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
We don't need to control him, we just need to capture him in stasis. We do that, release him towards a large waaagh, he takes over, we crush it, and capture him again ready to be released the next time we need to beat a medium sized Ork based threat.

Now, admittedly, this is easier said than done, and we should probably review the plan after capturing him to make sure nothing goes horribly wrong upon release.

To do that however, we need to capture him, because we'll never find an ork with combat this high and martial that low again, at least without going down a very radical route.


Also, @Durin or anyone who would know, how are the Midgard militia equipt and are they effective troops? I figure they're at least comparible to a decent guard regiment from 40K, and it's possible they'd even be better.
 
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To do that however, we need to capture him, because we'll never find an ork with combat this high and martial that low again, at least without going down a very radical route.

If we get a greater critical fail, would he mistake us for his waagh? (feel free to let me know if I am interrupting too much. I am new to this type of intense thread)
 
If we get a greater critical fail, would he mistake us for his waagh? (feel free to let me know if I am interrupting too much. I am new to this type of intense thread)
Crit success, but very unlikely.

Orks can tell when someone is not an ork, even when modified to look, smell and act like one. Nothing can replicate the waargh field.
 
We don't need to control him, we just need to capture him in stasis. We do that, release him towards a large waaagh, he takes over, we crush it, and capture him again ready to be released the next time we need to beat a medium sized Ork based threat.

Now, admittedly, this is easier said than done, and we should probably review the plan after capturing him to make sure nothing goes horribly wrong upon release.

To do that however, we need to capture him, because we'll never find an ork with combat this high and martial that low again, at least without going down a very radical route.


Also, @Durin or anyone who would know, how are the Midgard militia equipt and are they effective troops? I figure they're at least comparible to a decent guard regiment from 40K, and it's possible they'd even be better.
pretty much
 
Best, to stick an indicator just to be on the safe side in my experience :).

An emoji or what eves, remember I can guess, but I've no guarantee you're not being serious.
I mostly say I am joking in parenthesis.

But even if that did happen, I do not think it is a good thing, as I literally just had a dream two hours ago where an ork was ruling humans and not realizing how soft and weak they are, while I was worrying about the spores making more of them. Take me to psyker town now so I can stop this madness.
 
Have a tally.
Adhoc vote count started by Enjou on May 28, 2018 at 10:45 PM, finished with 89 posts and 13 votes.

  • [X] Plan Counters
    -[X] Counter Warboss Wildfang's Horde by your stealthy 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.
    --[X] Send Governor Rotbart here
    -[X] 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.
    --[X] Send General Schwartz here
    -[X] 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.
    -[X] Opportunistic - Deploy your air forces whenever there is a major opening, otherwise keep them back.
    -[X] Harassment Option 1: Remain back
    -[X] Mine Option 1: None
    -[X] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
    -[X] Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.
    [X] Plan Whittle Faster
    -[X] Counter Warboss Wildfang's Horde by your stealthy 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.
    --[X] Send Governor Rotbart here
    -[X] 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.
    --[X] Send General Schwartz here
    -[X] 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.
    -[X] Opportunistic - Deploy your air forces whenever there is a major opening, otherwise keep them back.
    -[X] Harassment Option 1: Remain back
    -[X] Mine Option 1: None
    -[X] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
    -[X] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.
 
@Enjou, if you're not sending harassers out to harass, why pick Psyker Support instead of Air Defence?
Sieges are happening—see the rolls to cripple attacks this turn. It's just that not all of the Orks have reached the cities they're planning on besieging. The Psyker Support affects them too.

Also, while the Songweaving allows Choirs to act far more effectively outside of their primary specialization, they still do better working within it. Biomancers and Telepaths do far better with indirect support than if their powers are applied directly at targets, which means that if they were instead focused on Air Defense they would either be working outside of their primary specialization (at a malus) or using their primary specialization suboptimally (which would add a malus or otherwise reduce its effects).
 
@Durin

1. Is God-Splitter - Garbiel Angelos' daemonhammer - canon in Embers?
2. If so, could we potentially have Ridcully find a sleeping/dead/incapacitated god and give it to Granalf for him to incorporate it into a weapon?
 
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@Durin

1. Is God-Splitter - Garbiel Angelos' daemonhammer - canon in Embers?
2. If so, could we potentially have Ridcully find a sleeping/dead/incapacitated god and give it to Granalf for him to incorporate it into a weapon?
1. yes
2. not without knowing that it exists first. and even then that relies on first it still existing, second on it being nearby and in the hands of someone you are willing to take it off
 
2. not without knowing that it exists first. and even then that relies on first it still existing, second on it being nearby and in the hands of someone you are willing to take it off
@Durin, I think I don't have a full understanding of how Ridcully's power works.
As I understand it, if you told him to find "a black pen I can stab people with", he'd be able to find the black pen that's in the room across the hall from him, even if he doesn't know for sure that there's a black pen Rotbart could stab people with at all.
Since the Oracle trait removes distance penalties, he could find "a black pen I can stab people with" in Ultramar as easily as if it was in the room across the hall.
As I understand it, god-finding would work in a similar way. If you asked him to find "a god suitable for our purposes" and there was one such god in the room across the hall, he could inform you of the god, even if he didn't know for sure that there's a god suitable for our purposes at all. If, instead, the god was in Ultramar, he could find it as easily as if it were just across the hall thanks to the Oracle trait.

