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
One thing I want to recommend is using our divination and prep time to move around minefields into his path. Vanaheim for example probably has a ton of mines that we can borrow if we're certain that we won't end up there.
I'm hopeful that would be done automatically, though I wouldn't get your hopes up.


Mine fields are hard to do in 40K and even harder to make short notice.

Honestly, Vanaheim seems like a bad idea for one reason: the Well of Urd is being repaired there last I knew. Am I wrong about that?
Yes, but we can likely hide it in dark space.

@Durin
1. Out of curiosity ATM could we build a 40KM ship like the Deus might be (its 30-40KM IIRC)
2. How big is Hedcrusha's personal ship? Its bigger than Da Krumpa, but how much exactly?
3. Any indicators of its age so we have a chance of finding some goodies on it?
4. Areatha mentioned that she remembers Avernus's orbital defences lighting up 7 times in her life. If I assume the first was for the Men of Iron and the seventh was for Garkill does she know what the other 5 times were? If it was in orbit she should have been able to view it like you said Lulana could?
5. What progress are the cleaners making on those demonically possessed bits of metal?
6. Will there be anything to this meeting beyond this first point, or will business that was meant to be in the next five years be discussed here too to save time?
 
Honestly, Vanaheim seems like a bad idea for one reason: the Well of Urd is being repaired there last I knew. Am I wrong about that?

It is, but it's functional enough that it should be able to be moved to another system well before the fighting begins.


Aren't they separate votes?

Technically each plan should have its own set of ambushes. It's just in my case I put one where each of the three options relied on maximum ambushing.
 
Technically each plan should have its own set of ambushes. It's just in my case I put one where each of the three options relied on maximum ambushing.
No, I mean the vote for the plans for the target worlds and intensities is different from the vote for whether to volunteer or not. As in, volunteering isn't part of any plan of action - it's its own completely separate vote.
 
[X] Plan Three Options

Looks good to me. I'm assuming that us volunteering Avernus is a given, considering one of our proposed plans takes them here.
 
One of the plans we're voting to push has us fighting the WAAAGH! on Avernus though. That includes volunteering Avernus by default.

EDIT: ninja'd
 
We've pulled that trick before, during the Return of Garkill, Again and worked pretty well. That used locally produced mines, specifically a Tiny Minefield. I'm suggesting something... a bit more substantial.
And I'm saying we likely won't get anything more than a tiny minefield up.

Just moving the honking things through the warp is hard (or at least moving enough of them) and we improperly set them up to the point that the ones over Avernus would have started to drop on our cities in a decade.

Just sayin.
 
Also, the Warboss is dumb enough we could probably make the minefield broadcast that there's a big roast squig at the other end and he'd charge right through.
 
Also, the Warboss is dumb enough we could probably make the minefield broadcast that there's a big roast squig at the other end and he'd charge right through.
You know this must have been a strange enemy to announce to the rest of the councillors.

"Right then, you know how we got hammered by that one Waargh a few years ago? Well there's another one coming our way, only its even bigger...like a lot bigger. With even more gargants and one **** off size hulk, supported by nearly a dozen smaller ones.

Thankfully this one may turn out easier as thankfully, the ork in charge is a freaking moron. Like too dumb to live moron, he's only alive because he's so strong, but he will always find a way to take the dumbest option presented. + His forces are very very green (HA) compared to da Krumpas so no monster ork forces thankfully."
 
No, I mean the vote for the plans for the target worlds and intensities is different from the vote for whether to volunteer or not. As in, volunteering isn't part of any plan of action - it's its own completely separate vote.

I dunno. Though since Plan Three Options puts forward Avernus as one of those options, that's essentially volunteering it.
 
The tiny Minefield was a 1 year project. We have 4, and considering that quadrupling the thickness of our minefield will take 12 years, some very basic math (12/3 = 4) indicates that we should be able to match it out of our own resources in time.
And we are doing that in a home system of which we have extensive knowledge and onsite construction ability, without having to move the mines 40 light years to then set up.

