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
So, TLDR, Orks tend to get stronger if besieged, and weaker if targeted with assassinations. All-out assaults/defenses are the only reliable way of entirely culling them.

By the by, do the spores get better at surviving at higher tiers, or do Gork and Mork only bother with actual Orkoids?
 
Do we expect to win this war with the Tyranids? Won't they just keep coming ?

If that's the case then it might be worthwhile to do the Thunder Warrior action now because there might not be a lull in the fight in future.
 
Do we expect to win this war with the Tyranids? Won't they just keep coming ?

If that's the case then it might be worthwhile to do the Thunder Warrior action now because there might not be a lull in the fight in future.
Avernus will survive the Tryanids. The last time a splitter fleet went to Avernus apparently the planet mind defenses activated and make short work of them. The trust may or may not it all depends on how they evolved and how many of them their are. Also hopefully chaos get their act together and start sacrificing large amounts of thier people to summon demons to fight the Tryanids.
 
[X] Plan Shard T127

@Durin since the nids are coming soon, is it possible to roll out some ideas of mine outlined below in that timeframe? Or would these be not feasible/too time consuming?
@Durin
Ok so I had some Ideas for 'Elite Grenadiers'. I ran with a Slayer theme because the whole trust is norsified and I wanted to continue the trend of stealing ideas from history and pop culture only to re-purpose them. Because relevance and cool factor.

Dragon-Slayers: Modeled after Elysian Drop Troops; the Idea is that they excel in aerial and planetary assault roles. They don't use ground contact drop pods because those would squish them, so they use disposable heat-shields, gliders, jetpacks, repulsorcraft, aircraft and other such means to breach the atmosphere of a planet and contest for air superiority and high opportunity targets. Because shooting anything while falling is kind of a pain, these guys would primarily use explosives, power weapons and close range/high power weapons to bring the hurt. An example of what these guys would be able to do is evade planetary AA fire, blow up enemy aircraft while falling like action heroes, and 'shadow of the colossus' the fuck out of avernite dragons and Titans. The primary training method and use outside of campaigns would be ganking dragons and rapidly responding to major psyker and wildlife threats. They would be stationed in the Lonely mountain as a primary base, because If I remember correctly Terascon is where all the bloody dragons are.

Wurm-Slayers: Cavern and Siege specialists, They operate off of sixth sense and use the lessons learned from the dark eldar way back in byzantium to their advantage; ambushing, trapping, sniping and assassinating their way through entire fortresses and hives. They should be able to take and hold entire hives, can survive crushed under rock, operate with little breath needed. Some might call them tunnel rats, but tunnel rats cant kill avernite wurms. Like Vietcong but Avernite. Their armaments would be a mix between heavy siege regiments and light infantry/recon. They would be stationed in Dis and spend their training in the mountains and caverns of avernus, spying on potential chaos psykers and killing rampant wildlife before it ever threatened men of the bush.

Kraken-Slayers: Masters of high pressures and the deep sea, these slayers would be stationed in the azure isles and keep the shores clear of ocean dwelling nasties. Their equipment would be tailored to high pressure environments and weapons be similar to the dragonslayers, as anything less would be superficial at best to the denizens of the deep and any more would just kill them from the weight dragging them to the abyss. theoretically during normal campaigns they should be able to dominate any naval environment they are thrown into, and be serviceable in environments of extremes such as temperature and air quality. As such like all slayers they excel in eliminating high value targets, and due to the nature of their work and equipment should double quite well in boarding actions against enemy starships.

Tyrant-Slayers: Based off of the Steel Legion, probably the most suited for open battle are these slayers. Stationed in Arida and Elysium, these troopers are trained extensively in ballistics and marksmanship. They would use long ranged and high powered weapons to eliminate hordes of beasts from miles away, and very powerful close ranged weapons to trample and sweep any pests who stand too close. They would preferably be heavily mechanized and use their maneuver advantage to engage in hit and run attacks on great stretches of open ground. Theoretically they would be best defending against armor formations and other infantry and attacking soft targets such as artillery positions in tandem. Able to march great distances with unparalleled endurance and the agility necessary to avoid a charging tyrant lizard or scorpion, they could be a great help in campaigns.

