The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
@Durin Because I can't ask on Discord, for omake reasons, does Helm's Deep have any tunnels leading to the other Avernus's Spine cities (not that the characters in the story will reach them in time)?
 
@Durin if someone kills another person with the express purpose of denying them as a sacrifice for angyls, would that work?

2. What does a Cherubim look like?

3. Is angel iconography still used in the church these days?
 
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Considering how insane things are at the moment I once again must say I'm really glad we spent a major favor for Eldar support since I get the feeling that things would probably be worse for us without those guys. Hopefully people remember this as another example to why it's never bad to prepare as much as possible when it comes to chaos.
 
Considering how insane things are at the moment I once again must say I'm really glad we spent a major favor for Eldar support since I get the feeling that things would probably be worse for us without those guys. Hopefully people remember this as another example to why it's never bad to prepare as much as possible when it comes to chaos.
+50 on the salley, +20 to hero rolls yeah I'd say worth it.

… could forces from Doriath and Dorthonion be used to outflank the forces attacking Dis? They are quite close to Dis geographically.
Maybe?

We'd have to ask and it would likely leave both very vulnerable. I can't deny that the idea doesn't make me interested.
 
So do people have any ideas for a good plan? Because thinking we need to think out of the box a bit here. Luckily for us we just need to stall for two hours until the heavy hitters get here. Hold on, we have that heroic titan don't we? How would that fare against the FC especially with technomancer backup?
 
So do people have any ideas for a good plan? Because thinking we need to think out of the box a bit here. Luckily for us we just need to stall for two hours until the heavy hitters get here. Hold on, we have that heroic titan don't we? How would that fare against the FC especially with technomancer backup?
Probably crushed into scrap metal nearly instantly at least without support.

At present the plan is stall like hell, the incursion is starting to reach the end stages, fading will start to come into effect in a few days.

Unfortunately the only plan we have to stall the ritual itself is throw disruption rituals at the current first, but that chance is "moderate at best" and even if it does it'd still kill anything from 1/3rd of our psykers and dragon allies and incapacitate another third at worst (at best it merely decimates them), use up our Deathstrikes and crash a bunch of ships into it.

So really the only plan we have is stall like a ****, hope we can crash the elites on our walls, get the Saurus and Scorpions here ASAP, hope Areatha and the Ancient One can get past the weakened first or kill it quickly and pray that the Serpent wakes the fuck up or that the PM does other things like order the Radience to release the Cavern creatures.
 
Since it seems unlikely that we can stop the ritual without killing off most of our best assets I think our best bet is to use our army to stall for the AO so he can take on one of the Exalted and then with The Witch, Dragons, Death Strikes, Knights, Astartes, Psykers, and Heroes along with overwhelming fire power we take on the other. The one preforming the Ritual should be weakened from the portal cause they need to use their own power for it so we should hit that one. We are still likely to lose some of them but it is probably our best shot at it.
 
I know this sounds weird but could we maybe use our rail system to move some of the Avernus wildlife to Dis far more quickly? Basically coordinate with them to have them moved here earlier than they would arrive normally.
 
It's strange to me how the dice rolls in this are being calculated. Defense bonuses don't match up with the defense levels chart, and our heroes don't roll with their combat bonuses even when fighting second circle archangyls. Kind of makes getting the various artifacts for our heroes seem a little pointless when they aren't getting to use the bonuses in their rolls.
 
I know this sounds weird but could we maybe use our rail system to move some of the Avernus wildlife to Dis far more quickly? Basically coordinate with them to have them moved here earlier than they would arrive normally.
To expand on this depending on where they are could we maybe also have the AO and Areatha take a detour to the nearest human city so that they could use the railway system? Seems like it would be faster than they are going currently since that was the main reason for the railways, moving our troops far more quickly and effeciently.
 
I know this sounds weird but could we maybe use our rail system to move some of the Avernus wildlife to Dis far more quickly? Basically coordinate with them to have them moved here earlier than they would arrive normally.
I mean...we can probably do so with the Saurus in fact why didn't we think of that sooner unless of course they're jammed to the gills with Angyls.