At a minimum it'll add months just to get the mines there, never mind set them up in a way that isn't useless.
 
[X] Plan Three Options
-[X] In all the below options, use maximum ambushes. Admiral Sarnow is the best at this, and when combined with Divination and the enemy's stupidity this option is better than it normally would be.
-[X] Option 1: Void War, Vanaheim
--[X] Use Vanaheim's superior defences along with the Trust's various fleets to defeat the enemy in the void. Will keep the war on the shorter end most likely, provided victory is attained. Ork fleet will be mainly commanded by the stupid warboss, allowing the Trust to maximize its advantage in command, and allows liberal use of diviners. Fleet casualties will likely be highest with this option.
-[X] Option 2: Ground War, Svartalfheim
--[X] Svartalfheim possesses a large number of cities with heavy fortifications, and the stupid Warboss could be tempted to split his forces inefficiently, though lesser warbands will likely be beter commanded. Enemy fleet will have to be dealt with gradually, with little damage being done due to weaker orbital defences. Ground casualties will be highest with this option.
-[X] Option 3: Middle Ground, Avernus
--[X] Decent orbital defenses coupled with strong ground defenses and militia splits the difference between the above options. Smaller number of cities than Svartalfheim, but more hives. Wildlife may be helpful, and could present opportunities to divert Ork forces into foolish moves. Planet may react if the Orks are perceived as a threat, though that can't be guaranteed nor should it be made the case intentionally. Fleet and ground casualties split.

These are the three best options, IMO.

[X] Plan Three Options

Like some people have mentioned we can use divination to find the exit points and launch more ambushes. I say we try to get a plan to spend 3 years building mines by everyone and in the final year move them to the exit points for a heavy opening hit.

This guy is a moron we need to use that to our advantage.
 
[X] Volunteer Avernus

[X] Plan Three Options

Guessing we still have to vote neutral or volunteer on this even if we have a plan with Avernus in. Just because we are suggesting Avernus as a potential target doesn't mean we are necessarily volunteering Avernus.
 
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Like some people have mentioned we can use divination to find the exit points and launch more ambushes. I say we try to get a plan to spend 3 years building mines by everyone and in the final year move them to the exit points for a heavy opening hit.

This guy is a moron we need to use that to our advantage.

Doing that is a matter of course at this point. Here we're just arguing for which world we should have them attack.
 
@Enjou yoy might want to include asking the Blood Dragons for major fleet support since there bombardment cannons on there ships are extremely useful against Hulks.
 
I'm hopeful that would be done automatically, though I wouldn't get your hopes up.


Mine fields are hard to do in 40K and even harder to make short notice.


Yes, but we can likely hide it in dark space.

@Durin
1. Out of curiosity ATM could we build a 40KM ship like the Deus might be (its 30-40KM IIRC)
2. How big is Hedcrusha's personal ship? Its bigger than Da Krumpa, but how much exactly?
3. Any indicators of its age so we have a chance of finding some goodies on it?
4. Areatha mentioned that she remembers Avernus's orbital defences lighting up 7 times in her life. If I assume the first was for the Men of Iron and the seventh was for Garkill does she know what the other 5 times were? If it was in orbit she should have been able to view it like you said Lulana could?
5. What progress are the cleaners making on those demonically possessed bits of metal?
6. Will there be anything to this meeting beyond this first point, or will business that was meant to be in the next five years be discussed here too to save time?
1. yes
2. 68km at its longest side, 75,000km3
3. outer layers are recent, can't determine anything about the inner layers
4. 3 chaos fleets (herasy and early Imperial eras), 1 Necrons (42k), 1 nids (41k)
5. near done
6. there will be a little more but not the full high council meeting, that will wait until after the war
 
@Durin
1. Would it be practical to preposition a minefield to hit the WAAGH as it exits warp like we did to Garkill during round 3?
2. If so, how dense could we make it if the trust used only new build mines?
3. What about scavenging mines from nonengaged planets?
 
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