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
Um, yes but lile...i feel the worst writer of all time again. Like if I wrote something but it was so bad that it's not that and something else?

It was meant to be about the whole swordsman and woman of the entire planet. They all together, are like, an entity.

Maybe I just want clear enough but wow. I'll go take my exit now.
SV did not alert me to their being any posts after mine. You seem to be grossly misunderstanding what I was saying.

You used "Sword Fighting Ecosystem" in the figurative sense as a synonym of "Sword Fighting Culture". But I took the phrase "Sword Fighting Ecosystem" to it's logical conclusion as it gave me the thought of it actually being a thing. No insults intended and I have not messed with the Emotes on here.
 
Culture is a good word but ecosystem fits more with the survivalist theme in Avernus. Again it was meant to portray everyone trying to fight, evolution, and get stronger. But I don't think I did a good enough job explaining that. That is the issue at least to me.
 
@Durin

1) Was wondering would an order of assasins actually add much to our ability to assasinate people? I know we have the last hunters but am assuming that psyker powers would give them more versatility in some areas.

2) How much more safer our psykers using their powers compared to other human polities ways of doing things?

3) Do our avernite psykers exchange new psyker techniques to ones in other branches in Midgard automatically?
1. it would add something
2. unknown
3. yes
@Durin
1. Could a focused divination be spent to work out what talent creates an affinity for Grandmaster Aria's Null Zone? In service to making it an extremely rare ability rather than a unique one.
probably
 
Crucible Resolviate - Warhammer 40k - Lexicanum
The Crucible Resolviate are a cabal of Magi located in the Jericho Reach that are rarely spoken of and barely tolerated by the circles of the Adeptus Mechanicus. Their Dioctal Sacellum resided on Vormos where it sat amongst mysterious xeno monoliths that had been purified by rites of consecration.

These members of the Machine Cult devote their time to the study and research of Xenos machine spirits despite the fact that the Universal Laws condemn alien mechanisms as perversions. However, the eternal Quest for Knowledge leads to a more pragmatic approach and a drive to recover alien technology so that it may be used to forge new weapons against the enemies of Mankind. This simple fact makes it difficult to ignore the opportunities afforded to the Imperium when such technology is discovered. These Magi often acquire such captured alien devices from the actions of the Ordo Xenos as well as a number of other more discrete channels.

Following the retrieval of any artefact, the Magi of the Crucible Resolviate begin the laborious task of removing the corruption from the spirit brought before them. Afterwards, they begin to probe for knowledge stored inside its form and bring it into compliance with the Universal Laws. This procedure has yielded a number of past results, such as the EMP grenade and mask screen, both of which have been declared "Technosanctus Vertifidae" by the Crucible Resolviate.
@Durin

1. Is the Crucible Resolviate canon in Embers?
2. If so, could we potentially use its existence and its tolerated status to justify doing the same things they did?
 
Found some interesting stuff regarding the Adepta Sororitas. Source is Dark Heresy First Edition: Blood of Martyrs.
There are scores, perhaps even hundreds more non-militant orders within the Adepta Sororitas, the vast majority of which are unknown to the bulk of Mankind. The Orders Sabine for example specialise in infiltrating newly rediscovered human worlds and preparing the way for the arrival of the Missionarius Galaxia. The Orders Pronatus tend to the myriad sacred relics of the Ecclesiarchy, and are entrusted with the care of artefacts recovered from the followers of Chaos or of aliens. The Orders Madriga provide the all-female choirs that fill the cathedrals with sublime, heavenly song in the temples favoured temples of Arch-Cardinal Ignato. The Orders Planxilium form thousand-strong processionals leading weeping and wailing pilgrims upon the remembrance and high holy days of Veneris. The 'dark sisters' of the Orders Vespila are tasked by Cardinal Kregory Hestor with the sanctification of the bodies of fallen kin, and are sometimes called upon to serve as forensic specialists when a Throne Agent has recourse to disinter a long dead corpse.
The sisters of the Order Vespila have earned the name 'dark sisters' because of their association with the death of beloved Ecclesiarchal clergy. Cardinal Kregory Hestor petitioned the Ordo Hospitaller to populate this Order within the Calixis Sector. Tasked with the internment of bodies, the Order Vespila's grey shrouded ceremonial robes are synonymous with the death of priests. It is unknown why Cardinal Hestor felt it so important to be certain that the bodies of the faithful were properly buried, but rumours abound that he has secret knowledge of a prophecy regarding a long dead saint.
When an Inquisitor needs the Sister's macabre skills he calls upon the Ecclesiarchy to provide him with the graveyard guards of the Order Vespila.
 
