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
[] Make your stand on Hvergelmir: the Floating Beacon – weakest orbital defences and lowest population, best quality defence force including additional knights, terrain favours Tyranids over humans

Let's not fight in a location where we are at a disadvantage in space AND on the ground. Choosing unfavorable terrain is asking to get our asses kicked. Yet this somehow seems to be the most popular option. Why?


[] Make your stand on Gilznabrun the Cthonian world – stronger orbital defences due to shipyards, need to split your forces to defend two worlds

I don't like having to split our forces, but honestly, (temporarily) losing the cthonian world might not be that catastrophic - a molten ball of metal contains no biomass. I could be persuaded to choose this.


[X] Make your stand on Heklios: The Surging Torrent – buried cities are resistant to bombardment but vulnerable to genestealer attack, unpredictable weather may be pro or con

A ground battle is what we are here to fight, and there is no vulnerable orbital industry that is going to get smashed up in the process. This seems like the best choice to me.
 
I feel like we (should?) be able to assume the nid's won't get to keep any of our planets...if only cas we can nuke any such planets before they can finish nomming them.

so I think we should prioritize combat potential and our own ablity to keep the planets since the nids won't be winning anything.


actually, I wonder if we could teach the nids that imperial planets are not worth attacking by nuking our selves anytime they win?

they are surely smart enough to learn to avoid planets that have a history to not ever pay off right? they would have to fight through our mostly not-meat defenses, losing huge amounts of biomass, only to end up with a barren planet as the prize
 
On the other hand the cities are a tyranid death trap and the biomass makes it very appealing to the nids and lets em replenish/grow fast.
Why do you think fighting on unfavorable terrain is less bad than this? The bad terrain in this case is the ultra-low gravity which the Tyranids are going to adapt to much more easily, isn't it? Trying to fight under those conditions seems like a horrible idea. We're going to get major penalties to all the ground combat rolls.
 
Why do you think fighting on unfavorable terrain is less bad than this? The bad terrain in this case is the ultra-low gravity which the Tyranids are going to adapt to much more easily, isn't it? Trying to fight under those conditions seems like a horrible idea. We're going to get major penalties to all the ground combat rolls.
Dunno if we were told what the penalties were, however I do think the risks out weigh the rewards...just.

Frankly I don't like any of the worlds, but I don't want to let the nids initiate their prefered grind tactic of nomming the local biomass while recycling their own. No biosphere, so none of that.

I'm also willing to take advantage of the improved effectiveness of the Ordinatus, hopefully for great prosperity.

By contrast, a vibrant bio system means lottsa new war forms, the cities mean that the genestealers will be at maximum effectiveness while the main tactic we've found that works (blowing up where they've gotten into) is neutered. And then there's the weather which I imagine they'll be able to manipulate better than us.
 
Frankly I don't like any of the worlds, but I don't want to let the nids initiate their prefered grind tactic of nomming the local biomass while recycling their own. No biosphere, so none of that.

What do you mean no biosphere?

Look, all three choices are living worlds with lots of plants and animals on them. All we're choosing is terrain.

In addition to the gravity, Hvergelmir is filled with all kinds of ravines and hills. Artillery of any sort is going to be nearly useless there. Fighting is going to be up close and dirty, and I fear that doesn't favor us. Forget using wheeled vehicles as well.
 
What do you mean no biosphere?

Look, all three choices are living worlds with lots of plants and animals on them. All we're choosing is terrain.

In addition to the gravity, Hvergelmir is filled with all kinds of ravines and hills. Artillery of any sort is going to be nearly useless there. Fighting is going to be up close and dirty, and I fear that doesn't favor us. Forget using wheeled vehicles as well.
Hvergelmir doesn't have much in the way of life, its a constantly shifting mass of techtonic plates, volcanoes and earthquakes.

Its got an atmosphere, bout all that can be said for it, but not much lives there save orks unless Durin changed that.

However you do make a valid point.

[X] Make your stand on Gilznabrun the Cthonian world- stronger orbital defences due to shipyards
 
do we know how big the shipyards are?

if they are particularly large it might be worth trying to keep said shipyards alive.
 
Issues:

1. The Chthonian world means having to defend two worlds, though each has stronger orbital defenses. One of the worlds has an excessively lot of bio-mass, though the other has none.

2. The Surging Torrent has tightly packed cities that will be difficult to defend from ground assault and unpredictable weather, meaning it's more difficult to move around on the surface. Some biomass, but not as much.

3. The Floating Beacon has crap orbital defenses and awful, awful terrain that the Tyranids are going to be better at moving around than us. Probably least bio-mass, strongest native ground forces.

So your choices are:

1. Most control over space, but our forces will be stretched most thin of all three options and the Tyranids have a lot to eat. No difficulty in moving our forces around.

