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
However the most dangerous new trick that the Tyranids have picked up is that this change has strengthened the Shadow in the Warp greatly, and that it can now be used to pretty much cut off all forms of teleportation and phasing within a system wide area of a large enough Hive Fleet. This includes Warp travel and daemonic summoning, though it may be possible to power though it with a powerful enough ritual, and it is likely that Webway travel remains possible.

I feel like this is being under-discussed despite it being explicitly noted as their "most dangerous new trick". The new Shadow in the Warp makes sending ships far, far, more dangerous because it closes off any possibility of retreat. With all Warp travel blocked, you win or you die. There's no possibility to have ships flee a losing battle. (Well, unless you're a necron with their ability to go FTL without the Warp.) If we send ships to a system and don't win the battle against Tyranids, we lose the entire fleet. This is bad.



...

On another topic, how many Alphas do we have now? I tried looking it up, but number of Alphas doesn't seem to be listed anywhere. I know the last two or three had failed their trials, so it was nice to finally get a success there. Do we have four or five total?
 
I feel like this is being under-discussed despite it being explicitly noted as their "most dangerous new trick". The new Shadow in the Warp makes sending ships far, far, more dangerous because it closes off any possibility of retreat. With all Warp travel blocked, you win or you die. There's no possibility to have ships flee a losing battle. (Well, unless you're a necron with their ability to go FTL without the Warp.) If we send ships to a system and don't win the battle against Tyranids, we lose the entire fleet. This is bad.



...

On another topic, how many Alphas do we have now? I tried looking it up, but number of Alphas doesn't seem to be listed anywhere. I know the last two or three had failed their trials, so it was nice to finally get a success there. Do we have four or five total?
We have Ophelia, an aritificer, a set of Daemonology/Divination focus twins, and now this one too if I recall correctly.

So, five total, but four combat focused.

Edit: and yes, as others mentioned, I missed one other combat focused alpha, so the total is six with five combat focused.
 
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do we know if the eldar know that the nid's are now their wanna-be cousins?

this is such a huge style change for the nid's that simply knowing about it will be half the advantage anyone could need fighting them...(at least for people who stand a chance of winning in the first place)

also, I don't know if the cron's would know....I know they have been fighting them but maybe the local's are not in commuication with them.
 
So the real worry for me here is that the Nids are going to attack several of our systems at once. I'm honestly not sure how to handle that. We usually have enemies attacking at most two or three planets at once, but now we need to defend possibly several dozen locations.

Might need to spend that Eldar Major Favor, depending on how things look when it's closer to time to deal with them.
 
So the real worry for me here is that the Nids are going to attack several of our systems at once. I'm honestly not sure how to handle that. We usually have enemies attacking at most two or three planets at once, but now we need to defend possibly several dozen locations.

Might need to spend that Eldar Major Favor, depending on how things look when it's closer to time to deal with them.
well, the good news is that the nid's are unlikely to target us specifically, that means we won't have to face their entire force.


really wish rotbart somehow had sector-level n-step to help us out on making sure our ships can beat their ships piece-wise....but that would require a transcendent trait I'm sure.
 
Might need to spend that Eldar Major Favor, depending on how things look when it's closer to time to deal with them.
mmm.

This maybe a bit controversial, but if we do feel we're that doomed I'd actually be more in favour of using the honourbound to bring in the krork.

They're less strained than the eldar and would provide more long term support, although the notoriety would be a monstrous slap.
 
I would like to point out that we not only can deploy battle fleets at extreme distance but we have done so. Back on turn 113 we sent a fleet in search of the Dark Age of Technology Prototype Shipyards of Roskilde. Going by the fact that the minimum time the action needed was '2d3+4 years' we must assume Roskilde was three years away. Despite this distance and having to fight multiple battles (at least one of which was catastrophic) no significant logistical problems were noted.

The Nid fleet is vast. If we have to fight even a significant fraction all at once we will loose. However they are spread out and slow moving. We can hit individual splinters with overwhelming force and we have the decade they are eating Amir Ka to do it in. We just increased our strategic speed three-fold. We have Ridcully to avoid non-Nid fleets.
 
mmm.

This maybe a bit controversial, but if we do feel we're that doomed I'd actually be more in favour of using the honourbound to bring in the krork.

