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
@Durin
Did you miss these questions or were they of no relevance?
@Durin
1. You answered that there are around 4 billion soldiers left on planet.
1a. The update said that the moving troops organized themself into 3 camps (siege line Lonely Citadel, siege line Dis, Elite Camp/Second Landing Zone). Were troops left at the first landing zone?
1b. How are the numbers of soldiers split between the different camps?
1c. How seperate are the camps? Just an estimate of how long it would take troops from one to reinforce another.
2. The update did not mention the fleet bombing the train tunnels. I guess lots of replacement ammunition for the artillery is constantly brought in?
3. The option for harassment the fleet only mentioned to harass with the reinforcements. Is that how it will be done or will Sarnow go through with his plan to use more heavier ships?
 
War on Two Fronts Part Ten: The Siege of Mara Sara
War on Two Fronts Part Ten: The Siege of Mara Sara
T=3:00:00-27:12:00


As you wait for Ridcully to inform you how your foe will react to their latest setback you think over the reports that you have read about the progress of the Siege of Mara Sara, the larger of the two wars that the Imperial Trust is currently fighting. Over this time the allied fleet conduct a mix of raids and medium attacks on the Orks over Mara Sara, killing most of their Roks and all but the smallest of the Space Hulks along with the vast majority of the Kroozers. While most of the rather formidable Ork Escorts are still intact they have lost most of their transport and bombardment ability, as well as most of their ability to hurt your heavier warships. Currently Admiral Freyr is planning to continue this harassment for the rest of the week before conducting a major battle. He expects to finish off everything but the escorts before this battle.

First Week Imperial Harassment d100=40+80(skill)+20(Technology)+37(Martial)+25(speed)+50(In Dying Light)+50(caution)+20(orbital defences)=322
Ork Defence d100=60+27(skill)+100(waaagh)+16(Martial)+25(Hulks)+10(void superiority)=254
Imperial kills
2 Battleship
51 Battlekroozers
30 Kroozers
1,114 Roks
704 Escorts
1,776 Attack Craft Wings
Ork kills
1 Grand Crusier
4 Heavy Crusiers
2 Battlecruisers
19 Cruisers
57 Light Cruisers
1,415 Escorts
200 Wings of Attack Craft

Second Week Imperial Harassment d100=91+80(skill)+20(Technology)+37(Martial)+25(speed)+50(In Dying Light)+50(caution)=353
Ork Defence d100=54+27(skill)+100(waaagh)+16(Martial)+25(Hulks)+10(void superiority)=248
Imperial kills
1 Small Hulk
5 Battleships
50 Battlekroozers
41 Kroozers
1,426 Roks
1,093 Escorts
2,127 Attack Craft Wings
Ork kills
1 Grand Cruiser
3 Heavy Crusiers
1 Battlecruiser
11 Cruisers
47 Light Cruisers
1,160 Escorts
157 Wings of Attack Craft

Third Week Imperial Harassment d100=38+80(skill)+20(Technology)+37(Martial)+25(speed)+50(In Dying Light)+50(caution)=300
Ork Defence d100=34+27(skill)+100(waaagh)+16(Martial)+25(Hulks)+10(void superiority)=228
Imperial kills
1 Huge Hulk
2 Battleships
32 Kroozers
1,044 Roks
1,007 Escorts
1,612 Attack Craft Wings
Ork kills
1 Battleship
1 Grand Cruiser
3 Heavy Crusiers
1 Battlecruiser
9 Cruisers
50 Light Cruisers
1,078 Escorts
190 Wings of Attack Craft

Strike Fleet Bombardment 3 Weeks d100=55+80(skill)+50(Technology)+87(Martial)+25(Varja)-100(harrasment)=197
Da Crumpa defence d100=40+27(skill)+100(waaagh)+16(Martial)+100(Hulk)=283
2,732 damage done to Da Crumpa
Da Crumpa Destroyed

Legend Class Dreadnought Wrath of Bjorn

Alexander Class Command Battleship Memory of Light

20/20 Legate Battleships
14/14 Hero Battlehips
17/17 Saint Battleships
26/26 Berserker Battleships