Preliminary Examination (Species) – There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next.

Time: 1 year.
Chance of Success: unknown.

Cost: 40,500 Thrones, 2,025 Material, 2,025 Metal, 810 Promethium.
Reward: Discover more about selected species, including whether or not it is possible to tame or weaponize it, and how warp-tainted it is.
@Durin, shouldn't the Complete Examination have told us that Tyrant Lizards don't use psychic powers?
 
Stellaris: Imperial Trust (would likely be a Great Khan’s vision)
Stellaris: Imperial Trust (would likely be a Great Khan's vision)
Government: Oligarchic
Civics: Warrior Culture, Citizen's service
Ethics: Fanatic Militarist Materialist ex xenophobe, lots of pops still xenophobe.
Technology level: Level 3 military technology, with several rare's that should be ascendance only, result of old civilisation's advancements. Level 2-3 civilian technology.
Traditions: Supremacy, Harmony, Prosperity, starting expansion and discovery trees.
Ascension traits: Transcendent Learning, Eternal Vigilance, Galactic Force projection.

I decided to see if I could fit the Imperial Trust into the Stellaris style of generating governments and I think I got somewhere. Obviously, it isn't a perfect fit, but I'll try to justify it.

First the Great Khan's vision part, basically a rare event is the awakening of a Great Khan who will usually conquer a good chunk of the galaxy if not stopped (very difficult). When the Khan dies the territories, he has taken will fracture into various pieces, the Great Khan's Vision being one that intends to live up to the ideals of the Khan. In this sense look at the Emperor as our Khan and the Trust as trying to fulfil his vision.
I decided on Oligarchic, because while most worlds within the Trust are dictatorial/imperial in some form or another, the Trust as a whole is run more by a small group who have all the power rather than a single individual.

Civics I actually had some trouble with as Trust society seems to be pretty meritocratic, so giving the meritocracy civic seemed appropriate, but warrior culture and citizen service just seemed to fit more (to represent the militia, how militarised society is ect.)
Ethics, well fanatic militarist should be fairly obvious, the fanatic variant even says this "The ability to project force is of paramount importance. The only way to preserve our way of life is to make sure everyone shares it; willingly or not..." which kinda gets across what I'm going for. The materialist thing though I was less certain on. I eventually decided that the Trust has reformed away from having Xenophobe as a core ethic, and instead is moving towards materialism, however there are a lot of xenophobe pops left as the ethic wasn't exactly suppressed.

Technology level…well for those who don't know much of Stellaris's tech is divided up into 5 researchable levels and a sixth that requires special events, fighting Fallen Empires ect. To access. Tech level 3 is about mid-game and is very powerful, with the standard weapons being things like rail guns, Improved strike craft the works. However, the Trust would also have access to technologies like Geneseed Purification (a fairly obvious reference to 40K) telepathy and Cyborg which cannot be researched without the proper ascension perk (more on that later). For now, I'm looking at it as they inherited them from the previous empire. Civilian technology is more around level 2-3 to represent our lack of AM and EM producing stuff.

Traditions are well just that, they're things that define an empire. The first that I think the Trust would have taken would be supremacy, which is very much the combat tree. It makes it easier to buy defences, lets ships shoot faster, makes it easier to retool and build ships, increases army damage, reduces unrest ect. Harmony represents working together within an empire, it increases main ethics attraction, reduces unrest, makes leaders live longer, boosts general happiness, and most importantly boosts a polities fire power in defensive wars. Prosperity is all about resources, it makes things more efficient reducing building costs and upkeep, through improved bureaucracy and logistics, makes us build quicker through the same and increases the benefits of interstellar trade. Discovery and Expansion are exactly what they sound like, though Discovery is more about exploration than sit at home research (though it does that too) and Expansion is also about making it easier to lay claims to territory, make it quicker to colonise and finally reduces difference in opinion and drift in society due to distance. I decided that the Trust might be investing in these due to the expansion and slow rediscovery of innovation.