2. Middling control over space, middling food for the tyranids from the biosphere, middling difficulty moving our forces around; populace is fortified but not very mobile.

3. Worst control over space, least food for tyranids. Our forces have the worst mobility, but the best local back-up.
 
1. The Chthonian world means having to defend two worlds, though each has stronger orbital defenses. One of the worlds has an excessively lot of bio-mass, though the other has none.

I keep meaning to ask: @Durin
  1. If we choose to defend the Chthonian worlds are we able to move the entire population of the core-world off, then focus entirely on defending the arboreal world?
 
That is good to hear, so that's the most "neutral" option in terms of land battles. But it comes at the cost of the shipyards probably getting wrecked.
 
Inserted tally
Adhoc vote count started by Durin on Aug 12, 2019 at 10:41 PM, finished with 127 posts and 20 votes.
 
Guys, can we have the Ordinatus at Vaelia during Y4? It has more biomass than Tordenjern and let's try to nip the biomass eating induced snowballing in the bud as much as possible.
 
Guys, can we have the Ordinatus at Vaelia during Y4? It has more biomass than Tordenjern and let's try to nip the biomass eating induced snowballing in the bud as much as possible.
I'm pretty sure that if we win Y1-4 the nid threat is basically over.

if we lose Y1-4 then placing the Ordinatus won't stop the snowballing after Y4.

In otherwords, if the nids do any snowballing, it will happen before Y4 as any additonal snowballing will happen only in the case that we woulden't be able to stop them regardless of the snowballing.
 
Harvesters of the galaxy pt 2
Harvesters of the galaxy pt 2

As the familiarity of the harvester grows, an increasingly diverse number of patterns are being either created or deployed. Shifting the battlefield as weapons once consigned to specialized can now be mounted on a swift skimmer chassis. One effect of this has been the rise of light artillery, such weapons now having a chassis able to safely carry them into range of their foes.

Windreaper pattern Harvester
Base loadout: 6 helios pattern tornado missile launchers.
Variance: may replace 0-2 helios pattern tornado missile launchers with AA missile mounts, may replace 0-6 helios pattern tornado missile launchers with Scorpius pattern tornado missile launchers

The Tornado launcher is a simple modification of the venerable whirlwind missile system and its variants created by Jaghatai himself. By simply splitting the two pods into separate mounts, it allows them to be spread amount multiple lighter weapon mountings. While initially intended to allow long-range fire support to be mounted on lighter and faster chassis, it allowed the creation of the Windreaper pattern harvester. The Windreaper provides long-ranged and accurate fire support to astartes assaults, as well as long-ranged harassment of enemy formations. In addition to being able to carry AA it can freely swap weapons between the typal helos launcher, and the more complex Scorpius launcher. The Scorpius is able to rapidly fire deadly implosive warheads able to shatter power armor but is significantly more expensive. Compared to whirlwind artillery tanks, the Windreaper has a number of advantages. Aside from the obvious increase in durability, it is also far better able to fire on the move, significantly faster and most importantly, can traverse almost any terrain. It does, however, have 2 significant drawbacks. First it posses significantly less endurance than a whirlwind battery, burning through its missiles stories rapidly, secondly, it is significantly more expensive than an equivalent whirlwind battery. Typically Windreapers will take part in spearhead assaults or harassment, and leave general bombardment to whirlwinds when possible. As a side effect of its creation, it has largely displaced the Thudfire cannon carrier by filling its niche as an all-terrain fire support platform.

Plume sower pattern Harvester
Base loadout: 6 heavy mortars.
Variance: 0-6 mortars may be upgraded to accelerated heavy mortars, 0-2 may be replaced with Heavy Quad-Launchers.

A modified harvester intended to act as a light artillery platform, performing a similar function to the griffin mortar carrier. Providing medium-range mortar bombardment from an extremely mobile and durable platform. Plume sower pattern harvesters are often deployed in rough terrain where indirect fire is extremely effective, or with infantry forces to act as a mobile source of artillery support. Bearing advanced targeting cognators, the Plume sowers weapons are each capable of precise and independent on the move fire. Recent developments in explosives gives the pattern a surprising degree of flexibility. By using melta munitions the Plume sower can destroy light fortifications and destroy medium tanks, as well as threaten heavy infantry if equipped with reserves of plasma munitions. In some cases the mortars will incorporate accelerator technology, resulting in a far greater range, but notably increasing the cost. Some will replace some of the heavy mortars with Heavy Quad-Launchers to act as a close-in defensive weapon.

Combine pattern Harvester
Base loadout: 6 Heavy Quad-Launchers.
Variance:0-2 may be replaced with heavy mortars or accelerated heavy mortars.