101/102 Gurkha Grand Cruisers
101/102 Scots Grand Cruisers
106/108 Pope Grand Carriers
111/112 Landsknecht Grand Cruisers

147/154 Teutonic Heavy Cruisers
150/155 Templar Heavy Carriers
209/216 Paladin Heavy Cruisers

28/59 Cataphract Cruisers
15/32 Samurai Cruisers
21/44 Kshatriya Cruisers
42/87 Knight Cruisers

13/37 Warrior Cruisers
8/25 Praetorian Cruisers
14/40 Hoplite Cruisers
5/15 Bolas Cruisers
27/77 Bishop Carriers

23/128 Monk Escort Carriers
55/309 Youxia Escort Cruisers

448/4,876 Squire Frigates
454/4,934 Page Frigates
3/2,385 Legionnaire Destroyers
0/2,206 Soldier Destroyers
Prophet Class Hyper Carrier In Dying Light

3 Hun Fast Battleships
3 Martyr Fast Battleships

16/29 Marauder Battlecruisers
4/8 Disciple Battlecruisers
4/7 Uhlan Battlecruisers
5/7 Night Battlecruisers

2/7 Poacher Fast Cruisers

12/78 Buccaneer Light Cruisers
5/33 Adherent Light Cruisers
98/170 Fog Stealth Light Cruisers

5/2,206 Soldier Destroyers
4/91 Privateer Raiders
454/1,104 Shadow Stealth Destoyers
Vajra Class Command Battleship Sword of Sutur

6 Battle Barges
14 Champion Battleships

157 Chevalier Heavy Cruisers
70 Astartes Assault Cruisers

24 Battlecuisers
160 Cruisers
10 Strike Cruisers

800 Rapid Strike Vessels
2,500 Frigates
3,500 Destroyers
0/1 Gargantuan Space Hulk (63km at longest dimension, 60,000 km3 ) Da Crumpa
0/1 Huge Space Hulks (42 km at longest dimension, 20,000 km3)
0.4/2 Small Space Hulks (16km at longest dimension, 1,250 km3)

5.3/16 Battleships
31.6/200 Kroozers

778.6/8,000 Roks
11,391/20,000 Escorts
estimated 53,000 Attack Craft Wings

The battle on the ground is not going as well. While the armies of the Imperial Trust are strong and in heavy fortifications the brute strength that the Orks are bringing to bear has allowed them to gain control of 19% of the fortifications of Mara Sara as well as all unfortified areas, and to kill four billion of the defenders. The fighting on Mara Sara is the most intense in the history of the Imperial Trust, and it is only due to your fortifications that the Imperial armies are able to hold. With each of the veteran Ork warbands being a match for an Iron Guard Regiment and their being enough nobs to match your elites the advnatage in troop quality that the Imperial Trust is used to has been removed. Of particular worry is Da Crumpers, the two billion Ork host that accompanies the Warlord Gutcrumpa which has every Ork being the match for a Nob in a lesser host, and a eight million Ork core of Bosses. So far they have been slowed down by heavy fortifications and majority of your elites but they remain a major threat. According to the reports as things stand DITAEON will fall in around one months time without outside assistance, three after you are expected to regain orbital supremacy and begin landing reinforcements. So far none of your heroes have fallen in battle, though both Lord-Marshal Sigurd and Governor-General Aelfric have had brushes with death.


With the assistance of some of your diviners Admiral Sarnow has been conducting a mix of raids and medium sized battles on the Abomination reinforcement fleet. Between the repairs conducted on your fleet at Diephobe, the Vanir reinforcements, the psyker assistance and Admiral Sarnow's own skill he was able to inflict massive damage on the escorting Abomination warships, especially on the capital ships which wee near wiped out. While this focus allowed the transports to make it though mostly intact between the damage that you caused and the continuing stream of Vanir reinforcements it will soon become impossible for the Abomination Fleet to both escorts the transports properly and to maintain control of the orbitals of Avernus. It will be interesting to see what they choose to give up. Though within two week you expect to have enough warships available to defeat the Abomination Fleet regardless of which option they choose.