Lion-Slayers: of course we wouldn't really want to kill any of the lions, and the phase tigers already have their own thing going, so screw it ill stick with this. maybe croc slayers would be better, I dunno. Im not gonna read much into this one because its basically a copy of the phase tigers. They would be stationed in the forested regions in avernus and operate similar to the wurm slayers but be more bent on assault and stealth rather than siege tactics and dark eldar tomfoolery. Armed like recon and assault infantry, they would hide in plain sight, sprint through the forests in near silence and use inhuman reflexes to overwhelm their opponents, namely carniflowers, orks, crocs and whatever else tries to kill them.

whadya guys think?
 
Okay, so at this point the two plans have converged so much that the only real distinguishing factor is whether to pursue the Flaws of Thunder or not. (Plus some minor ordering of diplomatic actions and whether to do a Counter-Intelligence.)

I'm persuaded that there's no need to go after Flaws of Thunder right now, so I guess I'll stick with Shard's plan. (That and I like that the diplomatic alternative actions involve seeking help about the Primordial Sea.) Though I do wish Shard would have Jane do another Counter-Intelligence action in Y5 like in Enjou's plan... I think that's pretty smart.
 
Do we expect to win this war with the Tyranids? Won't they just keep coming ?

If that's the case then it might be worthwhile to do the Thunder Warrior action now because there might not be a lull in the fight in future.
Maybe?

I mean they're at the weakest they've ever really been, they're desperate for biomass. If we can find ways to deny them said biomass then yes I think its doable.
 
one thing to keep in mind about the nid's is that they snow-ball (much like the orks as previously discussed)....so as wombat is saying above, if we can stop them from starting the roll, we save ourselves alot of time, energy, lives, resources in the long run by preventing them from exploding too much......

the alternative is that we LET them snowball, in the hopes that we can steer them away from ourselves (somehow) and be somehow ok with them compeltely cleaning out dozens or maybe even hundreds of planets in the meanwhile (they tend to leave barren rocks when they are done).

considering we don't even have a way to ensure victory (some kind of nid-only super disease?) once they have snow-balled out all of our nearby enemys (and the orks won't be easily out-snowballed anyway) and we don't even gain all that much besides weakened chaos-forces, I don't think its really worth it since we would turn the nearest 100 or so planets into barren rocks.....which I suppose would be just as useless for the orks too...they need scrap metal/similar to do anything afterall.

non-the-less, I suspect that if at all possable, we might want to send out our forces NOW(or at least soon enough) to intercept them before they even land on a planet....even our enemys.....

I think the best possible case would be that we manage to time it so that just as the nid's break the ground defenses on a deamon-world (presumably no longer a deamon world?), we launch the planet-cracking cyclonic torps to stop the nid's from benefiting from the victory. this way the nid's don't snowball and chaos loses out on a deamon planet.
 
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Departmento Munitorum
Slot A
Y1: Anti-psyker training: Militia
Slot B
Y2: Advance Power Armor: Hellguard Trooper Regiments

Ok we need the psyker hunting bonus before Saint Lin dies in 35 years. Also I think we should start outfitting the Hellguard with advance power armor since we are going to have to fight Tryanids, orks and maybe chaos crusaders.

Void Command
Slot Construction
Y3: constrict Defense Cruisers and Monitors for Trust- Expedited Y3
I think the last one should have put us at over 40 Skied transports. So we should build defense ships for either the trust or Avernus. Since we most likely have a battle coming and don't know form where.

Administration
Slot A
Y3: illusionary Pines total
Slot B
Y3: Technology Improvements: Food
Slot C
Y4: Technology Improvements: Food

I am hoping we can buy enough time for the trees To be done before before we get attacked. And they are suppose to make it harder to gather information on our defenses. Also food, we should hopefully start to have a surplus.