A harvester variant intended to bear six fast-firing quad launches into battle, the combine harvester is a short-ranged but devastatingly effective pattern. Each heavy quad launcher is in effect four light mortars hooked up to a recreated auto-loading system. Combined with the harvester existing advanced munitions feeding systems, the combine can swap shell types on the fly, enabling it to tap into its stores of melta or plasma munitions as needed. While the shells are not notably potent, the sheer weight of fire can allow the combine pattern to swiftly eradicate formations of light to medium infantry, or threaten heavy infantry or medium tanks if using more expensive munitions. While the tank was initially intended for urban warfare, an unusual use has emerged. When working with other armored units Combine pattern harvesters can effectively screen away infantry attempting to close to melta bomb range by shelling allied tanks, counting on the low penetration of the round to prevent damage to their ally while the rain of shells clear out the advancing infantry. This practice has become so common that some tanks carry special low penetration rounds to further enable them to provide danger close support to armored elements. It has become common practice to embed a Combines in harvester squads expected to operate without infantry screens, providing a lethal deterrent to infantry attempting to score close in tank kills. While harvesters have deep munitions bays, combine harvesters are known to consume shells at an impressive pace when in combat, while its combat endurance remains acceptable it falls far below the neigh legendary endurance of most other patterns.

Fireblossom pattern Harvester
Base loadout: 6 Thunderfire cannons
Variance: 0-2 may be replaced with heavy neutron repeaters or heavy neutron cannons

A case of convergent design, the Fireblossom harvester was independently created by both Secundus and Quartus within a few decades of the grand conclave. Initially created from existing stores of thud fire cannons, the design soon proved itself worth further production of the potent weapon. The Fireblossomes Thunderfire cannons are devastating weapons, able to act as either direct fire cannons or arcing mortars at ranges only slightly less than a basilisk. Combining the versatileThunderfire cannon with the heavier multi munition feed system has created something greater than the sum of its parts. Skilled operators are able to fire mixed round barrages to create a number of devastating effects. Due to the expense of the weapons system the tanks are usually deemed worth the extra expense of being supplied with high-end munitions, enabling extensive use of plasma and melta rounds. Resulting in high performance, but extremely expensive units. However, the Thunderfire cannons high rate of fire can become a weakness as battles drag on, as the Fireblossom will often deplete its munitions stores with great speed. Sharply limiting ints endurance. Typically the Fireblossom is used in support of Astartes assaults along broken terrain, or other environments where indirect fire is needed.

Avenger pattern Harvester
Base loadout: 6 Avenger Bolt Cannons
Variance: none

A creation of Secundus, intended to threaten the heavily armored infantry of the destroyer without resorting to expensive and difficult to produce neutron or plasma weaponry. Resorting to tried and true bolter technology, Secundus modified the avenger bolt cannon for mounting onto a landbound platform. The Avenger harvester was ultimately a success, able to effectively engage destroyer infantry formations without having to resort to exotic technologies. Typically they will carry a supply of melta rounds, enabling them to briefly threaten even super-heavy infantry or the smaller tomb constructs. However, The Avenger is not without flaw. It consumes truly prodigious amounts of relatively expensive and bulky ammunition, resulting in a significant upkeep cost, increased logistical footprint and reduced combat endurance. Some, however, have grimly noticed that combat endurance is at best an extremely optimistic thing to take into consideration in the destroyer war. It has also seen use on other fronts, serving as a stand-in for more expensive patterns on colony worlds, enabling them to more efficiently see off raids from chaos marines and other such heavily armored raiders.

Warpreaper pattern harvester
Base loadout: 6 heavy psycannons
Variance: nonstandard upgrades.

An immensely expensive and specialized variant, the Warpreaper pattern employs six of the most potent and rare anti daemon weapons known to man. The Warpreaper is deployed only when the presence of demonic foes is all but guaranteed, for it is foolishness to expend such expensive weapons against any other foe. Befitting a tank that caries so many irreplaceable weapons, every Warpreaper is a handcrafted masterpiece, built to the highest possible standards, often incorporating archotech components or even minor relics. Crewed by the best of the best and often even given psyker support, the rare occasions where a Warpreaper takes to the field damons tremble. A single Warpreaper is able to cut down thousands of lesser daemons, their accursed resilience deserting them in the face of its sanctified weapons, with even the greatest among their accursed kinds becoming weary. More than one incautions daemons prince or greater daemon has found their incursion into realspace ended in a torrent of psychic bolts. So great a slaughter have these storied vehicles reapd that their appearance has become unsettling to demonkind, a grim reminder that they trespass in a world not their own. As befitting a weapon against the great enemy, their movements are obscured under countless layers of secrecy. Often to the point that not even the lords of the empires where they fight know their locations. More than once a Warpreaper has appeared and disappeared without even being seen by the defenders. The exact method of deployment is unknown, but the few recorded sightings have reported them almost always fighting alongside terminators of an unknown chapter.