Finally, Ascension perks represent fundamental shifts in society and as such are very big. Transcendent Learning essentially boosts our hero units to new heights, in game it means you can have more of them and the ones you do have can grow to be 2 levels higher than default, which I felt represented our large number of extremely powerful heroes and leaders. Eternal Vigilance increases the number of Starbase Platforms a station can host while increasing the damage of said platform and station massively. This is a bit limited, but I choose to believe that it represents our massive defensive capabilities, substituting starbase platforms of planet side defences and the like. Finally, Galactic Force projection I picked to represent our disproportionately sized military, as this perk lets a small nation host a massive fleet in game. In Embers we have a massive fleet and army compared to our size and this lets us project our power far beyond what a polity our size should be able to.

Sorry about this, I'm just tired and had an idea. Very much open to opinion on this one.

@Durin
1. Has Lin revoked emp's proclamation on banning AI, or has he just not spoken about it. Sorry, but I've asked several times if I should repost it and you seemed to have missed it, so I'll bite the bullet.
 
@Durin, for Adepta Sororitas candidates, the ones that are good at languages go to Diallogous, the ones that are good at medicine go to Hospitaller, etc. On Avernus, the ones that are good at fighting go to the Witch Hunters, but what about the ones from other planets? What organisation do non-Avernite combat-talented Sororitas candidates join?
 
Stellaris Planets of the Trust
@Doomed Wombat Now I want to see the specifics on Avernus and the others if possible. Or special mentions in it.
Eh sure

Stellaris Planets of the Trust
Midgard Capital World
Class of World Size 25 half terraformed continental world
Population: Primarily human, one or two pops Tech-Priest
Buildings: Primarily mines, power planets ect., several farms, but not enough to support population on its own.
Primary ethics: Militarist Materialists, with splashes of all other ethics

Vanaheim: Main Shipyard
Starfortress level station equivalent all slots filled with ship yards.
Class of World: Size 15 continental world.
Population: Primarily human, three or so pops of Vanir, does not fill all of the world
Buildings, primarily agriculture/support for orbitals
Primary ethics: Militarist, Xenophobe
Addendum: Shipyard ring, size 15 habitat, most of the population lives there alongside 4 pops of Tech Priests.

Muspelheim: Mining world,
Class of world: Size 12 Habitat
Population: All Muspelheim
Buildings: Unique autonomous fabricator to represent AM/EM production facilities (hidden Laboratory Complexes)
Primary Ethic: Militarist Xenophile

Svartalfheim
Class of World: Size 16 Arid World
Population: All Svartalf
Buildings: Unique Artisan facilities producing energy and minerals
Primary ethics: Militarist, spiritualist (xenophobic in the paranoia sense)

Jotunehim
Class of World: Size 21 Arid World (Heavy Gravity modifier)
Population: Jotun take up 60% of the tiles, rest filled with Jotunar
Buildings: Primarily mines
Primary ethics: Militarist/Xenophile/materialist

Alfheim
Class of world: Size 19 Continental World (Lush modifier)
Population: Human, 2 pops of Tech Priests
Buildings: Primarily farms, special modifier lets them produce amounts of energy and minerals with them.
Ethic: Authoritarian, Xenophobe, Militarist

Byzantium
Class of World: Size 22 continental world (Natural beauty trait)
Population: Primarily human, one pop of Astartes. Not all tiles filled out yet.
Buildings: Equal balance of all things, unique genetic buildings.
Ethics: Militarist, materialist, spiritualist, xenophile

Nilfheim
Class of World: Size 18 Arctic World
Population: All Nilfar
Buildings: Primarily power plants to represent promethium. Autonomous Fabricator and possibly hidden research facilities.
Ethic: Unknown

Asgard
Class of World: Size 14 Continental World
Population: 2 pops Aesir otherwise normal humans.
Buildings: Primarily mines and farms
Ethics: Militarist, authoritarian (minor xenophile)

Avernus
Class of World: Size 16 Gaia world* (Psycic world and Dangerous Wildlife modifiers, part of ancient precursor event chain)
Population: Primarily Avernite human, 3 pops of tech priest, one pop of Quartok (several other pops of non-space flight aliens due to Avernus.)
Buildings: Primarily defensive, resource production on moon colonies, several bio labs for research (representing unseen university and biologis research, yields massively improved due to modifiers)
Ethics: Militarist, Materialist, Xenophile.
*In Stellaris, Gaia worlds are typically left behind by more advanced species until you advance far enough to make them yourself, their description reads as follows. "An ideal, temperate world with a nitrogen-oxygen atmosphere and a resilient ecosystem. Optimal conditions for all known higher forms of life at different latitudes." It doesn't mean that a world isn't dangerous as all ****.

