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
what do you mean by "come out human"? Are you saying that if a choir boosts a person that they get mutated or something?
Well, obviously. Biomancy involves altering the body. And a Choir is better for boosting groups, while a single Biomancer with the equivalent level of Skill/Power is better for boosting a champion. This isn't a simple "You now have an aura that boosts your strength", but instead "You now have the muscle density of a Chimpanzee/Ant, now beat that motherfucker with another motherfucker!"
 
Inserted tally
Adhoc vote count started by HanEmpire on Jun 4, 2018 at 11:08 PM, finished with 56 posts and 8 votes.

  • [X] Plan: Intensify Air
    -[X] Cripple Warboss Scalpchoppa's Horde by deploying the rest of your knights - A few Courts of Aesir Knights should be enough to wipe out Scalpchoppa's Gargents allowing the rest of your superheavies to be withdrawn..
    -[X] Cripple Warboss Eadwhacka's Horde by deploying Helltroopers -A few Divisions of Avernite Helltroopers will be enough to massacre the elites within Eadwhacka's Horde before Headcrusha reaches Khazad-dum
    -[X] Cripple the minor warbosses by deploying sixty-eight Helltrooper Divisions (out of 75) - by deploying your Helltroopers to the minor cities currently under siege you should be able to cause enough damage to their besiegers to make it safe to pull out almost all of your forces to help combat Headcrusha's Horde
    --[X] General Schwarz
    -[X] Low- Continue as things are, sacrificing fighters in order to cover a campaign of harassment on the ground which would be supported by bombers. - Currently selected
    -[X] 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.
    -[X] Medium- The default option that balances damage for exchange rates and casualties.- Currently selected
    -[X] Mine Option 2: Use a Quarter of original mines- This will inflict some damage and provide some opportunities to your harassers by expending all of your mines.
    -[X] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.
    -[X] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
    [X] Defanging the Beast
    -[X] Cripple Warboss Scalpchoppa's Horde by deploying the rest of your knights - A few Courts of Aesir Knights should be enough to wipe out Scalpchoppa's Gargents allowing the rest of your superheavies to be withdrawn..
    -[X] Cripple Warboss Eadwhacka's Horde by deploying the Svartalfar Guard -A few Divisions of the Svartalfar Guard will be enough to massacre the elites within Eadwhacka's Horde Headcrusha reaches Khazad-dum without using your very best troops.
    -[X] Cripple the minor warbosses by deploying thirteen Grenadier Armies (out of 17) - by deploying your Grenadiers to the minor cities currently under siege you should be able to cause enough damage to their besiegers to make it safe to pull out almost all of your forces to help combat Headcrusha's Horde
    --[X] Governor-General Aelfric
    -[X] Low- Continue as things are, sacrificing fighters in order to cover a campaign of harassment on the ground which would be supported by bombers
    -[X] 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.
    -[X] High
    -[X] Mine Option 2: Use a Quarter of original mines- This will inflict some damage and provide some opportunities to your harassers by expending all of your mines.
    -[X] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.
    -[X] Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.
 
what do you mean by "come out human"? Are you saying that if a choir boosts a person that they get mutated or something?
if you pour enough warp energy though anyone, well almost anyone, they get mutated. that is why support biomancy is a control based art rather then a power based one, the trick is to do as much as possible with the power that you can use
 
[X] Plan: Intensify Air

True, targeting him directly is contesting the Waaagh!!! head on. Maybe melt his retinue instead. My point is the brute power of a choir is more easily used for offence than the delicate work of buffing and an Avernus choir has a lot of oomph.
 
Don't really like either plan, so I'm making my own. With blackjack and hookers.

[X] Plan Cripple and Consolidate
-[X] Cripple Warboss Scalpchoppa's Horde by deploying the rest of your knights - A few Courts of Aesir Knights should be enough to wipe out Scalpchoppa's Gargents allowing the rest of your superheavies to be withdrawn..
-[X] Cripple Warboss Eadwhacka's Horde by deploying Helltroopers -A few Divisions of Avernite Helltroopers will be enough to massacre the elites within Eadwhacka's Horde before Headcrusha reaches Khazad-dum
-[X] Cripple the minor warbosses by deploying sixty-eight Helltrooper Divisions (out of 75) - by deploying your Helltroopers to the minor cities currently under siege you should be able to cause enough damage to their besiegers to make it safe to pull out almost all of your forces to help combat Headcrusha's Horde
--[X] General Schwarz
-[X] None- Preserve your fighters for latter.
-[X] Harassment Option 1: Remain back- This will preserve your harassment forces for later actions.
-[X]Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.
-[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.

The main difference here is I'm keeping harassment and air forces back. My logic there is that said forces will be extremely valuable when the time comes to mop up the broken hordes and thus far harassment has proven ineffective at eliminating aces—which, along with Headcrusha, are the main threat to the city.

