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
Spent a bit of time thinking about what we can do against future Waaaghs to keep them from being as potentially destructive as this one.

Now, obviously the one right now is atypical given that we were forced to fight on two fronts, thanks to those lovely folks from Valinor. One thing that I think it's made especially clear, though, is just how critical the fight in the void is. Preventing them from surviving to groundfall and being able to soften their armies up even more with orbital bombardment (rather than vice versa) would greatly improve both our own exchange ratios as well as reducing the numbers we're fighting. Plus, they only get half their ground Waaagh bonus in the void.

That said, actually doing something about that is hard. One thing that would be a big help going forward would be to make sure we have full Divination support for the void battles, though—an extra two or three degrees of success over the duration would be a huge help, let alone the rerolls. Another would be to put a higher priority on expanding our navy and improving our void tech. We're a good ways from being able to figure out where Roskilde is, let alone sending an expedition and implementing anything found there, but there's still some low-hanging fruit we can snatch up.

The first possibility I see is the Vortex Shells. Improving our ship's abilities to punch outside of their weight class would be huge against Orks, for all that ammunition would be limited, as it would both allow our escort-size craft to have a much larger impact on capital ship clashes as well as greatly increasing our ability to quickly eliminate the massive swarms of Roks they use as primary landers and troop transports.

The second idea I have is doing the design for the Ragnarok Cannon battle cruiser. While it would certainly be a one-trick pony as well as requiring a bit of time before production starts to kick in, having a light capital ship that can do heavy damage to the Hulks would be amazing. As an added bonus, too, the range and destructive power of the cannon would make it useful against enemy fixed defenses.

Finally, if we can get void superiority in a timely manner, Descent class destroyers would be an amazing addition to the load-out. You know, better orbital bombardment = less Orks, and less Orks = good.

On the ground itself I'm not seeing many better options. Hopefully we'll be able to begin construction of full scale Titans soon, which should really help the Asgardian's ability to go up directly against the Ork Gargants as well as providing a force concentration to counter things like Da Crumpers, but that'll take time to get anywhere. More psykers maybe? That seems to be one ground category where we come out strongly ahead of the Orks, and the gap should only improve as Tamia finishes researching more Orkbane powers.

I guess next time we should also assign more troops to the planet they're hitting, even if we need to put them in temporary forts. Numbers are a pain in the ass to deal with when you get to the point where attritional damage favors them over you.
 
Spent a bit of time thinking about what we can do against future Waaaghs to keep them from being as potentially destructive as this one.

Now, obviously the one right now is atypical given that we were forced to fight on two fronts, thanks to those lovely folks from Valinor. One thing that I think it's made especially clear, though, is just how critical the fight in the void is. Preventing them from surviving to groundfall and being able to soften their armies up even more with orbital bombardment (rather than vice versa) would greatly improve both our own exchange ratios as well as reducing the numbers we're fighting. Plus, they only get half their ground Waaagh bonus in the void.

That said, actually doing something about that is hard. One thing that would be a big help going forward would be to make sure we have full Divination support for the void battles, though—an extra two or three degrees of success over the duration would be a huge help, let alone the rerolls. Another would be to put a higher priority on expanding our navy and improving our void tech. We're a good ways from being able to figure out where Roskilde is, let alone sending an expedition and implementing anything found there, but there's still some low-hanging fruit we can snatch up.

The first possibility I see is the Vortex Shells. Improving our ship's abilities to punch outside of their weight class would be huge against Orks, for all that ammunition would be limited, as it would both allow our escort-size craft to have a much larger impact on capital ship clashes as well as greatly increasing our ability to quickly eliminate the massive swarms of Roks they use as primary landers and troop transports.

The second idea I have is doing the design for the Ragnarok Cannon battle cruiser. While it would certainly be a one-trick pony as well as requiring a bit of time before production starts to kick in, having a light capital ship that can do heavy damage to the Hulks would be amazing. As an added bonus, too, the range and destructive power of the cannon would make it useful against enemy fixed defenses.

Finally, if we can get void superiority in a timely manner, Descent class destroyers would be an amazing addition to the load-out. You know, better orbital bombardment = less Orks, and less Orks = good.

