacks of opportunity safe?
2. Would having Telekines cast Levitation on a fast attack sally force to make them move better be more or less effective than having them cast Objuration Mechanicum on enemy artillery?
1. a smaller sally is just as dangerous but you are risking less. losing a division when something goes wrong is far better then losing a few corps
2. less effective, having them set up telekinetic shields might be more effective however, Objuration Mechanicum is not exactly one of the easier powers for telekinetics, the opposite in fact.
I thought the transports were due to be gone for 26 days. Weren't we going to make some strikes against the remaining fleet in their absence?

I was hoping that by the time they got back Vanaheim would have confirmed the absence of diversionary attacks and sent us some reinforcements too.

Since what we have in system is mostly capital ships, we don't have the legs for sustained harrying of the second wave. One focused engagement is more the order of the day. An attack on the mass conveyors will make the escorts come to us.
no they were due back on day 26, they arrived at the start of day 27 due to delays. remember chaos is a lot faster in the warp then you are at the moment
and if you read the update you will notice that a decent force of light ships from Vanaheim has arrived
 
1. a smaller sally is just as dangerous but you are risking less. losing a division when something goes wrong is far better then losing a few corps
2. less effective, having them set up telekinetic shields might be more effective however, Objuration Mechanicum is not exactly one of the easier powers for telekinetics, the opposite in fact.
Sally force no longer exists and telekines are now setting up telekinetic shields.
 
[X] Plan Void Wyrm(s) FTW
-[X] General Defence
--[X] Have an even split of regulars and militia hold the outer defences - This is a balance between the other two options .
--[X] Deploy half your elites on the wall and keep half in reserve. -This will leave you with a significant reserve force of elites while reinforcing the walls.
-[X] Titan Defence
--[X] Deploy all of your anti Titan forces against enemy Titans- This gives you a far better chance of stopping any Titan attack at the cost of risking all of your anti-Titan forces, while half of their Titans have yet to arrive.
-[X] Angylic Host
--[X] Deploy (Lulana, Jacob, Jane, Primaris Aria, 2 Primaris Executioner Forces) to combat Angyl Attacks.
--[X] reserve three quarters of your Battle Psykers for dealing with Angyls - This makes sure that you do not fully strip your main defences of psyker support.
--[X] keep back half of the Hunters to deal with infiltrators
-[X] Psykers
--[X] Tamia and 1st Telepathy Choir on countertelepathy.
--[X] 2nd Telepathy Choir to Hunt for Infiltrators.
--[X] Ridcully and 1st Divination Choir to assist Void Battle.
--[X] Sirens to Dominate target Officers selected by Diviners earlier. Time the Dominate to occur at the same time the Magma Wyrm attack happens.
--[X] Trolls to fortify Walls.
--[X] 2nd Telekinetic Choir to defend against Bombardment.
--[X] 1st and 2nd Biomancer Choirs to buff the Magma Wyrms.
--[X] 1st Daemonology Choir on reserve to blunt Angyl Attacks.
--[X] 2nd Daemonology Choir on general Dispelling duty.
--[X] Xavier and 1st Pyromancer Choir on reserve to Fry Abomination Aces attacking the Walls.
--[X] 2nd Divination, 2nd Pyromancer, 1st Telekinetic, 1st Telepath, Tamia to rest.
-[X] Space
--[X] Harass the reinforcement fleet- This will cause some damage to the reinforcement fleet at the cost of some of your surviving light elements
-[X] Other
--[X] Lend Jacob the Black Crystal Sword.
--[X] Fire LEF Deathstrikes on the Abomination Main Army during the Magma Wyrm attack.

What does Combat 58 provide in terms of Combat Bonii anyway? The Black Crystal Sword provides +3C in addition to it's other effects.
 
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[X] Plan Tyrtle Wyrm
-[X] General Defence
--[X] Have an even split of regulars and militia hold the outer defences - This is a balance between the other two options .
--[X] Deploy half your elites on the wall and keep half in reserve. -This will leave you with a significant reserve force of elites while reinforcing the walls.
-[X] Titan Defence
--[X] Deploy all of your anti Titan forces against enemy Titans- This gives you a far better chance of stopping any Titan attack at the cost of risking all of your anti-Titan forces, while half of their Titans have yet to arrive.
-[X] Angylic Host
--[X] Deploy (Lulana, Jacob, Jane, Grandmaster Aria, 2 Primaris Executioner Forces) to combat Angyl Attacks.
--[X] reserve three quarters of your Battle Psykers for dealing with Angyls - This makes sure that you do not fully strip your main defences of psyker support.
--[X] keep back half of the Hunters to deal with infiltrators
-[X] Psykers
--[X] Tamia and 2nd Telepathy Choir to defend against telepathic attack.
--[X] 1st Divination Choir to hunt for Infiltrators.
--[X] Ridcully and 2nd Divination Choir to aid the void battle.
--[X] 2nd Telekinetic Choir to defend against Bombardment.
--[X] 1st and 2nd Biomancer Choirs to buff the Magma Wyrms.
--[X] 1st Daemonology Choir on reserve to blunt Angyl Attacks.
--[X] 2nd Daemonology Choir on general Dispelling duty.
--[X] Xavier and both Pyromancer Choirs to burn daemons.
--[X] 1st Telekinetic choir to rest.
--[X] 2nd Telepathic choir to rest unless the enemy takes a morale check, then attack attack.
--[X] Trolls to reinforce our walls.
--[X] Sirens to Dominate target Officers selected by Diviners earlier. Time the Dominate to occur at the same time the Magma Wyrm attack happens.
-[X] Space
--[X] Harass the reinforcement fleet- This will cause some damage to the reinforcement fleet at the cost of some of your surviving light elements
-[X] Other
--[X] Lend Jacob the Black Crystal Sword.
--[X] Fire LEF Deathstrikes on the Abomination Main Army during the Magma Wyrm attack.
 
