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
Alkahestry for the win! And also HWWO.

We have killed many more Nids than I expected. o7 to the defense crews.

We have also lost more ships than I expected, Light resistance would have probably been wiser.

Glad to see their screens so depleted. Would have liked to deplete them even more, but Eldar losses should be acceptable during harassment.

Keep in mind what these Nids supply cap means. We are here to protect the civvies long enough, not kill warforms. It will take them some time to grow and deploy new ones though, so killing them does weaken them temporarily.

These Nids are specced for city fighting, especially hive combat. Meeting them in the field might be wiser.
 
@Execute/Dumbo can you add to using some of the ground poisons to the plan? Like one of the general anti-nids and anti-genestealer poisons. Maybe use our only biotitan one as well if the Nids try and use a lot of them.
 
@Execute/Dumbo can you add to using some of the ground poisons to the plan? Like one of the general anti-nids and anti-genestealer poisons. Maybe use our only biotitan one as well if the Nids try and use a lot of them.

The poisons don't need to be used yet, and shouldn't be until we actually are in a tough spot where we would really benefit from using them. The tyranids will begin to evolve countermeasures shortly after we start using them, and it probably won't even take as long as it did for the Nynye poison.

Ideally we won't need to use them at all, so the poisons can be used to help with next year's battles if need be.
 
The poisons don't need to be used yet, and shouldn't be until we actually are in a tough spot where we would really benefit from using them. The tyranids will begin to evolve countermeasures shortly after we start using them, and it probably won't even take as long as it did for the Nynye poison.

Ideally we won't need to use them at all, so the poisons can be used to help with next year's battles if need be.
Apparently it'll take em six weeks max although we have enough that I think we need not ration them too much.
 
I thought we already used them all in the campaigns before this. I imagine they are best used against the Nid Hive Ships though.
No we've not used a one because they're all for ground forces only the nyne's was effective vs ships so they were preserved for our use since we're the major ground campaign. 3 hit every ground form the nids have 2 are specifically for synapses 2 are for gemestealer and two are for titan classes.
 
Viable poisons against the Tyranids are trump cards you only pull out at points where they'll make a large difference, because you don't get to use them repeatedly. We'll almost assuredly use them during this particular invasion, but we don't want to use them immediately. We'd want the Tyranids to at least land a sizable force before using them, and preferably close enough to our cities that they can't just easily recover the lost biomass.
 
as long as we prevent any splinters of this fleet from joining another and passing on the resistance to the poison we will most likely be able to use the poison again without an issues
 
@Execute/Dumbo can you add to using some of the ground poisons to the plan? Like one of the general anti-nids and anti-genestealer poisons. Maybe use our only biotitan one as well if the Nids try and use a lot of them.
Hm, I'm not against it, but it does feel a bit of a waste to initiate it before we actually have a solid grasp on when they're pulling some kind of trump card. Since there's only one for Biotitans but I'm gonna give a hard no on engaging its use at the start of the battle, because that just means we'll have a couple of weeks for the Nids to adapt against it before sending the Biotitans in.

Synaptic creatures... probably best to use in the case where the Nids have set up clusters of synaptic nodes too heavy to reliably take on fairly, so I won't do that, though I doubt you'd suggest it anyway.

Anti-Genestealer, probably not either. I wanna reserve those poisons for when the elites go in to take any Genestealer forces on, because they're always gonna be monsters and we need the maximum advantage for taking them down.

General anti-ground force poison, though... Landeer predicts a win within weeks to a few months, so if we use one generalised poison now then by the time it's been adapted against Landeer will probably have worn down the orbitals enough that they can't maintain as many troops anyway. It'll basically let us stop their initial momentum -where they'll be fielding the biggest initial rush- if it goes well. And we do have three.
 
Viable poisons against the Tyranids are trump cards you only pull out at points where they'll make a large difference, because you don't get to use them repeatedly. We'll almost assuredly use them during this particular invasion, but we don't want to use them immediately. We'd want the Tyranids to at least land a sizable force before using them, and preferably close enough to our cities that they can't just easily recover the lost biomass.
Hm, I'm not against it, but it does feel a bit of a waste to initiate it before we actually have a solid grasp on when they're pulling some kind of trump card. Since there's only one for Biotitans but I'm gonna give a hard no on engaging its use at the start of the battle, because that just means we'll have a couple of weeks for the Nids to adapt against it before sending the Biotitans in.

Synaptic creatures... probably best to use in the case where the Nids have set up clusters of synaptic nodes too heavy to reliably take on fairly, so I won't do that, though I doubt you'd suggest it anyway.

Anti-Genestealer, probably not either. I wanna reserve those poisons for when the elites go in to take any Genestealer forces on, because they're always gonna be monsters and we need the maximum advantage for taking them down.

General anti-ground force poison, though... Landeer predicts a win within weeks to a few months, so if we use one generalised poison now then by the time it's been adapted against Landeer will probably have worn down the orbitals enough that they can't maintain as many troops anyway. It'll basically let us stop their initial momentum -where they'll be fielding the biggest initial rush- if it goes well. And we do have three.
I feel talking about the best time to use the poisons is well below our point of view in the event since obviously Rotbart is going to the use the poisons to their best extent aka where they will be 'best' to use.
 
I'll also point out that at this phase of things we're just dealing with the landing of enemy forces, not their actual assaults on our cities. We should still at least wait until they've landed their forces and gotten them concentrated first, so we can hit as many Tyranids at the same time as we can.
 
I feel talking about the best time to use the poisons is well below our point of view in the event since obviously Rotbart is going to the use the poisons to their best extent aka where they will be 'best' to use.
If that's the case we might as well just use them all, since this is the primary keystone battle, iirc the fourth wave will be handled like the first two, so this is the main fight that we can use the poisons in.
Just to make sure, @Durin, if we put in the plan to use any poisons, can we expect Rotbart to use them at the 'best' possible time, or will we have to decide when to use them ourselves in later turns of the battle?
I'll also point out that at this phase of things we're just dealing with the landing of enemy forces, not their actual assaults on our cities. We should still at least wait until they've landed their forces and gotten them concentrated first, so we can hit as many Tyranids at the same time as we can.
I mean, for the generalist Nid poison, 'the most Tyranids at the same time' would be about now, since this'll be their first push with the most orbital synapse nodes in place.
 
With having three universal poisons, and them lasting so long, we could probably just use them constantly.

Keeping one for the very last battle would be nice, but as we can concentrate overwhelming force there, in the void and on the ground both, it is of much less value then.

Still, using the specialuzed ones first where possible is probably wise.
 
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Hold off using the poison at the start- we're the relative strongest we'll be until space starts to get cleared, and having something to help us out when the casualties start to mount will definitely let us keep the pressure on our forces at acceptable levels.

If we do start to lose and lose badly can the elder evacuate our high level assets (heroes, Primaris, Astartes, ect)?
 
Given that it takes 3-6 weeks for the 'nids to adapt to our generalist ground toxins, I see no reason not to use one right off the bat. It will reduce the initial damage we suffer, helping us from an unstable equilibrium standpoint.
 
[X] Plan: Rolling With The Punches

I really don't want the poisons used during the 'nid landing, they should be saved as counters to 'nid breakthroughs.
 
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