Here's all the core worlds. I don't have much time now, but I may expand in the future. TBH though any polity in Stellaris that had 10 fully developed core worlds would be a galactic power, but that's due to scaling.

If you want explanations please ask.
 
How did you figure Byzantium and Avernus would be xenophile? A fair few Avernites dont mind xenos if there on the same side but that's about it.
 
How did you figure Byzantium and Avernus would be xenophile? A fair few Avernites dont mind xenos if there on the same side but that's about it.
Well by the standards of the Imperium that sure is xenophilic :p, but seriously, its more from the fact that the opinion of Avernus by the Quartok and vice versa is quite high now (the sheet hasn't been updated in ages, but I'm pretty sure I'm right) combined with how accepting Avernites are of psykers who would probably count as a separate species.

Its still the smallest ethic, which is why its behind materialist, but relatively major.

Similar situation to Byzantium, though in that case its more "They'll have heard how their lords have negotiated with xenos, so they must be ok, and there are those ones on Avernus so I guess this is cool now." Its still the smallest segment of society though. Muspelheim is the one where its biggest.
 
Well by the standards of the Imperium that sure is xenophilic :p, but seriously, its more from the fact that the opinion of Avernus by the Quartok and vice versa is quite high now (the sheet hasn't been updated in ages, but I'm pretty sure I'm right) combined with how accepting Avernites are of psykers who would probably count as a separate species.

Its still the smallest ethic, which is why its behind materialist, but relatively major.

Similar situation to Byzantium, though in that case its more "They'll have heard how their lords have negotiated with xenos, so they must be ok, and there are those ones on Avernus so I guess this is cool now." Its still the smallest segment of society though. Muspelheim is the one where its biggest.
Eeh, both of these seem xeno's neutral attitudes to me, xenophile implies a "bio diversity is strength" attitude, this is more not automatically defaulting to genocide.
 
Eeh, both of these seem xeno's neutral attitudes to me, xenophile implies a "bio diversity is strength" attitude, this is more not automatically defaulting to genocide.
An impressive achievement for 40K humans.

More seriously that is kind of what I'm getting at...kinda.

I've always looked at Xenophile, as more of a general diversity=strength, not necessarily bio diversity is strength. So I'm also extending xenophile to cover acceptance of different kinds of humans, as well aliens, which I'd argue Avernus certainly has.

There are subsets of the Trust who are more of the "bio diversity is strength" kinda crowd, but they were there even in the age of the Imperium.

Any other problems you can spot?
 
Any other problems you can spot?
Well I wouldn't say problems, just my interpretation, but I'd say Midguard and Avernus would have authoritarian ethics, both have authoritarian governments by necessity, Rotbart is literally a Despot and I'm tempted to say Avernites are fanatic authoritarians with their dedication to Rotbart.
Avernus is a difficult world to replicate in Stellaris, I'd say a unique planetary modifier effecting birth rates in exchange for improved defense and assault army's and a unique effect modifying pops over time would be needed.
 
Well I wouldn't say problems, just my interpretation, but I'd say Midguard and Avernus would have authoritarian ethics, both have authoritarian governments by necessity, Rotbart is literally a Despot and I'm tempted to say Avernites are fanatic authoritarians with their dedication to Rotbart.
Avernus is a difficult world to replicate in Stellaris, I'd say a unique planetary modifier effecting birth rates in exchange for improved defense and assault army's and a unique effect modifying pops over time would be needed.
No fair enough on the Midgard front, authoritarian seems right.

The problem with Avernus, is that authoritarian precludes meritocracy, which is something that seems to be a big deal on Avernus, but you can only have on Democratic and Oligarchic civs. The problem with all of this though is that civics are abstractions, Avernus should have efficient bureaucracy if we're being honest as well.

And yeah, Avernus doesn't really work in Stellaris because its too complex really.

For example I should probably add the underground civilisation and titanic wildlife modifiers (Nyne for the underground civ and lets be honest we're going to run into titanic life eventually).