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I've altered my plan slightly. I think inflicting more damage on their space forces is rather more important, seeing as there are 4 more waves to come.

So Ridcully is assisting 1st Diviners, and Xavier and Pyromancer 1 are instead going to fry any enemy forces that start getting a foothold. Also safer this way, since their psykers are on 'Anti-Aces' and 'Dispelling'.
 
@Durin

1. Can we make called shots with Berserk Gas?
2. How vulnerable are the following to Berserk Gas (both in our ability to target and the gass's efficacy):
2a. Sisters of Battle
2b. Space Marines
2c. Sorcerers
 
So Ridcully is assisting 1st Diviners
Bad idea. We've seen that wide-ranging assistance from Ridcully only results in a +10. He should only be given focused objectives like Scry and Fry or getting information on the Third Circle.

--[X] Xavier and 1st Pyromancer Choir on reserve to Fry any Abomination foothold on the Walls.
This limits the damage they can do (they'll have to wait until footholds start happening) and can cause collateral damage. Better to have them attack daemons.
 
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Bad idea. We've seen that wide-ranging assistance from Ridcully only results in a +10. He should only be given focused objectives like Scry and Fry or getting information on the Third Circle.
I'm pretty sure it's going to be more than +10. And there are going to be 3 more space battles after this.

Besides, even +10 in that Harassments was worth...

About 19,000 Abomination Regiments extra killed, and about 60 or so of our own not killed.
 
I'm pretty sure it's going to be more than +10.
I doublechecked right now and it turns out it's less than what I said.
Imperial Diviners d100=85+398(power)+159(Ridcully)-25(range)-15(fatigue)=600
re-roll Imperial Diviners d100=47+398(power)+159(Ridcully)-25(range)-15(fatigue)+15(Paragon of Divination)=589: Selected
Chaos Diviners d100=80+225(power)+50(Lords)=355
re-roll Chaos Diviners d100=11+225(power)+50(Lords)=286: Selected
824% power
+10 to all rolls
He didn't give +10, he contributed to +10. It is UTTERLY not worth it.

Besides, even +10 in that Harassments was worth...

About 19,000 Abomination Regiments extra killed, and about 60 or so of our own not killed.
How did you get those numbers?
 
This limits the damage they can do (they'll have to wait until footholds start happening) and can cause collateral damage. Better to have them attack daemons.
I'm reasonably sure Xavier and his Pyromancy Choir are good enough to avoid collateral damage. Even if they have to go lower power.
How did you get those numbers?
A quickish estimation with +10 = 10% (Not the most accurate, but close enough).

+100 = *2 kills, 1/2 kills, remember.
 
The mechanism that tires out our psyker choirs is hurting us on long drawn out battles.

We should look into creating more choirs in the future so that we can cycle through them instead of tiring out the same few sets of choirs.
 
I'm having Ridcully help with the void battle, but I'm keeping the diviner choir on searching for infiltrators. We've been told in the update that they're going to make a push with their infiltrators with their main forces serving as distraction. This is dangerous because they could do a lot of damage like that, but it's also an opportunity to nab a whole lot of them at once. Either way you look at it, diviners should get on top of that.

I'm having Xavier and the pyromancers burn daemons. Xavier has a +20 against daemons.

I'm reasonably sure Xavier and his Pyromancy Choir are good enough to avoid collateral damage. Even if they have to go lower power.
If they're going on lower power, that means they won't be doing as much damage as they could.
 
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@Durin, Xavier is missing Survivor of the Pink Skies on his sheet. Incidentally, that should bump him up to 50 Combat.
 
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If they're going on lower power, that means they won't be doing as much damage as they could.
For an extreme example, 10 regiments taken out on the walls is worth more than 100 regiments taken out on the ground. Frying regiments on the ground isn't really worth it, TBH.

Besides, the people most likely to grab a foothold are the Elites.
 
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