On the ground itself I'm not seeing many better options. Hopefully we'll be able to begin construction of full scale Titans soon, which should really help the Asgardian's ability to go up directly against the Ork Gargants as well as providing a force concentration to counter things like Da Crumpers, but that'll take time to get anywhere. More psykers maybe? That seems to be one ground category where we come out strongly ahead of the Orks, and the gap should only improve as Tamia finishes researching more Orkbane powers.

I guess next time we should also assign more troops to the planet they're hitting, even if we need to put them in temporary forts. Numbers are a pain in the ass to deal with when you get to the point where attritional damage favors them over you.
The thing about vortex weaponry is that its most useful against armored opponents, and for all that hulks have humongous amounts of health, they aren't all that heavily armored . I cant recall where, but I think at one point durin even said melta weaponry and grav accelerators would be more useful.

As for the ground, we really cant assign more troops. our limitation in this conflict wasn't that we didn't have enough troops, it was that we couldn't fit them all on the planet with that level of infrastructure. How many troops we can use will depend more on what world the next WAAAGH! attacks.

One thing we can do on the ground is use more elites. From what durin has said from the battle, the biggest problem seems to be things like that horde of Mega Armored Nobs that we just cant really deal with. This actually shouldn't be as big of a problem in the next war, as we'll have more helguard, psykers, and Titans if we can build them.

Everything else seems pretty reasonable. We'll I would definitely like would like to see how those Ragnarok battlecruisers work out if we have the time to design and build them.
 
The thing about vortex weaponry is that its most useful against armored opponents, and for all that hulks have humongous amounts of health, they aren't all that heavily armored . I cant recall where, but I think at one point durin even said melta weaponry and grav accelerators would be more useful.
While true I don't think having more vortex weapons is a bad thing.

Worst comes to worst it could help us deal with their escorts quicker.

As for the ground, we really cant assign more troops. our limitation in this conflict wasn't that we didn't have enough troops, it was that we couldn't fit them all on the planet with that level of infrastructure. How many troops we can use will depend more on what world the next WAAAGH! attacks.
Well by the next high council meeting the colonies will be developed to the point where they'll be providing troops and Mar Sara should be fully restored so that'll make things easier.

Anyway the other main thing I'd like to do is get to the innovation...

Which might be fairly close?

The conservative agenda's been taking a hammering, between the labs, the Trolls, Sirens and Quartok aid, the Orks being so OP and touch wood the titans getting an upgrade we maybe able to accelerate our schedule on that front.

However, one thing I really feel needs to be addressed is Rokskilde?

We need more ships obviously and more ship tech the Deus alone would be a prize beyond belief, so should we focus on getting to the point where we can go and get it (This entails focusing on reverse engineering the Void Abbaci and the Well's engine so we can repair it as well as earmarking at least 2 Ridcully divination 1 to find the best time to go and another to give Tranth a boost to find stuff quicker/bypass defences) or should we stick it on a shelf for now.
 
Next time we should get more fleet support from the Blood Dragons. If we had morebombardment cannons we would have done enough damage to the hulks totake them out when they took the orbitals. Maybe wouldnot have got the warboss but decently would have got half the army and the 2 billion Nobz.
 
While true I don't think having more vortex weapons is a bad thing.

Worst comes to worst it could help us deal with their escorts quicker.
Well, it wouldn't be bad having more vortex weapons, but if given the choice I'd focus on other things.

However, one thing I really feel needs to be addressed is Rokskilde?

We need more ships obviously and more ship tech the Deus alone would be a prize beyond belief, so should we focus on getting to the point where we can go and get it (This entails focusing on reverse engineering the Void Abbaci and the Well's engine so we can repair it as well as earmarking at least 2 Ridcully divination 1 to find the best time to go and another to give Tranth a boost to find stuff quicker/bypass defences) or should we stick it on a shelf for now.
That would be useful, but its not really an option right now. We only have a few decades at most before the next WAAAGH! and between researching the technology, launching the expedition, and integrating whatever we find the expedition would be well beyond our time scale. We'd be better off focusing on what we can do before the next WAAAGH! arrives.
 
That would be useful, but its not really an option right now. We only have a few decades at most before the next WAAAGH! and between researching the technology, launching the expedition, and integrating whatever we find the expedition would be well beyond our time scale. We'd be better off focusing on what we can do before the next WAAAGH! arrives.
Maybe.

If we do focus on it, assuming decent rolls we could have the Well and an attendant prepped and ready to go within a decade.

