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
I've kind of lost track of what the stakes of all this even are. We're trying to eliminate the majority of Tyranid ground forces by luring them into fighting our prepared, massed armies, right?

Are the unique features of the world we're fighting on making any difference? Is one Region any different than another as far as caring about it? It's all so abstract.
 
I've kind of lost track of what the stakes of all this even are. We're trying to eliminate the majority of Tyranid ground forces by luring them into fighting our prepared, massed armies, right?

Are the unique features of the world we're fighting on making any difference? Is one Region any different than another as far as caring about it? It's all so abstract.

in two to three months reinforcements will arrive and wipe out the nid fleet. We have 3 lines of defenses, each more effective but smaller than the last. The nids can replace ground forces more or less infinitely but have essentially a supply limit on how many they can use at once.

so, this is more or less survival mode, we need to hold out until help arrives rather than kill enough nids.
 
Also, no one has been writing Omakes for this war. If it were a daemonic incursion we'd be writing like lunatics, but the nids aren't really grabbing anyone's attention.
 
[X] Plan Middle of the Road

Probably the smartest option.

The war seems to be proceeding as well as we could hope, we have passed the first test whilst keeping our best assets in reserve and our next line should be well manned but not crowded. Casualties have been high but the regulars were moved here to die whilst slowing down the tide so that's expected. The infiltrators are a worry, any line being defended is slowly being undermined, we cannot let the 'nids start on our last line too soon or they will cause us serious headaches.
 
Weirded out the Nids haven't yet developed poison countermeasures (apparently). Are they incapable of it or something? Are they saving up their mutation until they can reveal of it immediately? Do they know we have poison stockpiles and have decided not to mutate countermeasures?
 
Weirded out the Nids haven't yet developed poison countermeasures (apparently). Are they incapable of it or something? Are they saving up their mutation until they can reveal of it immediately? Do they know we have poison stockpiles and have decided not to mutate countermeasures?
It just really hasn't been that long. This update covered a week, which was the absolute minimum to start developing resistance as of the previous update. Apparently they are taking longer. (Probably flubbed a background roll)
 
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It just really hasn't been that long. This update covered a week, which was the absolute minimum to start developing resistance as of the previous update. Apparently they are taking longer. (Probably flubbed a background roll)
We used Poison 1 from the onset, they've had 3/4 of a month to develop countermeasures.
 
I think instead of luck I will head canon max going full mad scientist on the first batch of Tyranid poisons for a weird type of therapeutic activity after the supprise dead Norn queen in his lab.
 
Plus nids are not focus on only this, they are focus on this, the space battle, infiltration, the war on the planet and even creating 'buildings'.

Now if they had not other things influencing the process then this would be another thing. Oh and we keep hitting them with poisons that works ^^. So I can see them taking a longer approach.

anyway I happy so long. we don't see nid that is a alpha plus psyker.
 

and we have 5 general poisons left, so we have at absolute minimum 35 more days of effective general poison, we need to hold for 39 to 69 more days. I think we're likely going to be good for general poison, unless the nids start shaving down adaption time, even if it averages 2 weeks for the remaining toxins we'll have effective poisons one day longer than we have to hold.
 
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A ruthless reputation: Lying for morale purposes
A ruthless reputation: Lying for morale purposes
Deception was a key part of warfare. Every general Frederick had ever fought knew that, excepting perhaps one particular necron. This deception, however was different. He was lying to his own troops.

Billions of brave, loyal soldiers manned the outer defences. Most of the population of Hvelgelmir, fighting as militia to defend their homes, enough Midgardian guardsmen to populate a small sector, regiments and armies from dozens of world's all fought like cornered beasts against the endless devouring tide.

In the opening stages of the engagement Frederick deployed his crack troops to handle breaches, defeats, places where deploying normal soldiers would be little more than putting meat into a grinder. His Helguard, Astartes and legions of power armoured infantrymen could clog that grinder.

He knew his elite forces could only be spread so thin and that he would need their unmatched skill at arms later, for when the devourering swarm hounds at the walls of the Hvelgelmir Prime Fortress. He knows they must retreat.

...

At Mamcunium Hive, sitting high on the hill it is named after, the devourer was pushing hard. The tunnels and passageways under the hive became a hunting ground for the genestealer, fast, and almost invisible, a perfect killing machine; provided it could slip past the perimeter. Given the perimeter was full scale war, and on some fronts the humans were losing, thousands of the chitinous beasts managed to avoid detection and make it through breaches and weakpoints; holes in the net guarding the hive.