First Imperial Harassment d100=64+73(skill)+20(Technology)+133(stats)+30(speed)+10(plans)+20(void dominance)+25(repairs)+18(psykers)+15(Omakes)=408
Abomination Defence d100=28+67(skill)+25(deamonships)+46(Martial)+50(numbers)-20(Abomination)=186
Imperial Kills
1 Daemon Battleship
2 Battleships
2 Daemon Grand Cruisers
5 Grand Cruisers
2 Daemon Heavy Cruisers
8 Heavy Cruisers
2 Daemon Battlecruisers
9 Battlecruisers
21 Cruisers
6 Escort Cruisers
10 Light Cruisers
1,058 Escorts
22 Transports
Abomination Kills
4 Cruisers
1 Light Cruiser
103 Escorts
73 Attack Craft Wings


Infiltration defence roll d100=87+20(stance)+85(psykers)=192: the majority of agents detected
-7 Callidus
-12 Vindicare
Forces expected to arrive within the next week: 12 Battleships, 96 Battlecruisers, 48 Fast Cruisers, 1,200 Escorts.


     
Privateer Raider 902.44
Shadow Stealth Destroyer 158.04
Youxia Escort Cruiser 6.40
Monk Escort Cruiser 2.17
Fog Stealth Light Cruiser 9.55
Castle Defence Cruiser 69.55
Fortress Defence Cruiser 11.79
Cathedral Defence Cruiser 12.38
Snare Defence Cruiser 7.66
Castra Defence Cruiser 2.95
Bastion Defence Cruiser 6.48
Knight Armoured Cruiser 10.15
Cataphract Armoured Cruiser 6.77
Kshatriya Armoured Cruiser 2.54
Samurai Armoured Cruiser 2.12
Corsair Fast Cruiser 11.48
Poacher Fast Cruiser 11.48
Cossack Fast Cruiser 11.48
Acolyte Fast Cruiser 11.48
Warrior Cruiser 4.51
Hoplite Cruiser 5.80
Bishop Cruiser 1.61
Praetorian Cruiser 1.00
Marauder Battlecruiser 5.89
Disciple Battlecruiser 5.89
Uhlan Battlecruiser 5.89
Husser Battlecruiser 5.89
Night Stealth Battlecruiser 5.01
Chevalier Heavy Cruiser 14.91
Paladin Heavy Cruiser 9.64
Templar Heavy Cruiser 18.41
Gurkha Grand Cruiser 1.84
Scots Grand Cruiser 1.84
Landsknecht Grand Cruiser 3.68
Pope Grand Cruiser 1.84
Hero Battleship 0.77
Einherjar Command battleship 1.00
Guardian Fighter 3,163
Wraith Stealth Fighter 450
Dragon Bomber 1,434
Assassin Stealth Bomber 693
     
Name Type Number
Sword Escort 11,637.95
Cobra Escort 4,001.80
Firestorm Escort 7,498.27
Endeavour Escort Crusier 16.17
Dauntless Light Cruiser 19.03
Luna Cruiser 28.61
Dictator Cruiser 10.60
Battlecruiser Battlecruiser 14.53
Deamon Battlecruiser Battlecruiser 6.47
Heavy Cruiser Heavy Cruiser 13.76
Deamon Heavy Cruiser Heavy Cruiser 4.03
Grand Cruiser Grand Cruiser 18.99
Deamon Grand Cruiser Grand Cruiser 8.76
Battleship Battleship 10.47
Deamon Battleship Battleship 5.66
Battle Barge Battleship 3.91
Trasport Trasport 303.01
Mass Convoyer Trasport 16.73

As the Abomination fleet reaches orbit Ridcully informs you which desperation move the enemy have selected. He tells you that they plan to spend the next few days landing their forces in the prepared landing zone after which they will ram all six of their Daemon Battleships and three of the four Battle Barges into Dis. They will then use the possessed warships are targets for teleportation and summoning while any intact weapon cause as much damage as possible, allowing them to get a large force of their elites into Dis, from where they will be able to attack your walls from the inside and make a push towards Saint Lin. Ridcully tells you that the enemy high command is getting desperate, and if it looks at any point like this plan will not be successful they will switch to summoning the First Circle.