Where does my understanding falter? Is it that Ridcully needs to know for certain that there's a stab-capable pen for him to locate one? Is it that gods have a special trait that prevents them from being located unless their existence is known for certain? Or is the thing I've failed to pick up on something else?
 
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For mining the tunnels or better oportunities.
The tunnels are already intentional death traps though, not sure mining them really has any impact. Better opportunities than when they're marching in just seems questionable to me.

For when we're harassing again, which we should be able to do after the enemy air forces are whittled down further. Can't exactly lead the Orks into them if we don't have someone leading them.
The problem with that is that by the time their air forces are whittled down all of the hordes will be sieging cities rather than marching. Once they're sieging cities they aren't going to be lured into minefields much unless you're putting the minefield in the city and then let them through the walls.

Even in the case you put a minefield in the city it's going to be less effective because minefields just aren't as effective in urban areas where there's more cover than in the open.
 
@Durin, I think I don't have a full understanding of how Ridcully's power works.
As I understand it, if you told him to find "a black pen I can stab people with", he'd be able to find the black pen that's in the room across the hall from him, even if he doesn't know for sure that there's a black pen Rotbart could stab people with at all.
Since the Oracle trait removes distance penalties, he could find "a black pen I can stab people with" in Ultramar as easily as if it was in the room across the hall.
As I understand it, god-finding would work in a similar way. If you asked him to find "a god suitable for our purposes" and there was one such god in the room across the hall, he could inform you of the god, even if he didn't know for sure that there's a god suitable for our purposes at all. If, instead, the god was in Ultramar, he could find it as easily as if it were just across the hall thanks to the Oracle trait.

Where does my understanding falter? Is it that Ridcully needs to know for certain that there's a stab-capable pen for him to locate one? Is it that gods have a special trait that prevents them from being located unless their existence is known for certain? Or is the thing I've failed to pick up on something else?
you dont.
1. what the oracle does is remove the penalty for looking at distant things or looking at the fate of massive things, such as entire empires, not removes the penalty for looking for a needle in a haystack. Ridcully's trait has limits
2. if you asked him to find a god suitable for X, he may be able to find one if one exists, but first you have to know to ask the question
3. the less information you have on the target or the broader the search perimeters are the harder he has it. asking where god X is is doable. asking for a god gthat covers X is hard. asking if there is a god that covers X, Y and Z is near impossible.
4. the distance issue wasn't with finding it, it was with ever getting to it. knowing that there is a great item 200 years travel away is useless
 
The problem with that is that by the time their air forces are whittled down all of the hordes will be sieging cities rather than marching. Once they're sieging cities they aren't going to be lured into minefields much unless you're putting the minefield in the city and then let them through the walls.

The next round of combat will be the group that will be arriving "within a week", which does not include Headcrusha's horde. We should have opportunity to use harassment between then and the final group of besiegers arriving - I expect the air forces will be sufficiently whittled down by then that we won't have issues with being too overwhelmed.
 
The next round of combat will be the group that will be arriving "within a week", which does not include Headcrusha's horde. We should have opportunity to use harassment between then and the final group of besiegers arriving - I expect the air forces will be sufficiently whittled down by then that we won't have issues with being too overwhelmed.
I don't see that happening. We eliminated a tenth of their aircraft this round. If that repeats we'll still be outnumbered over 14 to 1 in the air, and we were told we'd need 10 to 1 or lower to avoid being overwhelmed by numbers in the air. Even another 20% off their aircraft won't be enough to achieve that.
 
@Durin
1. Is asking Ridcully to divine subspace either through the free divination, or the alternate divination a possibility?

Basically my logic is that we know it exists and it maybe an alternate form of FTL. While we may not be able to do anything with it, starting to investigate it seems like a good idea.

2. Given our knowledge of his traits, does a hero like Horatius think that he could beat him, using our terminator armour?
3. Do we think Horatius levelled up his combat enough to become a paragon in the war on two fronts, or did he not get enough personal combat for that...or just investigate him stop asking questions like this?
4. A potentially odd question, but given how important they are to the Trust have the biologis done any simulations to see what the maximum natural life span of a space marine is/can they get old enough that they're bodies start breaking down due to age like a humans.
5. Does Juv-nat still work on them (astartes)?

@Durin, how powerful are the formics? This seems to imply that we wouldn't have an overwhelming military advantage over them if we went to war.
Or it could just be that they're happy we didn't have to waste time and lives fighting them.

Either way I think we argued about this one already?
 
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