They're less strained than the eldar and would provide more long term support, although the notoriety would be a monstrous slap.

Honorbound would be setting up a Krork domain nearby. The Eldar might be fine with a Major if it's just getting some temporary support into the region. Also, quite honestly fighting Nids is the kind of thing the Krork are for.
 
I feel like this is being under-discussed despite it being explicitly noted as their "most dangerous new trick". The new Shadow in the Warp makes sending ships far, far, more dangerous because it closes off any possibility of retreat. With all Warp travel blocked, you win or you die. There's no possibility to have ships flee a losing battle. (Well, unless you're a necron with their ability to go FTL without the Warp.) If we send ships to a system and don't win the battle against Tyranids, we lose the entire fleet. This is bad.
total?
That depends, are our ships or the Tyranids faster in real space? If our ships are faster we can spend months fleeing in real space until we reach the edge of the shadowed area. Even if they're faster we might also succeed in running if we realize defeat is inevitable before taking heavy casualties and run while they're distracted with the planet they're attacking. Retaining enough combat power to dissuade pursuit, as it would require pulling away most of their fleet.
On the Ramillies there is an option to design a new one as a forward operating base among other options, not that we have time for that more then likely.

So options for dealing with the nids on the table and things we can do to strengthen ourselves.
-Warning Chaos (pretty likely)
-Working with the local necrons(Yes)
-Counter Frequency for the shadow
-Psychic power for hiveminds??
- Engaging the various fleets that are hitting single worlds and possibly evacuating the populace and or other strategic resources.
-Trap these worlds after evacuation provide token resistance.
- Helping Chaos subtly, hit and run strategies and such(fuck working actually working with them)
- Psychic Cannon
- Battle Automata
- More Titans
- Power Armor
- Send the t3 at the nids and haress them so the orks win with hopefully enough losses to take them. (Very Risky and it could just end up with very strong orks or nids that we can't take, or even worse a stalemate)
- Eldar Favor i hesitate to take from the eldar because they also have to deal with the other 5 hives, but a minor should be ok the honor bound should be held in reserve.(Kork would make this area waagh central and they're still dealing with 2 tier 4's
-Various other tech implements??
-Somehow lure a sufficient force of them to avernus watch the explosions.
- Vortexs

Anything missing?
Now that I see the info on the makeup of the Hive Fleet I have another idea: they focus on Psykic stealth and naval harassment tactics, presumably their stealth is hyper focused for use against Necrons, who have no psykers and rely on technology to combat stealth. Could Avernus, or conventional psykic research, create a way of breaching their psykic stealth?

They are projecting the strengthened Shadow in the Warp through the warp, could a psyker behind enough wards to function in the Shadow still get the directions it is being projected from? Then get approximate enemy position by taking readings on multiple ships and triangulating.

The reason I ask is because we have those nifty external torpedoes that are horribly weak against enemies who can ambush, so now that the Nids specialize in that we are going to need to either find a way to detect them, dump the torpedos before every battle, or only use them when the Tyranid fleet is taking a defensive posture while feeding on a world.
-actually that last option sounds terrifically good, don't Nids often lack long ranged weapons? Couldn't we wait for them to bunch up near a world to finish feeding on it, then torpedo volley them, retreat, and repeat, until they've taken amazing casualties?
 
Honorbound would be setting up a Krork domain nearby. The Eldar might be fine with a Major if it's just getting some temporary support into the region. Also, quite honestly fighting Nids is the kind of thing the Krork are for.

Not in favor of setting up the Krork.

This is a challenge I would like to be able to say that we can handle on our own, not go running for help ASAP.

The Krork bring their own complications as they attract X-Box Huuuge attention from everyone, especially Orks. We are currently on some major powers radars, but just as a low key "keep an eye on these folks" deal. With the Krork as our neighbors, we go to "major issue, this needs attention and plans to handle it" for every major power in the Segmentum and probably beyond.

I feel its too much of a leaping out of the frying pan into the fire move.
 
I would like to point out that we not only can deploy battle fleets at extreme distance but we have done so. Back on turn 113 we sent a fleet in search of the Dark Age of Technology Prototype Shipyards of Roskilde. Going by the fact that the minimum time the action needed was '2d3+4 years' we must assume Roskilde was three years away. Despite this distance and having to fight multiple battles (at least one of which was catastrophic) no significant logistical problems were noted.