So instead I added
Which would be something like

"The Veil is thin on this world, due to design or not is unknown, but its bleeding presence forces change. The people's minds open as their unawakened minds peak behind the veil. And something is there...waiting."

Something like that, basically the trait increases yields of society research and adds the psycic trait to random pops along side other changes the longer they remain on the planet or something.
 
The Defence of Svartalfheim Part Four: The First Wave Breaks
The Defence of Svartalfheim Part Four: The First Wave Breaks
T=9:00:00-20:00:00


Warboss Facesnappa's assault on the city of Dûrandur proved to be futile, as the walls easily held against even his most determined attack while sallies from the Varangian Guard devastated his artillery. The Hellguard proved to be in their element in this fight, killing Orks by the million with disciplined, accurate volleys from their Neutron Rifles. In the first few days the Ork's lost almost half of their numbers while failing to make any real impression on the city and its defenders. Chapter Master Julius believes that he will be able to break the back of the assault if given another week at the longest, and that even now he and most of his elites could be safely redeployed.
Warboss Facesnappa vs Dûrandur d100=10+17(martial)-80(shields)+50(artillary)+50(gargents)=57
Dûrandur defence d100=54+378(defences)+335(martial)+5(psykers)=772
     
Name Type Losses
PDF Siege Infantry Brigade Infantry 27.80

     
Name Type Losses
Fighter Bomber Wing Fighter 0.00
Lander Regiment Lander 0.00
Boyz Infantry 71,185.91
Speed Freaks Infantry 3,760.37
Stormboyz Jump Infantry 2,726.27
Ard Boyz Infantry 1,909.16
Nobz Infantry 430.80
Warbuggies Armour 2,505.04
Armour Armour 2,257.45
Dread Walker 3,540.51
Big Gunz Artillary 77,489.38
Very Big Gunz Artillary 207.47
Huge Gunz Artillary 7.21
Kommando Infantry 30,291.88
Ork Stompa Titan 0.11
Ork Supa Stompa Titan 0.01
Ork Gargent Titan 0.03
Ork Great Gargent Titan 0.00

Sallies d100=34+335(martial)+50(psykers)=419
Warboss Facesnappa defence d100=51+17(martial)-65(distraction)=3
     
Name Type Losses
Boyz Infantry 2,748.93
Ard Boyz Infantry 1,035.45
Nobz Infantry 42.88
Very Big Gunz Artillary 5,187.77
Huge Gunz Artillary 188.62
     
Name Type Losses
Vargarin Guard Company Infantry 0.18

Scalpchoppa's Horde began by unleashing the combined destructive force of a million Weirdboyz on Herndural, creating a series of green limbs which attacked the city. Thanks to the efforts of Grandmaster Aria and no less then three entire choirs of psykers this effort was greatly blunted, with it being reduced from enoguh force to crush the upper city and those defending it to enough to mildly damage the walls and kill a sixth of the defenders. The lower numbers of elites on the walls allowed Scalpchoppa's force to fair far better then Facesnappa's, though they still made little headway against the defenders, with entire regiments of Dreds falling to a single volley from the Fellblades while those that reach the walls finding themselves outmatched by Lord-Marshal Sigurd and his Knights. Sigurd tells you that while there is no way that the city will fall that it will take months before he breaks the attackers, cthough the Wirdboyz will be rendered impotent far before that.
Ork Weirdboyz d100=4+500(power)-80(void shields)+30(numbers)=424
Imperial Countering d100=87+220(power)+150(Aria)+100(Grand Countering)=547
49% power
17.5 PDF Infantry Divisions killed,
walls lose -2.5 to base defence
40% of Weirdboyz die

Warboss Scalpchoppa vs Herndural d100=4+12(martial)-80(shields)+50(dreads)+50(gargents)=36
Herndural defence d100=53+376(defences)+242(martial)+5(psykers)=676
     
Name Type Losses
PDF Siege Infantry Brigade Infantry 94.18
Knight-Titans Titan 0.04
Fellblade Regiment Superheavy 0.00
     