@Durin ok, so for real this time. I think I'm out of guns to stick onto harvesters, I'm also checking into a twelve-step program, so this will probably be the last one. Probably. feel free to let me know if anything needs tweaking.
 
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Grábakr War Part One: Preparation
Grábakr War Part One: Preparation

After much thought you decided to support the first proposal, with the aim of avoiding risking to much in any single battle. Possibly harder was your decision on what world to make your stand on, though eventually Hvergelmir the Floating Beacon's combination of best available troops and lowest biomass won out. You and your forces redeployed to Hvergelmir immediately and began to prepare the planet for the battles to come. Given three years to prepare and access to the majority of the Imperial Trust's engineering corps you should be able to make some major improvements to the defensibly of Hvergelmir, though what to focus on remains in question. Hvergelmir has three hundred cities and fifty hives scattered evenly over its surface, with the areas in-between being filled with some of the roughest terrain in the Imperial Trust. You have manged to evacuate half of the planet's population, allowing you a lot more flexibility on what you defend than you otherwise would have, only needing to hold the hives, and not even all of them.
You have three resources to spend on defences: Manpower (trained engineers), Material (common technology) and Technology (advanced technology)
You have 3,000 Manpower, 2,000 Material and 1,200 Technology
each city has Advanced Fortifications, 2 AA Batteries, 1 Advanced AA Battery and 1 Orbital Defence Silo
each Hive has Advanced Fortifications, 10 AA Batteries, 3 Advanced AA Batteries and 4 Orbital Defence Silos

Clear Land (50 Manpower, 5 Material) – The landscape of Hvergelmir is incredibly uneven, terrain that favours the Tyranids far more than it does your forces. You have enough time to clear multiple areas by flattening the hills and filling the ravines. Each thousand square kilometer area cleared will give your forces an area that is better suited for them than the Tyranids.
Minefields (50 Manpower, 15 Material) – Thousand square kilometer minefields should add another layer to your defences.
Fortifications (100 Manpower, 25 Material) – A series of independent bunkers with killing fields between them should be able to provide your forces with a better place to fight from. Each set of fortifications will cover 1,000 square kilometers and be garrisoned by a full corps.
Advanced Fortifications (100 Manpower, 20 Material, 5 Technology) – By using more advanced technology including void shield generators, you should be able to make your fortifications significantly harder to breach.
AA Batteries (25 Manpower, 50 Material) – Set up AA batteries, which will be able to contest landing forces and Tyranid flyers in a thousand square kilometer area.
Advanced AA Batteries (25 Manpower, 40 Material, 10 Technology) – Advanced AA batteries will be able to contest landing forces and Tyranid flyers in a ten thousand square kilometer area.
Theater Shields (5 Manpower, 25 Material, 100 Technology) – Massive theater shields that can cover thousand square kilometer areas with void shields able to resist significant levels of orbital bombardment, making field battles under enemy orbital control far safer.
Orbital Defence Silos (1 Manpower, 5 Material, 10 Technology) – Orbital Defence Silos can shoot down enemy warships as they land forces, and return fire if orbital bombardment is attempted.
Write-In – Requires QM approval and pricing
You can choose three times from the list below for what your troops are doing as they wait for the war to begin
[] Help Fortify – Gain an additional 500 Manpower – Your troops represent a massive source of labour that could greatly aid with the construction of fortifications.
[] Train – +5 to rolls – You are commanding soldiers from three separate nations and over two dozen different worlds. Training them as a group will greatly enhance their ability to function as a unit.
Write-In – Requires QM approval and pricing
This will be a bloody fight and one of your most valuable assets in it will be the heroes, who can rally your forces and act as your aces. You should decide which heroes to deploy to this front, taking into account just how likely they are to die and what the cost of their death would be.

You can choose to deploy any Avernite Hero, any Varangian Guard Hero, Champion Surt, Governor-General Aelfric, Lord Marshall Hrothgar, Captain Quintor, Balgruuf, General Schwarz, First Councilor Aryz and Archmagos Prime Sahr.
 
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Hmmm.

fifty hives scattered evenly over its surface
[...]
You have three resources to spend on defences, Manpower (trained engineers), Material (common technology) and Technology (advanced technology)
You have 3,000 Manpower, 2,000 Material and 1,200 Technology
[...]
each Hive has Advanced Fortifications, 10 AA Batteries, 3 Advanced AA Batteries and 4 Orbital Defence Silos
[---]
Orbital Defence Silos (5 Manpower, 25 Material, 50 Technology)- Orbital Defence Silos can shoot down enemy warships as they land forces, and return fire if orbital bombardment is attempted.

@Durin I would guess a purchase of ODS from the resource list means each hive gets another ODS. Is this correct?

If buying one ODS only covers one hive, it seems very marginal.
 
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