The Nid fleet is vast. If we have to fight even a significant fraction all at once we will loose. However they are spread out and slow moving. We can hit individual splinters with overwhelming force and we have the decade they are eating Amir Ka to do it in. We just increased our strategic speed three-fold. We have Ridcully to avoid non-Nid fleets.
Thinning down the nids before they get to our door is something I can get behind and the only reason I am not currently shouting it from the rooftops is the possibility that the shadow in the warp might make it hard/impossible to get back home again.
 
High Grandmaster Ridcully has provided a report on how the Tyranids of Hive Fleet Grábakr have changed as a result of the War in the Void. He tells you that the Tyranids now operative in a totally different manner, relying on psychic power and agility rather then numbers and armour. Actually rather similar to how Eldar fight. On the ground this means that rather then deploying numberless hordes of Gaunts Tyranids now rely on what could best be described as psyker Genestealers as their main combat forces, and that their heavy combat units are more often powerful Psykers like Zoanthropes rather then assault beasts such as Carnifexes. While in space it means that Tyranid Bio-Ships augment their attacks with psychic powers and use their high level of agility, and a form of active cloaking to avoid return fire. However the most dangerous new trick that the Tyranids have picked up is that this change has strengthened the Shadow in the Warp greatly, and that it can now be used to pretty much cut off all forms of teleportation and phasing within a system wide area of a large enough Hive Fleet. This includes Warp travel and daemonic summoning, though it may be possible to power though it with a powerful enough ritual, and it is likely that Webway travel remains possible.

ok, breaking down the new nids a bit.

on the ground.
-fewer but more potent troops.
- potent psykers for their heavy units
- mainline infantry seem to be light psyker infantry, probly with a focus on high mobility.
- still have poor armor

in terms of what this means for countering, volkolites are if anything else more useful. poor armor across the board means it will still be useful. Though now it's more about making your few hits count rather than needing to mow down oceans of chaffe. We want fast anti light forces, so the harvester would be super useful. Aside from that, all that anti psyker we've been building is going to be abruptly and horrifyingly relevant. But the shadow in the warp means we're going to have issues bringing our own psykers to bear, which sucks. Even worse, blinking and phasing are our psykers signature moves, and they get shut down totally.

In space.
- win or die, no retreat.
- macro scale psychic powers.
- faster
- stealth

it looks like space is less of a paradigm shift and more a flat upgrade. They still have the same overall focus and strategy, they just have better tools to pursue that strategy with. the ability to cut off warp travel is catastrophic though. Especially because it would cover cutting off reinforcements as much as stopping fleets withdrawing. We might want to look into warding more of the trusts fleet, because they will be throwing psychic powers at us.
 
Thinning down the nids before they get to our door is something I can get behind and the only reason I am not currently shouting it from the rooftops is the possibility that the shadow in the warp might make it hard/impossible to get back home again.

Depends on how far the shadow extends. If its just system-wide for the current Tyranid fleet, then its not a major issue. Send enough forces to crush the average fleet with few losses, then pull back, resupply and find another fleet to wipe out.

But if the Shadow is a sub-sector or wider phenomenon, then honestly, things are rather fucked.

I doubt its the latter though. Maybe its a thing for the Major fleets still fighting the Necrons in the void, but not for a little sub-fleet like this.
 
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I feel like this is being under-discussed despite it being explicitly noted as their "most dangerous new trick". The new Shadow in the Warp makes sending ships far, far, more dangerous because it closes off any possibility of retreat. With all Warp travel blocked, you win or you die. There's no possibility to have ships flee a losing battle. (Well, unless you're a necron with their ability to go FTL without the Warp.) If we send ships to a system and don't win the battle against Tyranids, we lose the entire fleet. This is bad.



...

On another topic, how many Alphas do we have now? I tried looking it up, but number of Alphas doesn't seem to be listed anywhere. I know the last two or three had failed their trials, so it was nice to finally get a success there. Do we have four or five total?
Yes, but we really cannot afford to have the empowered Nids hit the the Trust. Divinatory Supremacy does mean that we should always be able to put enough fleet to convincingly crush the Tyranid fleet though, so we don't need to escape.
 
mmm.