Name Type Losses
Fighter Bomber Wing Fighter 0.00
Lander Regiment Lander 0.00
Boyz Infantry 15,504.58
Speed Freaks Infantry 816.94
Stormboyz Jump Infantry 708.71
Ard Boyz Infantry 2,789.90
Nobz Infantry 220.08
Warbuggies Armour 3,127.63
Armour Armour 11,125.46
Dread Walker 46,468.11
Big Gunz Artillary 24,187.00
Very Big Gunz Artillary 1,460.17
Huge Gunz Artillary 44.46
Kommando Infantry 329.04
Ork Stompa Titan 5.75
Ork Supa Stompa Titan 0.47
Ork Gargent Titan 0.45
Ork Great Gargent Titan 0.03

Warboss Slaystampa unleashed hundreds of millions of Ork Stormboyz on the upper city of Khulbuldahr, bypassing the outer defences to attack the heart of the fortifications. However Governor-General Aelfric was ready for this, and had entire corps of Hydra's ready to shoot them down as they rose into the sky. Of the hundred and thirty million Stormboyz killed over the last week it is estimated that two thirds of them fell to anti-air weapons, with the remaining third having reached the city. The rest of the siege of Khulbuldahr has been going well, and Governor General Aelfric tells you that while he would prefer to remain in the city for another week to break the back the the besegers as things stand he could move to take command of the defences of another city without overly endangering the defence of Khulbuldahr.
Warboss Slaystampa vs Khulbuldahr d100=33-2(martial)-80(shields)+100(stormboyz)+10(gargents)=61
Khulbuldahr defence d100=87+378(defences)+258(martial)+50(AA)+5(psykers)=728
     
Name Type Losses
PDF Siege Infantry Brigade Infantry 49.90
     
Name Type Losses
Fighter Bomber Wing Fighter 0.00
Lander Regiment Lander 0.00
Boyz Infantry 26,119.18
Speed Freaks Infantry 2,222.33
Stormboyz Jump Infantry 134,043.28
Ard Boyz Infantry 590.93
Nobz Infantry 130.75
Warbuggies Armour 9,957.13
Armour Armour 7,844.75
Dread Walker 10,285.95
Big Gunz Artillary 20,263.63
Very Big Gunz Artillary 79.64
Huge Gunz Artillary 2.74
Kommando Infantry 447.55
Ork Stompa Titan 0.10
Ork Supa Stompa Titan 0.01
Ork Gargent Titan 0.01
Ork Great Gargent Titan 0.00

The minor Warbosses fared far worse, with those that attacked cities with Ultra heavy defences suffering over ninety percent losses and retreating in disorder while those that attacked cities with merely Incredible heavy defences losing a quarter of their number, which while significantly lower still leave over a hundred Orks dying for every human. Given that you are outnumbered ten to one for those battles there are no concerns that the Orks will make any real breakthroughs there. General Schwartz tells you that as things stand he could easily be redeployed to another city without risking any of the cities under siege from one of the remaining lesser hordes.
Minor Warboss vs Ultra heavy defences d100=45+7(martial)-80(shields)+25(elites)=-3 Negative, half kills double losses
Ultra heavy defences d100=42+378(defences)+262(martial)=682
     
Name Type Losses
PDF Siege Infantry Brigade Infantry 82.93
     
Name Type Losses
Boyz Infantry 983,641.17
Speed Freaks Infantry 80,000.00
Stormboyz Jump Infantry 71,163.75
Ard Boyz Infantry 32,419.50
Nobz Infantry 2,599.34
Warbuggies Armour 80,000.00
Armour Armour 80,000.00
Dread Walker 80,000.00
Big Gunz Artillary 80,000.00
Very Big Gunz Artillary 2,132.25
Huge Gunz Artillary 63.95
Kommando Infantry 7,907.08
Ork Stompa Titan 6.27
Ork Supa Stompa Titan 0.56
Ork Gargent Titan 0.37

Minor Warboss vs Incredibly heavy defences d100=70+7(martial)-70(shields)+25(elites)=32
Ultra heavy defences d100=62+294(defences)+262(martial)=628
     
Name Type Losses
PDF Siege Infantry Brigade Infantry 313.12
     
Name Type Losses
Boyz Infantry 153,639.79
Speed Freaks Infantry 15,331.61
Stormboyz Jump Infantry 11,115.42
Ard Boyz Infantry 4,653.55
Nobz Infantry 388.30
Warbuggies Armour 80,000.00
Armour Armour 30,022.97
Dread Walker 34,935.42
Big Gunz Artillary 69,479.70
Very Big Gunz Artillary 305.70
Huge Gunz Artillary 9.75
Kommando Infantry 1,235.05
Ork Stompa Titan 0.98
Ork Supa Stompa Titan 0.06
Ork Gargent Titan 0.05