You will have several days before the Daemon Battleships start raining down on Dis, an action that will cause several breaches in your defences and kill tens of millions if you are lucky. In this time you will have to prepare yourself, and cause some more damage to the Abomination forces that are landing. You do not that with the removal of most of their heaviest assets from the Void Admiral Sarnow will gain a major advantage, one that will allow him to reclaim the void around Avernus when the next wave of reinforcements arrive in a weeks time.

[] Low- This will result less damage but better exchange rates and preserving more of your airforce for the future.
[] Medium- The default option that balances damage for exchange rates and casualties.
[] High- This will result in inflicting major damage to their landers at the cost of a greater proportion of your own flyers.
[] Write in
[] Landers- This will kill more land forces and redcue the rate they can lad troops.
[] Fighters- This will reduce the number of fighters they have to defend future landings.
[] Targets of Opportunity- This will result the best exchange rates at the costs of not inflicting major damage on either force.
[] Write in
note that the 1st Telepathy Choir and the the 1st and 2nd Pyromancer Choir are exhausted (-25)
while Tamia, Xavier, the 2nd Divination Choir are very tired(-15)
and Ridcully, the 1st and 2nd Daemonology Choir the 1st Divination Choir, the 2nd Telepathy Choir are tired (-10)
[] Leave Abomination fleet alone- This will preserve your naval combat power for the future
[] Harass the Abomination fleet- This will cause some damage to the Abomination fleet at the cost of some of your surviving light elements
[] Meet the Abomination fleet in Battle- This will cause major damage to the Abomination fleet at the cost of losing a lot of your fleet. With luck you may cause enough damage to make ramming nonviable
[] Write in
[] Write in
[/spoiler]
 
Ah Da Crumpa is down, that's great news and Freyr is whittling down the chaff before he sort's the Ork fleet out in a pitched battle. Couldn't really ask for more on that front.

Edit: Oh, theirs more.

Wow, the nu-orks are something else on the ground, I dont want to think what would of happened if we hadn't managed to kill half of them before they landed.
 
Last edited:
@Durin
1. Where the Abomination crusade are going to perform the summoning of the First Circle (if they do)?
 
Last edited:
hoo boy, so I think we may need to string along the enemy commander for a few days. He's ramming in 3 days, reinforcements that would let us take the fleet are 7 days out. I'm not really sure what could be done by our psykers to deal with the ramming, so it might be a good idea to have them rest.

ok, so here my overall strategic plan, we try and sucker the enemy into overextending. We let the ramming go ok-ish for them, and hell even let them press into the city for a few days. Then once our navel reinforcements show up and clear the skies we drop the hammer. ideally, we catch enough of their elites outside of their ships/fortresses that they won't be able to secure a ritual site to summon the first circle.
 
Huh, to attack their fleet or not, I'm not sure how to cope with 9 battleship sized demonically infused capital ships crashing into Dis at the same time apart from attacking and hoping.
 
We could let one of their agents "succeed" on a sabotage, bringing down one of our gates, forcing their hands when a apparent foothold appears. Them we crush them.
 
@Durin, do we have an idea of how much progress the enemy would have to have made by the time their fleet is gone to not panic summon when they lose the orbitals?
 
I think we should take out their psykers. Send in the Last Hunters to take out their void shield generators and level the place with deathstrikes.
 
If it hasn't been rolled yet, Syr has slightly under 50-50 odds, barring things like her Survival trait and Martial score.
 
If it hasn't been rolled yet, Syr has slightly under 50-50 odds, barring things like her Survival trait and Martial score.
True, but if he rolled form Alafric.