However,
To expand on this depending on where they are could we maybe also have the AO and Areatha take a detour to the nearest human city so that they could use the railway system? Seems like it would be faster than they are going currently since that was the main reason for the railways, moving our troops far more quickly and effeciently.
In their case it probably isn't the best idea, since both of them can probably move significantly faster.

Remember the Ancient One went all the way from the North Poll thousands of miles away to two hours behind the Angyl while thousands of Archangyls tried to slow him down, in about six days, he can probably out run anything we can put him on and Areatha retains teleportion capacity, just she can't teleport the Ancient One since according to Durin nothing warp based effects him, ironically one his biggest advantages vs Exalted is a big disadvantage to engaging with them.

That being said getting him on a train my not be doable, but getting him in a tunnel if possible and thus giving a straight line where the Angyls are in a nice compact area for him and Areatha to butcher might be beneficial.

It's strange to me how the dice rolls in this are being calculated. Defense bonuses don't match up with the defense levels chart, and our heroes don't roll with their combat bonuses even when fighting second circle archangyls. Kind of makes getting the various artifacts for our heroes seem a little pointless when they aren't getting to use the bonuses in their rolls.
I also don't know how Durin rolls things behind the scenes that ended up with a short lived squad of Khornate Thunder Warriors. I trust however that he's translated what would normally be a much longer campaign with far bigger bonuses into a system that streamlines it all and accounts for the foe that under normal circumstances would have won about two weeks back.
 
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I mean...we can probably do so with the Saurus in fact why didn't we think of that sooner unless of course they're jammed to the gills with Angyls.

However,

In their case it probably isn't the best idea, since both of them can probably move significantly faster.

Remember the Ancient One went all the way from the North Poll thousands of miles away to two hours behind the Angyl while thousands of Archangyls tried to slow him down, in about six days, he can probably out run anything we can put him on and Areatha retains teleportion capacity, just she can't teleport the Ancient One since according to Durin nothing warp based effects him, ironically one his biggest advantages vs Exalted is a big disadvantage to engaging with them.

That being said getting him on a train my not be doable, but getting him in a tunnel if possible and thus giving a straight line where the Angyls are in a nice compact area for him and Areatha to butcher might be beneficial.
To be fair we never really coordinate that much with the people of Avernus as much as we have before now not counting the Nynye. So it's not surprising if we haven't thought of that before someone brought it up. We should definitely look into that. We should also look into getting the AO into the tunnels to give him a straight line to Dis.
 
We just stall the 1st Circle that will be pushing through until Areatha and Ancient One get here - or at least one of them, and then fight a climatic battle with that 1st Circle and his retinue in the Vault. Once we win that battle, the Incursion is basically over, remaining angyls wouldn't be able to muster enough firepower to push through again. I propose we commit all seer effort to stalling and helping our Transcendents get here faster, by the way. The larger battle of Dis is not very relevant.
 
For the tunnel idea we can probably coordinate with the AO and Areatha so that the tunnels they end up in are being cleared out on the other side as it reaches them to make it easier for them to reach Dis quicker. Should probably send some units that are best suited for that. Thinking some Thunder Warriors mixes with some Psy-Hunters. The former is great at melee and enclosed spaces while the other is anti daemon and working together in the tunnels they'd probably make a great combo against the daemons.
 