This maybe a bit controversial, but if we do feel we're that doomed I'd actually be more in favour of using the honourbound to bring in the krork.

They're less strained than the eldar and would provide more long term support, although the notoriety would be a monstrous slap.
Rather we not get Krork at the moment. The Trust's best chance at survival is anonymaty and having the Krork set up shop near us is guaranteed to get the attention of the big players. Not to mention the Krork are already spread pretty thin as is defending the rest of the galaxy. If we do use a favor for that we should wait until our fame is already at the point it really wouldn't matter much at that point.
 
I would like to point out that we not only can deploy battle fleets at extreme distance but we have done so. Back on turn 113 we sent a fleet in search of the Dark Age of Technology Prototype Shipyards of Roskilde. Going by the fact that the minimum time the action needed was '2d3+4 years' we must assume Roskilde was three years away. Despite this distance and having to fight multiple battles (at least one of which was catastrophic) no significant logistical problems were noted.
That was an extremely small fleet (by our rather scewed standards) outfitted with the best wards, equipment, navigators and lead by Tranth, with their route plotted out personally by Ridcully extensively.

We still lost the entire fleet sans the Well and a few escorts to crap en route.

Honorbound would be setting up a Krork domain nearby. The Eldar might be fine with a Major if it's just getting some temporary support into the region. Also, quite honestly fighting Nids is the kind of thing the Krork are for.
Quite true, I'm just wary about asking for the Eldar, because they're strained enough as is.

As you say the Krork are kinda made for dealing with these kinds of threats and unlike the Eldar don't have problems with reproduction, so every dead eldar counts a lot.

The Krork do as well, but even then there's still trillions of them. They too have a lot of problems and I bet having to deal with the Destroyer, the conflagration if its not yet dead, and knowing of the emergence of the Dragon + the Deceiver in the back ground, must be driving them up the ****ing wall.

@Durin
1. Have the Krork dealt with the conflagration that was going into them?
2. Could the Major favour be used to bring in a Krork force to deal with the nids? I'd say its plausible for them to be doing it as Enjou says if nothing else.

Rather we not get Krork at the moment. The Trust's best chance at survival is anonymaty and having the Krork set up shop near us is guaranteed to get the attention of the big players. Not to mention the Krork are already spread pretty thin as is defending the rest of the galaxy. If we do use a favor for that we should wait until our fame is already at the point it really wouldn't matter much at that point.
Looks at how well our attempts to remain anonymous have ended...

Poor Horatio, he did his duty as long as he could.

Don't get me wrong I do understand the sentiment and agree whole heartily, its just there's an inherent problem with being "anonymity" which is that anonymous generally means we'd be in a state where in a situation like this with the Nids and Bloodbusta the question is less "can we fight back" and would be "what eats us first?" We'd just be too weak to stop random asshole 335892 from running us over.

In any case I can conceive of arguments for why the Krork are over here separate from us (base on the other side of the galaxy in the least controlled Segmentum, encircling strategy etc.), but it would drop kick our rep through the roof.

However, beats off hive fleet, is likely to do that anyway unless everyone else is dead first.

Edit: Heh dumb idea, but we master the primal warp to such an extent we pull a Fenris on the entire trust.

That'd keep us safe.
 
I think calling in the Kork would lead to its own problems. We have a level 3 ork Waagh about to go off and from what we know the Kork attract them because the ork gods hate them.
 
The idea is to get everyone in the area to beat off the Hive Fleet.

We still remain anonymous and the local powers (well just Amer'ka mostly) are weakened for a few decades afterwards.
Thing is that was a viable strategy last turn.

Then ****ing Bludbusta happened.

Now people like Assour and More'luxia who I'd hope to ally up with Amer'ka and thus keep attention away from us are going to be at best distracted at worst squished by the oncoming angry green mob.

While I think we can rely on Necron support I doubt they've out and out got what they need to body the fleet.

As such us and the Dragons are going to need to step into a bigger role in this mess.

I think calling in the Kork would lead to its own problems. We have a level 3 ork Waagh about to go off and from what we know the Kork attract them because the ork gods hate them.
I don't remember that???

It wouldn't surprise, if so I just don't remember it.
 
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