Integrating what we find depends on...well what we find.

Getting a full Deus out is probably impossible I doubt we have the ship yards to support it anyway, but better ship designs like superior escorts we can certainly get out. Hell better individual components like with the wells we can also do automatically so all new/rebuilt ships get em.
 
That would be useful, but its not really an option right now. We only have a few decades at most before the next WAAAGH! and between researching the technology, launching the expedition, and integrating whatever we find the expedition would be well beyond our time scale. We'd be better off focusing on what we can do before the next WAAAGH! arrives.

While another WAAAGH in that timeframe is definitely plausible it's not guaranteed, and it's not guaranteed that the next waaagh passing through will be anything like as big as this one, or decide we are the best target. We're surrounded on most sides by non ork (chaos and necron) polities that might well catch it after all.

Also, we need to work on directing the next waaagh to come out of the former Tugozak world at the Tzeenchian polity. We know outright that Tzeench wants us off helheim, so there is a good chance whatever they're doing will be directed at us.

Perhaps organising a group to do this could be something we do in the next high council.

@Durin do Ridcully and Klovis think redirecting the next Ork waaagh from Tugozaks at the Tzeenchian polity is remotely viable?
 
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While another WAAAGH in that timeframe is definitely plausible it's not guaranteed, and it's not guaranteed that the next waaagh passing through will be anything like as big as this one, or decide we are the best target. We're surrounded on most sides by non ork (chaos and necron) polities that might well catch it after all.

Also, we need to work on directing the next waaagh to come out of the former Tugozak world at the Tzeenchian polity. We know outright that Tzeench wants us off helheim, so there is a good chance whatever they're doing will be directed at us.

Perhaps organising a group to do this could be something we do in the next high council.

@Durin do Ridcully and Klovis think redirecting the next Ork waaagh from Tugozaks at the Tzeenchian polity is remotely viable?

I am not sure if it is a good idea to redirect Ork Waaaghs at other polities in the future. This isn't like it was in the Age of the Imperium, where we could expect a decently sized Chaos or hostile Xenos polity to only be weakened by them. These Orks are seriously buffed, so there is a huge chance that they will outright crush the ones standing in their way. And if they DO manage to take over the enemy polity we'll be in for a world of hurt as their Waaagh balloons in size.
 
I am not sure if it is a good idea to redirect Ork Waaaghs at other polities in the future. This isn't like it was in the Age of the Imperium, where we could expect a decently sized Chaos or hostile Xenos polity to only be weakened by them. These Orks are seriously buffed, so there is a huge chance that they will outright crush the ones standing in their way. And if they DO manage to take over the enemy polity we'll be in for a world of hurt as their Waaagh balloons in size.
Well...
1. Chaos has it's own buffs.
2. Orks have to go somewhere.
So I guess we can just direct them at one another, but that can end badly too.
So lesser evils the only options we have left, really.
I guess we can make sure they pick the toughest opponent available, but that's about it.
 
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I am not sure if it is a good idea to redirect Ork Waaaghs at other polities in the future. This isn't like it was in the Age of the Imperium, where we could expect a decently sized Chaos or hostile Xenos polity to only be weakened by them. These Orks are seriously buffed, so there is a huge chance that they will outright crush the ones standing in their way. And if they DO manage to take over the enemy polity we'll be in for a world of hurt as their Waaagh balloons in size.
That's when we finish off the orks.
 
If there's anything we learned from the Ork situation, it's that we really desperately need to pivot some mechanicus research to naval tech.
 
Well...
1. Chaos has it's own buffs.
2. Orks have to go somewhere.
So I guess we can just direct them at one another, but that can end badly too.
So lesser evils the only options we have left, really.
I guess we can make sure they pick the toughest opponent available, but that's about it.

The correct answer is to fight them ourselves because we are a lot more powerful than any Chaos polity around us on the defensive.
 
The correct answer is to fight them ourselves because we are a lot more powerful than any Chaos polity around us on the defensive.
I dunno, some of these polities are pretty big, and with some prep could throw out some really nasty ritual and Daemon shit just by accepting the huge sacrifice cost.

Ten or even a hundred billion lives seems a good deal for an exalted greater daemon when the alternative is fighting Orks with the same amount of chaff.