Over this time you AA has continued to wear away at the Orks air superiority, killing a tenth of their remaining numbers. Unfortunately there have been no real opportunities for your own fighters to take advantage of, yet at least. As things stand the Orks outnumber your airforces a bit over sixteen to one, while you would perfer to bring the numbers closer to ten to one before you take control of the skies. While this would take around five weeks at the current rate as the Ork hordes continue to close with your cities your AA will start having a greater effect, and there will be more opportunities for your fighters to engage for truly lopsided kill ratios. While this was happening Xavier and Ridcully led may of your psykers in an attempt to burn the Orks major military assets, in particular some of the fifty Great Gargents that Headcrusha has in his personal horde. Over the last week they have destroyed a dozen of them, significantly weakening the most dangerous Ork unit, their one truly large collection of massed Gargents.
AA d100=32+214(martial)+50(psykers)=296
defence d100=39-3(martial)=36
     
Name Type Losses
Fighter Bomber Wing Fighter 390,379

Scry and Fry d100=94+245(power)+100(heroes)-25(range)=414
Ork Resistance d100=78+250(power)+200(waaagh)=528
44% power
12 Ork Great Gargents destroyed

Almost three weeks have gone by since the Orks first entered the system when the next turning point in the war arrived. As things stand nineteen of your cities are under siege, sixteen from minor hordes that can be dealt with without issue and three by more major forces. Of those three two of them have been dealt enough damage that you can safely move the commanding generals elsewhere, though Scalpchoppa's Horde remains a greater threat. Two more major hordes led by one of Headcrusha's Lieutenants will be laying siege to a city within the next week, along with eleven lesser warbosses. Again you can halt one of the lesser hordes by deploying a Guard Army to reinforce its defences.

The larger hordes led by Headcrushas lieutenants are onc more a bigger threat, due to greater numbers, a good force of Gargents and the higher number of Ork elites within them. Of these the first to worry about is Warboss Warrippah's Horde , whose massed armour could be a threat to the upper city, though it would have trouble in the tunnels leading to the lower city. This would best be countered with deploying some of your anti-armour forces to meet it, such as your own armour or Helltroopers. Next is Warboss Wildfang's Horde, whose massive number of Speed Freaks will have trouble with the walls, unless some of their Meks have tricks up their sleeves. You could hold this force off with a guard armour or two without issue if it was not for the meks, so it may be a good idea to deploy the last hunters and some of your other stealthy killers to remove them.

indicate which general you want to deploy to command against each major horde, if any
Governor Rotbart- best general, good at wars of maneuver
Chapter Master Julius -Second best general, specializes in commanding elites -Currently commanding defence against Facesnappa's Horde, can be safely moved
Lord-Marshal Sigurd -Decent general, good at commanding Knight-Titans- Currently commanding defence against Scalpchoppa's Horde
Governor-General Aelfric
- Good general, best when commanding regulars - Currently commanding defence against Slaystampa's Horde, can be safely moved
General Schwarz - Good General, all rounder- Currently commanding defence against the minor hordes, can be safely moved
Write in
[] Counter Warboss Wildfang's Horde by your stealy killers and an Iron Guard Army. - The only real threat in Warboss Wiildfang's Speed Freaks to your fortifications are its Big Meks, who may have exotic and dangerous technology. If you can assassinate them an army of regulars should be able to hold the horde off for an extended period.
[] Counter Warboss Warrippah's Horde by deploying armour - Your own armour should be able to deal with the armour heavy forces of Warboss Warrippah, particularly if Schwartz is in command.
[] Counter Warboss Warrippah's Horde by deploying Helltroopers -The Avernite Helltroopers have a significant amount of anti-tank firepower, which should be able to halt warboss Warrippah's Horde in its tracks
[] Counter the minor warbosses by deploying eleven Guard Armies (out of 34) - A full Guard army should be able to defended even the upper city for an extended period of time.
[] Write in response to one or more of the above hordes