Diplomacy
Y1: Siren's help Saint Lin
Y2: Nyne help Saint Lin
Y3: mushroom people help Saint Lin
Y4: Eldar help Saint Lin
Y5: someone else help Saint Lin
Help Lin not die from what he is about to do

Arbites
Slot A
Y1-Y5: Gretaer Psyker hunting
Slot B
Y3-Y5: Counter-Intelligence

Adeptus Mechanicus
Tranth
Y5: Fundamentals of Gravity - double down Year 5
Maximal
Y4:
Fabricator General
Y2: Vortex Stockpile
Y5 Automata
Free spot
Y4: Technology Improvemenst Advance Material

Adeptus Ministrotum
Slot A

Y1; Cleanse world Moderate Expedite
Y2: Spend time with youngest Rotbart
Y3: The Primordial Sea -double down Year 3
Slot B
Y2: Spend time with youngest Rotbart
Y3: The Primordial Sea

Ok I think we may have got all the medium world will have to check. Also see about youngest grandson to meet the Last Saint. Hope Saint Lin lives and people who can write omake like Saint lin's Life depends on it.

Astra Telepathica
Ridicully
Y1 Greater divine (infiltrators in the Trust)
Y2: Greater Divine (bloodbusta)
Y3: Divien attacks
Y4: warp echo ( space marine Geneseed)
Y5: warp echo (purification)
Free divination (Eldars Choice)
Aria
Y1: implementing siren rune
Y3: implementing siren rune
Y5: Mentor Alpha
Doing a infiltrators in the Trust , seeing what the warboss skill sheet, and doing do some warp echos.
Need some suggestion for runes.

Personal
Slot A
Y1: Further Thicken Minefiled : Diephobe
Slot d
Y1-5: Spend Time with grandson

I would like to get the minefield to the point where no fleet that is not Necron or Eldar can get through it. We can afford it now because of trade and well I think we will need it if a crusade or Waagh comes our way. Since we can't go on the offense we need to make our defenses stronger. I would also like to take this chance to remind people we can not go on the offensive since all the major are so far away and would leave the trust vulnerable and tank our economy.

I welcome suggestion with reason why and not just calling what I plan stupid. I had a lot of time to kill at work since no one wants to injury themselves or have any health problem today. Protorplan 128
 
Departmento Munitorum
Slot A
Y1: Anti-psyker training: Militia
Slot B
Y2: Advance Power Armor: Hellguard Trooper Regiments

Ok we need the psyker hunting bonus before Saint Lin dies in 35 years. Also I think we should start outfitting the Hellguard with advance power armor since we are going to have to fight Tryanids, orks and maybe chaos crusaders.

Void Command
Slot Construction
Y3: constrict Defense Cruisers and Monitors for Trust- Expedited Y3
I think the last one should have put us at over 40 Skied transports. So we should build defense ships for either the trust or Avernus. Since we most likely have a battle coming and don't know form where.

Administration
Slot A
Y3: illusionary Pines total
Slot B
Y3: Technology Improvements: Food
Slot C
Y4: Technology Improvements: Food

I am hoping we can buy enough time for the trees To be done before before we get attacked. And they are suppose to make it harder to gather information on our defenses. Also food, we should hopefully start to have a surplus.

Diplomacy
Y1: Siren's help Saint Lin
Y2: Nyne help Saint Lin
Y3: mushroom people help Saint Lin
Y4: Eldar help Saint Lin
Y5: someone else help Saint Lin
Help Lin not die from what he is about to do

Arbites
Slot A
Y1-Y5: Gretaer Psyker hunting
Slot B
Y3-Y5: Counter-Intelligence

Adeptus Mechanicus
Tranth
Y5: Fundamentals of Gravity - double down Year 5
Maximal
Y4:
Fabricator General
Y2: Vortex Stockpile
Y5 Automata
Free spot
Y4: Technology Improvemenst Advance Material

Adeptus Ministrotum
Slot A

Y1; Cleanse world Moderate Expedite
Y2: Spend time with youngest Rotbart
Y3: The Primordial Sea -double down Year 3
Slot B
Y2: Spend time with youngest Rotbart
Y3: The Primordial Sea

Ok I think we may have got all the medium world will have to check. Also see about youngest grandson to meet the Last Saint. Hope Saint Lin lives and people who can write omake like Saint lin's Life depends on it.