I mean the Orks would probably be disappointed without some 'Orrible Tentacle beast to fight the warboss.
 
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The correct answer is to fight them ourselves because we are a lot more powerful than any Chaos polity around us on the defensive.
I dunno, some of these polities are pretty big, and with some prep could throw out some really nasty ritual and Daemon shit just by accepting the huge sacrifice cost.
That. I mean, at least on of them has some sort of super-weapon. Surely they can sacrifice a planet worth of population to drive away a Waaagh.
Also maybe it's better to let our enemies suffer casualties fighting against one another instead of losing our valuable troops on constant defensive wars?
Besides that, as Dynamesmouse said- we can go over there ourselves and finish them off, if we don't want them spreading.
 
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Besides that, as Dynamesmouse said- we can go over there ourselves and finish them off, if we don't want them spreading.
While we have to finish them off, I don't see any reason why we have to defeat the Waaargh.

I mean if we can get them to break on a chaos polity then...I don't see the down sides.

Orks dead and we can move in to kill em while they're gone, chaos is going to have to spend a ton of power to defeat them if they can do that (obviously if they don't win then we move in to finish the waaargh off).

Also I doubt that they'd be able to get an Exalted in for something so..."small."

I'm pretty sure the crusade only got the attention of the 1st because it was after Lin and even then its help didn't come free. This makes sense, each exalted is a major player in the great game chaos will feel its absence.

I doubt they could tempt one out even with entire hive worlds.
 
While we have to finish them off, I don't see any reason why we have to defeat the Waaargh.

I mean if we can get them to break on a chaos polity then...I don't see the down sides.

Orks dead and we can move in to kill em while they're gone, chaos is going to have to spend a ton of power to defeat them if they can do that (obviously if they don't win then we move in to finish the waaargh off).

Also I doubt that they'd be able to get an Exalted in for something so..."small."

I'm pretty sure the crusade only got the attention of the 1st because it was after Lin and even then its help didn't come free. This makes sense, each exalted is a major player in the great game chaos will feel its absence.

I doubt they could tempt one out even with entire hive worlds.
Even a second circle equivalent would make a huge dent in a waaagh. When combined with massed regular troops, ships, and Chaos Astartes or other MEUs that makes a potent force.

Also, it seems to me that massed light low tier human armies have finally become truly irrelevant on the grand scale as anything more than sacrifice fodder. With an army composed of traditional guardsmen not being able to fight Orks reasonably anymore, they've become irrelevant for anything more than holding territory.

I wonder if chaos will take this onboard?
 
The second idea I have is doing the design for the Ragnarok Cannon battle cruiser. While it would certainly be a one-trick pony as well as requiring a bit of time before production starts to kick in, having a light capital ship that can do heavy damage to the Hulks would be amazing. As an added bonus, too, the range and destructive power of the cannon would make it useful against enemy fixed defenses.

I actually did the math on something like that. 16 nova cannons can by raw numbers down a large hulk over a week of shooting at extreme range. course the issue is the hulk will be shooting back, and we won't always get a week of bombarding it.

a task force designed to get in some attritions damage on incoming hulks might make them easier to knock out in battle. A fast task force could get at least a few days of bombarding it as it moves through the system. I could probably run the numbers for how many Ragnarok Cannons would be needed to kill a hulk quickly at short range.
 
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I actually did the math on something like that. 16 nova cannons can by raw numbers down a large hulk over a week of shooting at extreme range. course the issue is the hulk will be shooting back, and we won't always get a week of bombarding it.

a task force designed to get in some attritions damage on incoming hulks might make them easier to knock out in battle. A fast task force could get at least a few days of bombarding it as it moves through the system. I could probably run the numbers for how many Ragnarok Cannons would be needed to kill a hulk quickly at short range.
I obviously haven't done the math, but that sounds about like what I'm thinking.

My understanding too is that Ragnarok Cannons have better max sustained damage rate than Nova too. Of course, they have the downside of needing a direct hit to do anything as well as needing a long time between shots to recharge, but against Hulks those are much smaller issues. On a Battlecruiser it should be possible for the ship to take the two shots it has stored up and then use its superior speed to disengage while waiting for its shots to refill as well, although I'm not certain how that would be reflected in the combat system.
 