Also its raining demonships, but they're not quite desperate enough to try for the First.

Still Gotta wonder how Avernus will react to what nine gigantic demons piling through the atmosphere.

@Durin
1. Is there any advantage to diverting all power to the void shields?
 
@Durin
1. Where the Abomination crusade are going to perform the summoning of the First Circle (if they do)?
Multiple locations, the most secure they have
@Durin, do we have an idea of how much progress the enemy would have to have made by the time their fleet is gone to not panic summon when they lose the orbitals?
No you do not, a secure foothold in Dis as a minimum breaches in your second layer of the wall possibly
@Durin
1. Do we know if Syr has made it or is it too confused?
You do not know
 
True, but if he rolled form Alafric.

Also its raining demonships, but they're not quite desperate enough to try for the First.

Still Gotta wonder how Avernus will react to what nine gigantic demons piling through the atmosphere.

@Durin
1. Is there any advantage to diverting all power to the void shields?
Yes, it reduces the secondary damage that the ramming causes
 
Preliminary plan.

[] Plan Kill the Psykers
-[] Air Defence Intensity
--[] High
-[] Air Defence Target Priority
--[] Fighters
-[] Psykers
--[] 1st Divination Choir will divine where the enemy battleships will land. Evacuate those areas and trap them.
--[] 2nd Telepathy Choir will defend against enemy telepathy.
--[] Sirens will assist the Last Hunter mission.
--[] Ridcully will assist the Last Hunter mission.
-[] Space
--[] Harass the Abomination fleet
-[] Other preparations
--[] Last Hunters will destroy the void shield generators protecting the psykers they have on the ground. Rotbart will send a military distraction to assist while Ridcully and the Sirens aid them. Once the void shields are down, launch deathstrikes to destroy the enemy psykers.
--[] If Dalv Sepet is not part of the distraction, he will infiltrate enemy command posts and assassinate the commanders.
--[] Electronic warfare to assist the Last Hunter mission.


@Durin

1. How likely is it that the Last Hunters will succeed in the current version of the plan?
2. Which choirs would be best for assisting with the Last Hunter mission?
 
@Durin

1. do we think the enemy is going to go for a focused assault or try and occupy a lot of dis?
2. how quickly could we demolish our fortifications along an avenue of approach during an orderly retreat?
3. would it be at all feasible to let them take long thin sections of the outer defenses while keeping them from spreading out, without letting them realize what we were doing?
 
Last edited:
Preliminary plan.

[] Plan Kill the Psykers
-[] Air Defence Intensity
--[] High
-[] Air Defence Target Priority
--[] Fighters
-[] Psykers
--[] 1st Divination Choir will divine where the enemy battleships will land. Evacuate those areas and trap them.
--[] 2nd Telepathy Choir will defend against enemy telepathy.
--[] Sirens will assist the Last Hunter mission.
--[] Ridcully will assist the Last Hunter mission.
-[] Space
--[] Harass the Abomination fleet
-[] Other preparations
--[] Last Hunters will destroy the void shield generators protecting the psykers they have on the ground. Rotbart will send a military distraction to assist while Ridcully and the Sirens aid them. Once the void shields are down, launch deathstrikes to destroy the enemy psykers.
--[] If Dalv Sepet is not part of the distraction, he will infiltrate enemy command posts and assassinate the commanders.
--[] Electronic warfare to assist the Last Hunter mission.


@Durin

1. How likely is it that the Last Hunters will succeed in the current version of the plan?
2. Which choirs would be best for assisting with the Last Hunter mission?
1. Unknown, medium to low chance of some success, very low chance of total success
2. Divination and telepathy
 
@Durin

1. do we think the enemy is going to go for a focused assault or try and occupy a lot of dis?
2. how quickly could we demolish our fortifications along an avenue of approach during an orderly retreat?
3. would it be at all feasible to let them take long thin sections of the outer defenses while keeping them from spreading out, without letting them realize what we were doing?
1. Focused
2. Slowly, you build to last on Avernus
3. No
 
Back
Top