Astra Telepathica
Ridicully
Y1 Greater divine (infiltrators in the Trust)
Y2: Greater Divine (bloodbusta)
Y3: Divien attacks
Y4: warp echo ( space marine Geneseed)
Y5: warp echo (purification)
Free divination (Eldars Choice)
Aria
Y1: implementing siren rune
Y3: implementing siren rune
Y5: Mentor Alpha
Doing a infiltrators in the Trust , seeing what the warboss skill sheet, and doing do some warp echos.
Need some suggestion for runes.

Personal
Slot A
Y1: Further Thicken Minefiled : Diephobe
Slot d
Y1-5: Spend Time with grandson

I would like to get the minefield to the point where no fleet that is not Necron or Eldar can get through it. We can afford it now because of trade and well I think we will need it if a crusade or Waagh comes our way. Since we can't go on the offense we need to make our defenses stronger. I would also like to take this chance to remind people we can not go on the offensive since all the major are so far away and would leave the trust vulnerable and tank our economy.

I welcome suggestion with reason why and not just calling what I plan stupid. I had a lot of time to kill at work since no one wants to injury themselves or have any health problem today. Protorplan 128
you diden't vote for yourself.
 
one thing to keep in mind about the nid's is that they snow-ball (much like the orks as previously discussed)....so as wombat is saying above, if we can stop them from starting the roll, we save ourselves alot of time, energy, lives, resources in the long run by preventing them from exploding too much......

the alternative is that we LET them snowball, in the hopes that we can steer them away from ourselves (somehow) and be somehow ok with them compeltely cleaning out dozens or maybe even hundreds of planets in the meanwhile (they tend to leave barren rocks when they are done).

considering we don't even have a way to ensure victory (some kind of nid-only super disease?) once they have snow-balled out all of our nearby enemys (and the orks won't be easily out-snowballed anyway) and we don't even gain all that much besides weakened chaos-forces, I don't think its really worth it since we would turn the nearest 100 or so planets into barren rocks.....which I suppose would be just as useless for the orks too...they need scrap metal/similar to do anything afterall.

non-the-less, I suspect that if at all possable, we might want to send out our forces NOW(or at least soon enough) to intercept them before they even land on a planet....even our enemys.....

I think the best possible case would be that we manage to time it so that just as the nid's break the ground defenses on a deamon-world (presumably no longer a deamon world?), we launch the planet-cracking cyclonic torps to stop the nid's from benefiting from the victory. this way the nid's don't snowball and chaos loses out on a deamon planet.
I'd rather try to annihilate the Nids full stop and not try to manipulate them or use them for our benefit.

Just stop em dead and with luck it'll be one less headache, since remember this is one of the last surviving Hive Fleets.
 
@Durin
Ok so I had some Ideas for 'Elite Grenadiers'. I ran with a Slayer theme because the whole trust is norsified and I wanted to continue the trend of stealing ideas from history and pop culture only to re-purpose them. Because relevance and cool factor.

Dragon-Slayers: Modeled after Elysian Drop Troops; the Idea is that they excel in aerial and planetary assault roles. They don't use ground contact drop pods because those would squish them, so they use disposable heat-shields, gliders, jetpacks, repulsorcraft, aircraft and other such means to breach the atmosphere of a planet and contest for air superiority and high opportunity targets. Because shooting anything while falling is kind of a pain, these guys would primarily use explosives, power weapons and close range/high power weapons to bring the hurt. An example of what these guys would be able to do is evade planetary AA fire, blow up enemy aircraft while falling like action heroes, and 'shadow of the colossus' the fuck out of avernite dragons and Titans. The primary training method and use outside of campaigns would be ganking dragons and rapidly responding to major psyker and wildlife threats. They would be stationed in the Lonely mountain as a primary base, because If I remember correctly Terascon is where all the bloody dragons are.