Sneaky Beaky an' Kunnin' Ork
@Durin

Omake: Sneaky Beaky an' Kunnin' Ork

Saar slammed through the reinforced door, pivoted and brought his shield up in a single, fluid motion. The shot slammed into the aegis, sending out a splash of dispersing plasma that scorched the walls, floor and ceiling.

"Well well well, what'av wez got 'ere den? Ya mus' be da sneaky beaky dat bin givin' me boyz so much trouble den. Glad ta finally clap eyez on ya."

The ork that lounged in the alcove that offered such a perfect firing vantage on anyone coming through the door was massive, verging on warboss proportions. Its wargear was obviously of higher quality than that of its subordinates; several pieces of looted Astartes gear had been grafted onto its klaw arm and armor.
Every inch of its body and gear was painted in garish purple and orange camouflage.

"Ah gotz ya invit'," it said, gesturing broadly. "I seez dis li'l beaut of a fort, an' I tink ta meself, dis wou' make a perfect base for a bunch of fun-lovin' kommandos lookin' ta raise some 'ell. Just loik all doze other perfect spots. Dat was all traps. Set by youz. An' I tink ta meself, dis is gunna be fun!" The ork bellowed with laughter as it surged to its feet.

Saar lunged, thrusting with Mjolnir. The Ork leapt, surging over the strike with a grace unexpected from one of its kind. Halfway through the arc of its jump, in a crackle of green, it vanished.

"Squad, the target has teleported away," Saar said over the voxnet, "expect-"

Instinct drove Saar to pivot and raise his shield. The hammer blow of the ork's klaw lifted him bodily into the air and slammed him into the chamber's far wall.

"Belay that, target has cloaking tech capable of hiding from our armor!" he shouted, surging to his feet and hurling himself to the side a bare moment before the place where had stood was bathed in plasma.

Voices spilled out over the voxnet as the rest of his squad were caught in their own ambushes. Saar tuned out the chatter and leaped into the air, activating his own cloak. The moment he was no longer visible he pulsed his repulsors, changing his vector.

The second he landed, the endpoint of his original trajectory was bathed in plasma. Turning, Saar hurled Mjolnir at the rippling distortion of his foe's disrupted cloak. The hammer impacted in a wash of distorted gravity, rending the source of the attack to shreds.

Unfortunately, the collapsing cloaking field revealed a shattered turret and not his foe.

Saar was abruptly wreathed in two streams of plasma. One splashed harmlessly against his shield; the other slammed into his back.

Saar jetted up, then to the side, then fired his repulsors randomly. The plasma streams tried to keep up, but his randomwalk took him out of their fire, and they fell silent.

Saar froze where he crouched. Nothing moved in the room save dancing dust and acrid smoke. Nothing was visible save rubble and the destroyed turret with Mjolnir in its wreckage.

The plasma stream that had struck his shield had been stationary; the stream that had scortched his back had been moving. Saar considered for a moment, unholstered his heavy neutron pistol, fired a sweeping arc over the stationary source and rocketed into another crazed dive. He was almost quick enough; this time he only suffered a plasma strike to a leg before escaping.

His reward was a brief glimpse of his foe as the neutron beam had disrupted its cloak for just and instant and scored a burning line across its chest.

"Zog it beaky, dat stings it does!" the source of the Ork's voice was somehow obscured; as best Saar's armor could determine, the Ork hadn't moved far from where he had hit it.

Saar sent a signal.

Half the room's floor failed to fall away as a series of denial charges didn't go off. Instead, sprays of green confetti erupted from the places where they should have been.

"Ah'm halfway cert'n I foun' all ya traps, beaky," the ork said from nowhere.

Saar sent another signal and hurled himself into the air. Where he had been standing the ground exploded, spraying debris into the face of the pouncing ork. With unnatural quickness the ork twisted in the air and fired a rocket from its klaw that caught Saar square in the chest, then vanished again.

Saar was hurled away in a ballistic, predictable, trajectory. At the last second he rolled, slamming into the wall feet first and pushed off into a desperate roll, barely avoiding the three plasma turrets that tried to roast him.

"Den again, Kaz was prett' damn cer'ain 'e 'ad found 'em all las' time."

Then, again, there was stillness in the chamber. Saar scanned the room for any sign of his foe. There was none. In the confusion of that dive, he hadn't been able to get a sense of which way his enemy was moving.