[] Milita (3)- Your militia is skilled enough to have an impact, though with heavy losses, and outnumber the rest of your forces massively, however any losses taken here will effect your economy and possibly morale. - 125 Guard Armies
[] PDF (1)- Your PDF makes up the majority of your military, though they will struggle a bit against the foes that are coming- 290 Grenadier Corps
[] Helltroopers (1)- The Avernite Helltroopers are the backbone of your armies, combining numbers with skill and power armour- 34 Power Armroued Grenadier Corps
[] Helguard (2)- The Avernite Helguard are your elites, able to engage with all but the mightiest foes with a chance of victory- 44 Elite Power Amrorued Grenadier Divisions
[] Psyker Hunters (4)- Your Psyker Hunting forces are some of the best on Avernus and used to fighting daemons, however they are stretched thin by their normal duties and you will really feel any major losses- 56 Elite Power Amroured Regiment, 32 Very Elite Power Armroued Regiments, 475 low level heroes, 6 mid level heroes
[] Nulls (4)- Niflheim's Nulls are some of the best forces for fighting deamons that you now of, but are few in number- 20 Elite Power Amroured Regiment, 4 Very Elite Power Armroued Regiments, 85 low level heroes,
[] Knights(3)- While few in number your Knights are some of the few forces that can match greater deamons in city-fighting conditions- 10 Maniples of Knights, additional 40 Maniples if you pull forces from Terascon
[] Astartes (4)- currently two companies of Varangian Guard and a squad of Blood Dragon's reside on Avernus, these are some of your most deadly warriors and their use is vital
[] Wraith Hosts (2)- Massively tough, expendable, constructs with powerful short ranged weapons, perfect for city fighting
[] Aspect Host (4)- Fast, highly skilled and powerfully psychic elites, some of your most potent assets, best for city fighting or desperation moves

ok, so here is the priority list of our elites. here is what i'im thinking of droping them to I've put in red are the ones I'm changing.

[] Milita (2)- Your militia is skilled enough to have an impact, though with heavy losses, and outnumber the rest of your forces massively, however any losses taken here will effect your economy and possibly morale. - 125 Guard Armies
[] PDF (1)- Your PDF makes up the majority of your military, though they will struggle a bit against the foes that are coming- 290 Grenadier Corps
[] Helltroopers (1)- The Avernite Helltroopers are the backbone of your armies, combining numbers with skill and power armour- 34 Power Armroued Grenadier Corps
[] Helguard (1)- The Avernite Helguard are your elites, able to engage with all but the mightiest foes with a chance of victory- 44 Elite Power Amrorued Grenadier Divisions
[] Psyker Hunters (3)- Your Psyker Hunting forces are some of the best on Avernus and used to fighting daemons, however they are stretched thin by their normal duties and you will really feel any major losses- 56 Elite Power Amroured Regiment, 32 Very Elite Power Armroued Regiments, 475 low level heroes, 6 mid level heroes
[] Nulls (1)- Niflheim's Nulls are some of the best forces for fighting deamons that you now of, but are few in number- 20 Elite Power Amroured Regiment, 4 Very Elite Power Armroued Regiments, 85 low level heroes,
[] Knights(1)- While few in number your Knights are some of the few forces that can match greater deamons in city-fighting conditions- 10 Maniples of Knights, additional 40 Maniples if you pull forces from Terascon
[] Astartes (1)- currently two companies of Varangian Guard and a squad of Blood Dragon's reside on Avernus, these are some of your most deadly warriors and their use is vital
[] Wraith Hosts (1)- Massively tough, expendable, constructs with powerful short ranged weapons, perfect for city fighting
[] Aspect Host (3)- Fast, highly skilled and powerfully psychic elites, some of your most potent assets, best for city fighting or desperation moves


this is the big fight, so we don't need to keep much in reserves, and the nids are mostly a space fight so we don't absloutly need to keep our forces intact for them. the only ones I did't drop all the way to 1 are the psyker hunters, the aspect host and the militta. the host because its not really our troops so it seems rude to expend them, the Psyker hunters because we are going to need them in the aftermath, and it just seems wrong to sacarcie the entire cities pop to save Lin, given his philosophy.

as for additions, not sure if these are viable but they might be worth considring.
[] - mass volly death strikes while the first cirlce is busy with the ritual, attempt to depleate his host.
[]- coordinate with lizard men, it might be possible to use our transit network to get some of them here faster.
[]- move reinforcments to dis from cities in no danger of falling.
 
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