Scry and Fry is continuing, as at its current pace it will have eliminated a serious ace for the coming fight—we're going to have real problems countering the concentration of force Headcrusha and the Gargants represent, and them having Great Gargants would make it significantly worse. Psyker Support continues because we're going to have a good number of high value units active this phase in the countering/breaking current hordes, and Air Defense as that will speed up our ability to safely send out our air force and the primary competing in-specialty use of our Pyromancers and Telekinetics is Scry and Fry, which doesn't need to do as much damage as the last couple turns to eliminate the Great Gargants.
 
Without an Enjou plan the voting is really sparse.

I can not support a plan that stops harassment as we will not get another chance to use it. Later it is primarily mopup for the remaining fleeing hordes.
 
So, I have an idea but I am not sure if we can do it.

@Durin
1. Is Headcrusha's fleet in position to provide orbital bombardment?
2. How far can we push being able to say that a unit was there all a long?

What I am thinking is that we may be able to say that we had some descent craft hidden in the mountains or the cities all along. A few of those would help a lot with clearing the skies.

Another thing I have been thinking is that we may want to look into expanding our air forces include some mid wight units, as it is, we seam to have the choices of infantry and warlord titans. And we never use the descent craft because we are afraid that they would get sniped by enemy fleet units.
 
[X] Defanging the Beast

Voting this because I require scry and fry AND harassment to be conducted this phase.
 
We have 14 votes so far which is one more than usual than war turns so if you lurkers want to vote right now intensify air is winning by one.
Adhoc vote count started by Nurgle on Jun 5, 2018 at 4:22 PM, finished with 76 posts and 14 votes.

  • [X] Plan: Intensify Air
    -[X] Cripple Warboss Scalpchoppa's Horde by deploying the rest of your knights - A few Courts of Aesir Knights should be enough to wipe out Scalpchoppa's Gargents allowing the rest of your superheavies to be withdrawn..
    -[X] Cripple Warboss Eadwhacka's Horde by deploying Helltroopers -A few Divisions of Avernite Helltroopers will be enough to massacre the elites within Eadwhacka's Horde before Headcrusha reaches Khazad-dum
    -[X] Cripple the minor warbosses by deploying sixty-eight Helltrooper Divisions (out of 75) - by deploying your Helltroopers to the minor cities currently under siege you should be able to cause enough damage to their besiegers to make it safe to pull out almost all of your forces to help combat Headcrusha's Horde
    --[X] General Schwarz
    -[X] Low- Continue as things are, sacrificing fighters in order to cover a campaign of harassment on the ground which would be supported by bombers. - Currently selected
    -[X] 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.
    -[X] Medium- The default option that balances damage for exchange rates and casualties.- Currently selected
    -[X] Mine Option 2: Use a Quarter of original mines- This will inflict some damage and provide some opportunities to your harassers by expending all of your mines.
    -[X] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.
    -[X] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
    [X] Defanging the Beast
    [X] Defanging the Beast
    -[X] Cripple Warboss Scalpchoppa's Horde by deploying the rest of your knights - A few Courts of Aesir Knights should be enough to wipe out Scalpchoppa's Gargents allowing the rest of your superheavies to be withdrawn..
    -[X] Cripple Warboss Eadwhacka's Horde by deploying the Svartalfar Guard -A few Divisions of the Svartalfar Guard will be enough to massacre the elites within Eadwhacka's Horde Headcrusha reaches Khazad-dum without using your very best troops.
    -[X] Cripple the minor warbosses by deploying thirteen Grenadier Armies (out of 17) - by deploying your Grenadiers to the minor cities currently under siege you should be able to cause enough damage to their besiegers to make it safe to pull out almost all of your forces to help combat Headcrusha's Horde
    --[X] Governor-General Aelfric
    -[X] Low- Continue as things are, sacrificing fighters in order to cover a campaign of harassment on the ground which would be supported by bombers
    -[X] 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.
    -[X] High
    -[X] Mine Option 2: Use a Quarter of original mines- This will inflict some damage and provide some opportunities to your harassers by expending all of your mines.
    -[X] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.
    -[X] Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.
    [X] Plan Cripple and Consolidate
    -[X] Cripple Warboss Scalpchoppa's Horde by deploying the rest of your knights - A few Courts of Aesir Knights should be enough to wipe out Scalpchoppa's Gargents allowing the rest of your superheavies to be withdrawn..
    -[X] Cripple Warboss Eadwhacka's Horde by deploying Helltroopers -A few Divisions of Avernite Helltroopers will be enough to massacre the elites within Eadwhacka's Horde before Headcrusha reaches Khazad-dum
    -[X] Cripple the minor warbosses by deploying sixty-eight Helltrooper Divisions (out of 75) - by deploying your Helltroopers to the minor cities currently under siege you should be able to cause enough damage to their besiegers to make it safe to pull out almost all of your forces to help combat Headcrusha's Horde
    --[X] General Schwarz
    -[X] None- Preserve your fighters for latter.
    -[X] Harassment Option 1: Remain back- This will preserve your harassment forces for later actions.
    -[X] Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.
    -[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.
 
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