"Games close ta bein' up, beaky. Only so far ya coulda gotten in dat dive wit'out ya jump pack. Ah knowz 'bout where ya iz, an' ah betz dat ya did'na have time ta see where I gotz ta. From da way tings 'r soundin', I dun tink youz gotz da time play 'round. Ya boyz dun seem ta be doin' too well out dere. Gonna be sad when yaz gone, you waz right fun ta fight."

Saar's armor fed him a probable location for the source of the ork's voice. Saar glanced at the location, prepared to fire, then paused.

The ork was right: he couldn't win like this. His armor was strong, but deprived of Mjolnir his arsenal wasn't up to the task to taking this ork down. Based on the chatter on the voxnet, the ork wasn't too far off base regarding the likely fate of his squad without support.

Silently, he released the clamps that held his shield to his arm.

He tensed, readied himself then flared his jump pack. As he hurtled into the air he spun and threw the shield.

Not at where his armor had detected the voice coming from, but off to his right. His armor had not been able to trace his enemy's voice before, and he had confused enemies with remotely controlled speakers himself too many times to fall for that trick now.

The shield hit nothing.

But it did draw fire from the turrets. And as it spun, the plasma that struck it sprayed wildly throughout the room.

A few gobbets struck an invisible figure.

Saar reoriented himself mid flight and rocketed towards the ork, fist first.

The ork's own hand came up and clamped around it. With a jolt Saar's arm stopped while the rest of him kept hurtling forward.

He activated his plasma foils.

One tore into the ork's hand, nearly cleaving it in half as it was spun round by Saar's forward momentum.

The other buried itself in the ork's shoulder.

Saar tore his hand from the ork's grip and rocketed away, digging a deep, smouldering trench across its chest. That trench was immediately cauterized by the streams of plasma turret fire that chased Saar.

Enraged, the ork hurled itself after Saar.

From the wreckage of the first turret, Mjolnir leaped into the air, hurtling to its master's hand.

Saar landed feet first and spun, bringing Mjolnir around in a two handed swing.

Mjolnir's head met the leaping ork's outstretched klaw. The klaw shattered.
Mjolnir's head met that of the ork, and the ork's head shattered.

The ork's hurtling corpse slammed Saar through a wall. With a heave, he forced the carcass off of himself, staggered to his feet and went to support his squadmates.
 
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Even a second circle equivalent would make a huge dent in a waaagh. When combined with massed regular troops, ships, and Chaos Astartes or other MEUs that makes a potent force.
Yeah, but it's not necessarily enough for a knock out blow and even if it is it'll weaken the polity for decades.

In my books that's still a win, especially since the orks winning is actually worse for us over all as that will mean the boyz get stronger.

Also, it seems to me that massed light low tier human armies have finally become truly irrelevant on the grand scale as anything more than sacrifice fodder. With an army composed of traditional guardsmen not being able to fight Orks reasonably anymore, they've become irrelevant for anything more than holding territory.
Yeah pretty much...in fact we'd have to ask, but I wouldn't be surprised if anything equal to the old guard existed anymore.

Any polity that relied upon them would be overwhelmed so fast it just isn't funny and the galaxy doesn't have to deal with Imperial restrictions anymore...

I obviously haven't done the math, but that sounds about like what I'm thinking.
I'd also like to get a lot more super lances just in general.

As far as I can tell they're if not the most powerful of our long range options, they are the most reliable with good armour penetration, damage and range without shorter recharge time and not relying on ammo.
 
I obviously haven't done the math, but that sounds about like what I'm thinking.

My understanding too is that Ragnarok Cannons have better max sustained damage rate than Nova too. Of course, they have the downside of needing a direct hit to do anything as well as needing a long time between shots to recharge, but against Hulks those are much smaller issues. On a Battlecruiser it should be possible for the ship to take the two shots it has stored up and then use its superior speed to disengage while waiting for its shots to refill as well, although I'm not certain how that would be reflected in the combat system.

their is also the issue where hulks hp goes up by a factor of 12 between large and huge. I don't think we're going to deal with the huge ones without a major clash. at best we'll be picking off the secondary targets to remove the hulks heavy support.

to illustrate, at medium range the math for killing a large hulk in one volley is 7 Ragnarok Cannons. To kill a huge hulk in one volley at medium range, you need 84 Ragnarok Cannons.
 
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