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
Alright, my thoughts:
Saving High Grandmaster Ridcully: Phase Tigers and associated heroes, Jane Oakheart, Xavier and Mittens (depending on how his Paragon trait interacts with Khornate anti-psyker stuff), the Companions of Varren. Maybe throw in Sir Pellinor. The basic theme here is 'insert and killify Kurrun Ashstriker and/or abscond with Ridcully.'

Dis: Minyev, Jacob Oakheart, Khol.

Lonely Citadel: Tamia, Ophelia, Ambrosio Rana.

@Durin
1. How does Xavier's Paragon trait interact with Khorne anti-psyker stuff?
2. If we take both the Reinforce Dis and Reinforce Lonely Citadel, would they both have less of an impact than just doing one?
1. not well, they often have low intrigue which he takes advantage of though
2. yes but not by that much,
 
@Durin
1. I take it Ridcully does not get a +15 to survival from the reroll?
2. I take it evacuating Ridcully is impossible under any circumstance?
3. Who does Rotbart think would be a better counter to Ashstriker, Jane or Jacob, based on what is known of his abilities?
 
@Durin
1. I take it Ridcully does not get a +15 to survival from the reroll?
2. I take it evacuating Ridcully is impossible under any circumstance?
3. Who does Rotbart think would be a better counter to Ashstriker, Jane or Jacob, based on what is known of his abilities?
1. no he does not
2. yes, it would be an act of desperation
3. Jane would have a better chance of winning, Jacob would have a better chance of not losing
 
@Durin
1. Did you forgot Sakkara? You know, the psyker training city we built on turn 97? It's not in the Invasion turns, It's not in the AAT spreadsheet. And actually looking at the update we didn't need to build Salamanca since we should still be well within limits.
Grandmaster Xavier has recently finished building the Psyker city of Sakkara, a pyramidal city in the deserts of Duat. This Psyker city is built primarily as a place to train psykers, having the countless warded rooms needed for the effort. Xavier estimates that between your current psyker cities you can train eight hundred and fifty thousand psykers at a time, twice many as are currently in training.
 
I also headcanon that the Pyramid-Glass City is also a giant psychic amplifier for choirs inside, although that might just be me.
 
@Durin
  1. Has the wildlife done anything particularly impressive this turn?
  2. Did we get to use a massed thundabeast charge?
  3. How do phased plasma cannon compare with our current top of the line ship weapons which are DAoT adaptations?
  4. How does the superdreadnought's antimatter generator specs compare against those for ragnarok cannon?
  5. How do its reactors specs compare with those for very advanced or very advanced stables?
  6. Are psykers ever compatible with mind impulse units?
  7. If so, could a diviner in a command chair plus a fuckton of fast co-processors come close to matching a man of stone for using the grav array?
 
  • How do phased plasma cannon compare with our current top of the line ship weapons which are DAoT adaptations?
  • How does the superdreadnought's antimatter generator specs compare against those for ragnarok cannon?

Not Durin, but I'm pretty sure that both are considerably more potent than anything we have. Like the phased cannons can apparently one shot almost anything of light cruiser size and down and the reactor can power and generate enough anti matter to make the Deus and Heaven viable.
 
@Durin
1. Did you forgot Sakkara? You know, the psyker training city we built on turn 97? It's not in the Invasion turns, It's not in the AAT spreadsheet. And actually looking at the update we didn't need to build Salamanca since we should still be well within limits.
1. no like Salamanca it has not been attacked, and Salamanca was needed, you currently have 853,000 psykers training so more then you could handl;e without it, if only just
When were they not exactly?