Your AA is continuing to slowly even the odds between your air force and the Orks, who are continuing to get deeper into your AA envelope. As such it is becoming a bit more possible to once more contest the skies, allowing for your harassment forces to take to the field again. The other option is to continue to wait for good openings and for your AA to grind down the Orks numerical advantage further.
Air
[]None- Preserve your fighters for latter.
[] Opportunistic - Deploy your air forces whenever there is a major opening, otherwise keep them back. - Currently selected
[] Low- Continue as things are, sacrificing fighters in order to cover a campaign of harassment on the ground which would be supported by bombers.
[] Write in

Harassment
[] Harassment Option 1: Remain back- This will preserve your harassment forces for later actions. - Currently selected
[] Harassment Option 2: Continue with your current harassment. - This will slow the Orks advance and inflict some damage at the cost of suffering casualties. Not advised without air cover.
[] Harassment Option 3: Write in

Then you will have to decide how much to push your harassment
[] Low- This will result less damage but better exchange rates and preserving more of your harrasment forces for the future.
[] Medium- The default option that balances damage for exchange rates and casualties.
[] Write in

Next you will need to decide on whether or not you want to set up any minefields in the most likely routes to your cities, and how many of your mines to use for this.
[] Mine Option 1: None- This will save your mines for later use. - Currently selected
[] Mine Option 2: Use a Quarter of original mines- This will inflict some damage and provide some opportunities to your harassers while saving half of the mines for later use.
[] Mine Option 3: Use Half of original mines- This will inflict significant damage and provide many opportunities to your harassers while saving some of the mines for later use.
[] Mine Option 5: Write in
can choose multiple options, the more options are chosen the weaker each options effects will be.
note that due to songweaving all choirs are also to preform all purposes, though they are best at their specialty

[] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.
[] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
[] Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.
[] Divination- Your diviners could attempt to foresee the Orks next actions, giving your more warning over what they are planning.
[] Write in

More then a week
Warlord Headcrusha's Horde- 20 billion Orks, 520 Gargents, Headcrusha. largest numbers of Nobz.- 320km or sixteen days days from nearest city
Warboss Eadwhacka's Horde - 5 billion Orks, 65 Gargents, large numbers of 'Ard Boyz-240km or twelve days from nearest city
Warboss Nughaz's Horde - 5 billion Orks, 80 Gargents, large quantities of Big Gunz, massive numbers of Meks - 290km or twenty-three days from nearest city

25 lesser warbosses - average of 1 billion Orks, 5 Gargents, - Between 320km and 220km or sixteen to eleven days from nearest city.
22 lesser warbosses - average of 880 million Orks, 5 Gargents, - Between 260km and 160km or thirteen to eight days from nearest city.

Within a Week
Warboss Wildfang's Horde - 5 billion Orks, 10 Gargents, entirely speed freaks, massive numbers of Meks -80km or two days from nearest city
Warboss Warrippah's Horde - 5 billion Orks, 50 Gargents, large quantities of armour - 160km or six days from nearest city

11 lesser warbosses - average of 880 million Orks, 5 Gargents, - Between 140km and 40km or seven to three days from nearest city.


Laying Siege
Warboss Facesnappa's Horde - 2.95 billion Orks, 80 Gargents, large numbers of 'Big Gunz, large numbers of kommandos- besieging a lv 8 defence city
Warboss Scalpchoppa's Horde - 3.93 billion Orks, 80 Gargents, large numbers of Dreads, large numbers of wiedboyz- besieging a lv 8 defence city
Warboss Slaystampa's Horde - 2.85 billion Orks, 20 Gargents, large numbers of stormboyz- besieging a lv 8 defence city

16 lesser warbosses - average of 743 million Orks, 5 Gargents, -besieging a lv 7 defence city

Fleeing
16 lesser warbosses - average of 57 million Orks, 5 Gargents, -fleeing from a lv 8 defence city
 
The problem with Avernus, is that authoritarian precludes meritocracy, which is something that seems to be a big deal on Avernus, but you can only have on Democratic and Oligarchic civs. The problem with all of this though is that civics are abstractions, Avernus should have efficient bureaucracy if we're being honest as well.
My interpretation of Avernus in Stellaris would be
Government: Dictatorial
Ethics: Authoritarian, Spiritualist and Militarist
Civics: Warrior Culture, Police State and Efficient Bureaucracy
This would give a lifelong ruler with an "election" upon death, allow temples, allow population and migration control of any pops, and the Civics are a fairly good representation of Avernite culture.

IMO of course.
 
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