Wurm-Slayers: Cavern and Siege specialists, They operate off of sixth sense and use the lessons learned from the dark eldar way back in byzantium to their advantage; ambushing, trapping, sniping and assassinating their way through entire fortresses and hives. They should be able to take and hold entire hives, can survive crushed under rock, operate with little breath needed. Some might call them tunnel rats, but tunnel rats cant kill avernite wurms. Like Vietcong but Avernite. Their armaments would be a mix between heavy siege regiments and light infantry/recon. They would be stationed in Dis and spend their training in the mountains and caverns of avernus, spying on potential chaos psykers and killing rampant wildlife before it ever threatened men of the bush.

Kraken-Slayers: Masters of high pressures and the deep sea, these slayers would be stationed in the azure isles and keep the shores clear of ocean dwelling nasties. Their equipment would be tailored to high pressure environments and weapons be similar to the dragonslayers, as anything less would be superficial at best to the denizens of the deep and any more would just kill them from the weight dragging them to the abyss. theoretically during normal campaigns they should be able to dominate any naval environment they are thrown into, and be serviceable in environments of extremes such as temperature and air quality. As such like all slayers they excel in eliminating high value targets, and due to the nature of their work and equipment should double quite well in boarding actions against enemy starships.

Tyrant-Slayers: Based off of the Steel Legion, probably the most suited for open battle are these slayers. Stationed in Arida and Elysium, these troopers are trained extensively in ballistics and marksmanship. They would use long ranged and high powered weapons to eliminate hordes of beasts from miles away, and very powerful close ranged weapons to trample and sweep any pests who stand too close. They would preferably be heavily mechanized and use their maneuver advantage to engage in hit and run attacks on great stretches of open ground. Theoretically they would be best defending against armor formations and other infantry and attacking soft targets such as artillery positions in tandem. Able to march great distances with unparalleled endurance and the agility necessary to avoid a charging tyrant lizard or scorpion, they could be a great help in campaigns.

Lion-Slayers: of course we wouldn't really want to kill any of the lions, and the phase tigers already have their own thing going, so screw it ill stick with this. maybe croc slayers would be better, I dunno. Im not gonna read much into this one because its basically a copy of the phase tigers. They would be stationed in the forested regions in avernus and operate similar to the wurm slayers but be more bent on assault and stealth rather than siege tactics and dark eldar tomfoolery. Armed like recon and assault infantry, they would hide in plain sight, sprint through the forests in near silence and use inhuman reflexes to overwhelm their opponents, namely carniflowers, orks, crocs and whatever else tries to kill them.

whadya guys think?
a bit more infomation about what you want would be nice, I am doing a lot of guessing here
Dragon Slayers would not be able to cope with the darken the skies with Gargoyles and be really hard to train
Wurm-Slayers might be possible but getting into a tunnel fight with Nids is a really, really bad idea
Kraken-Slayers would not work
what can Tyrant-Slayers do that armour can't?
Lion-Slayers in other words Light Infantry speilsied in melee. a bad idea against nids
 
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Tbh if people want an anti nid unit we could train a big chunk of our pdf with volkite weapons. Power armour is optional but probably smart against nids. We could produce a fairly large unit that would be incredibly expensive against hordes without equipping all of our pdf. Could even mothball the kit outside of wartime or sell it to the trust. I'm sure enough people want volkite guns and power armour that we could recoup a lot of cost.
 
Tbh if people want an anti nid unit we could train a big chunk of our pdf with volkite weapons. Power armour is optional but probably smart against nids. We could produce a fairly large unit that would be incredibly expensive against hordes without equipping all of our pdf. Could even mothball the kit outside of wartime or sell it to the trust. I'm sure enough people want volkite guns and power armour that we could recoup a lot of cost.
The thing is we will not just be fighting Tryanids since we have orks and chaos too. Also for selling the gear well not every planet is like Avernus. The impaler is the most used weapon in the trust. Also all the planets that can afford to buy Volkite already produce enough Am that they can make it for themselves.
 
The thing is we will not just be fighting Tryanids since we have orks and chaos too. Also for selling the gear well not every planet is like Avernus. The impaler is the most used weapon in the trust. Also all the planets that can afford to buy Volkite already produce enough Am that they can make it for themselves.
Cultists, Chaos Guardsman, Grotz and Boyz are also good targets for a volkite gun. The anti horde power is if anything more useful on our pdf.