@Durin
1. Just to spit ball here, the 3 bastards baring down on us are roughly equivalent to a level 2 Archangyl?
1. yes, same league
@Durin
  1. Has the wildlife done anything particularly impressive this turn?
  2. Did we get to use a massed thundabeast charge?
  3. How do phased plasma cannon compare with our current top of the line ship weapons which are DAoT adaptations?
  4. How does the superdreadnought's antimatter generator specs compare against those for ragnarok cannon?
  5. How do its reactors specs compare with those for very advanced or very advanced stables?
  6. Are psykers ever compatible with mind impulse units?
  7. If so, could a diviner in a command chair plus a fuckton of fast co-processors come close to matching a man of stone for using the grav array?
1. you have seen the world serpent acting, it has breath weapon that seems to be best described as a superlance on steroids
2. yes, it works on Bloodletters and can coutner Jugganoughts
3. far better (+70% damage +23% Pen) compared to a similar sized one using the tech you have, +240% damage and +94% Pen compared to what you actually have
4. bigger but otherwise the same
5. very advanced
6. yes, apart from the most powerful
7. no
 
1. you have seen the world serpent acting, it has breath weapon that seems to be best described as a superlance on steroids
Ah crap what's it shooting?

@Durin
1. How much on steroids are we talking here? Powerful enough to reduce Dis to a steaming crater?
2. Do we think it is holding back?
3. Did we get a better look at it emerging this time and if so did we get any useful info...like how close we are to where it woke up?
4. "Breath weapon" have we seen it's face?
5. Do we think the veterancy issues we've been having are going to be a problem anymore?
 
Last edited:
Hence why they specifically intensified their attacks on our other cities to ensure we could not do that.

They're angry not stupid.
We can move our troops now though. Plus they haven't shut down our underground rail lines (for once in the history of the quest those seem to be working in a combat situation) so we could have bypassed them to move forces anyway.

The only way intensifying attacks causes issues is requiring a certain amount of forces to keep defending. It doesn't truly prevent us from moving out forces beyond that.

On top of that we had a couple cities that were Safe rated after the last one that wouldn't have even been under attack to pull forces from.
 
Last edited:
Lol, so we just skip the eighth day in our count of time because of Chaos numbers, and doublethink such that it doesn't happen? That's deliciously spiteful in addition to likely being prudent.
Canonically, the thing that the Imperial Guard would do is ban the number eight and replace it with seven-II. (Source)
Here's an example when the enemy was Nurglites.
*** Please note that until further notice, the number previously known as "Seven" will be known as "Six-II". Examples of uses:

  • There's only enough food to feed six-II of us!
  • Give that man six-II lashes for uttering the Forbidden Number.
  • Of the original regiment, there are only six-II survivors.
Possession of any material bearing unaltered versions of number six-II is now an Imperial offence, including this dispatch.
 
We can move our troops now though. Plus they haven't shut down our underground rail lines (for once in the history of the quest those seem to be working in a combat situation) so we could have bypassed them to move forces anyway.

The only way intensifying attacks causes issues is requiring a certain amount of forces to keep defending. It doesn't truly prevent us from moving out forces beyond that.

On top of that we had a couple cities that were Safe rated after the last one that wouldn't have even been under attack to pull forces from.
Yes we can now, because the incursion is starting to end so more cities are becoming safer as the daemons no longer have infinite reinforcements to draw on, so reinforcements can be moved from cities under less pressure without risk of said cities being torn to pieces or said soldiers having the tops ripped off the rail ways and eaten by the daemons.

We had one safe city Wasset that got a nat 100,
Waset Defenders d100= 100+20(defences)+15(Omake)=135: Safe
Wasset was still under attack this update,
Waset Defenders d100= 46+20(defences)+15(Omake)+10(sideshow)+20(safe)=111: Highly Secure
no city is safe, safe in this just represents that they've taken minimal damage, not that the daemons have given up trying to take them.

Now we can probably safely move people from Duat because they're the furthest away and have taken the least damage.
 
Last edited:
Mineyev must be having the time of his life with so many worthy dooms around. We should make an action video game featuring his attempts to find death, I'm sure it'll be a big hit.

Do you or anyone else thing Khorne is having fun watching Mineyev? I think the blood god (who obviously looks like a pimpled nerd under his edgelord armor) is enjoying the sea of blood that is forming around Mineyev from all the dead daemons.

Maybe we can funnel all of the incursion into Mr Killdozer at a choke point. It will be like "Will it Blend".
 
Back
Top