As to other planets not needing the gear, I expect most planets have at least a small force of power armoured troops, and Midgard, Svartvellhiem and Muspellhiem all operate power armour en mass. The imperial trust guard is similar- we could donate the equipment for brownie points.

Wrt to the volkite guns, they're effective special weapons and the Avernite civilian market could probably buy up a lot of them (only semi sarcastic- how bullshit is Averneus).

Edit: just to check, the volkite gun is equally effective as the pulse gun on nobs and less effective on anything with more armour, more effective against less.
 
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Okay, so at this point the two plans have converged so much that the only real distinguishing factor is whether to pursue the Flaws of Thunder or not. (Plus some minor ordering of diplomatic actions and whether to do a Counter-Intelligence.)

I'm persuaded that there's no need to go after Flaws of Thunder right now, so I guess I'll stick with Shard's plan. (That and I like that the diplomatic alternative actions involve seeking help about the Primordial Sea.) Though I do wish Shard would have Jane do another Counter-Intelligence action in Y5 like in Enjou's plan... I think that's pretty smart.

@Shard, can we do that just in case? I really don't like the idea of Alpha Legionnaires (or anyone else for that matter) running around behind our backs and stealing stuff while we're busy panicking over Tyranids.
 
Equipping our militia with anything for the theoretical use against Nids seems like a poor choice, as an actual Nid presence on Avernus is game over (either for us/the galaxy or the Nids depending on how the PM decides to react).

I could see decent arguments for issuing Volkites as part of the heavy/special weapon kit for our PDF, especially if we verify that they still work fine on the new Nids. I would still prefer to do more immediately beneficial rollouts there, though—such as the Ion Barrier technology (good to minimize the ability of hordes to overrun positions) and the support artillery (as more artillery is always better versus hordes).
 
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-High priority neo-astropathic Message-
-High priority neo-astropathic Message-
To: Governor Frederick Rothbart
From: General Leopold Schwartz
Well hello Freddie-lad, hows hell treating ya? Got any new scratches? Hope so!

Anyway, I was thinking about the sticky situation we seem to be in with regard to the incoming swarm of bugs. Now, it was a long time since I last got ta stick one of them, but I led a couple bughunts back in the day, and I remember the old hands getting all worried about how they were getting more psychic. Don't put much credit by it myself but I know behemoth was nothing like leviathan.

Now if they adapt based on what they've been fighting, and they've been fighting metal men, I'll bet my best adjundant that they're fighting them the same way we did.

Remember- Gerry was just a wee lad and we had him burn them to molten slag. Anyway. That's what I think. Bloody witch bugs! That's what's gonna go down and I've got no bloody idea what to do about it! Hopefully you can set the boffins on it!

Munstrum hasn't told us what we're dealing with yet, has he? Tell me as soon as you know. Schwartz, out!
 
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Cultists, Chaos Guardsman, Grotz and Boyz are also good targets for a volkite gun. The anti horde power is if anything more useful on our pdf.

As to other planets not needing the gear, I expect most planets have at least a small force of power armoured troops, and Midgard, Svartvellhiem and Muspellhiem all operate power armour en mass. The imperial trust guard is similar- we could donate the equipment for brownie points.

Wrt to the volkite guns, they're effective special weapons and the Avernite civilian market could probably buy up a lot of them (only semi sarcastic- how bullshit is Averneus).

Edit: just to check, the volkite gun is equally effective as the pulse gun on nobs and less effective on anything with more armour, more effective against less.
I think you are misunderstanding me. Asgard has a forge moon, Muselphiem has dark age factories, so does Nilfhiem, svartalfhiem also can produce large amount of weapons, and finally Byzantine can produce them too. If the rest of the Trust want Volkite they can produce it themselves.
 
@Shard @Enjou, since it looks like we'll be fighting hordes, I think we should switch to Volkite Only, or at least Mostly Volkites. Durin confirmed that it's a legitimate write-in action. It should replace the slot we're currently using for Half and Half so we can still do Djinn-Skein.
 
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