Suddenly the "safe", "secure" area behind the walls was akin to a nightmare, haunted by monsters you could hardly hope to see before they tore you apart.

To fight these creatures required lighting fast speed, utter immunity to fear, and the coordination of soldiers with a hundred years fighting in each others company. Five black irons regiments were deployed, along with significant telepathica elements.

The rear lines of the hive saw these few thousands of soldiers save millions. Avernite reactions, trained by decades in the Bush caught and gunned down leaping clawing monsters. Battle psykers stared into the shadow, looking for the moments slip that would reveal their enemies.

They were doing well, perhaps even winning. The regulars topside were holding, and the infiltration problem was improving. The soldiers knew this wasn't an unwinnable battle, they felt like they were genuinely making gains.

Then the order came for the elites to pull out. Casualties had reached a point where defending this region was no longer tenable. The idea was to retreat and fight another day, before the hive was entirely cut off. At least, for the Avernites.

The regulars on the other hand were given the most imperial of orders. "No retreat. Not one step back. We fight and die here. The line must hold. Reinforcements are coming."

The Avernites unhappily retreated, a dejected silence filling the dropships that took them to the next front. The hive, without it's back lines guarded, fell within the day. No survivors.

As the last guardsman died, the black irons were already fighting to hold another fortress, the people of Mamcunium nothing more than another sad memory amongst the many those soldiers held.

...

Frederick hated lying to the men under his command. He thought it was ugly, and avoided it whenever it was possible. He also knew that his soldiers were not Avernites. They would fight harder, for longer if they believed that they can win.

He told them help was coming when it was retreating. He told them to hold a line he had condemned hours ago. He let them believe that if they fought hard enough they might survive.

Sometimes he wondered if he deserved his reputation.

@Durin
 
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Inserted tally
Adhoc vote count started by Nurgle on Sep 28, 2019 at 11:32 AM, finished with 35 posts and 9 votes.

  • [X] Plan Middle of the Road
    -[x] Pull back when defences breached(Tyranids win roll by more then 25)- Fighting just a bit longer will buy you some more time in neighboring regions, without increasing casualties buy to much
    -[x] Abandon a region as soon as both its neighbors fall- Being attacked from three sides is to much pressure for your defences to handle.
    -[x] Elites-Your elites make up a good fifth of your troops, and are your only forces able to meet the Tyranids in open battle and win.
    -[x] Super-Elites- Your super-elites are are and valuable, being the only forces that stand a chance of meeting the Tyranids on their own tearms and claiming victory
    -[x] Fall Back when your forces drop to 50%- You want to fight as much of the war as possible from in the fortress, but are worried about overcrowding being an issue
 
Grábakr War Part Eight: The First Lines Falls
Grábakr War Part Eight: The First Lines Falls
T=21:18:00-35:18:00

Shortly into the third week of the assault Hive Fleet Grábakr suddenly deployed forces immune to all of the poisons that you had been making use to despite showing no prior signs of developing an immunity. Thankfully between Ridcully's foresight and your own ability to read a battlefield you had anticipated this, and had already switched over to using the next set of poisons. Despite countering this the ever increasing number of Tyranids started to deploy, along with their increasing number of the more powerful bioforms continued to wear away at your numbers, and casualties reached the point where you would have to pull back to the Hvergelmir Prime Fortress.
Region 1
Tyranids d100=40+32(Synapse)+5(Orbital Superiority)+25(Troop Quality)+30(unending numbers)=133
Imperial d100=9+45(Martial)+10(Seers)+40(Defences)+30(Poison)+5(holding)-5(infiltrators)=134
Under Pressure. lose 15.8 Regular armies, lose 2.9 Elite Armies, lose 2.5 Astartes Companies, lose 3 Battle Psyker Regiments

Region 2
Tyranids d100=54+32(Synapse)+5(Orbital Superiority)+25(Troop Quality)+30(unending numbers)=146
Imperial d100=75+45(Martial)+10(Seers)+40(Defences)+30(Poison)+5(holding)-10(infiltrators)=195
Secure. lose 5.9 Regular armies, lose 2.2 Elite Armies, lose 0.2 Astartes Companies, lose 2.5 Battle Psyker Regiments

Region 3
Tyranids d100=65+32(Synapse)+5(Orbital Superiority)+25(Troop Quality)+30(unending numbers)=157
Imperial d100=99+45(Martial)+10(Seers)+40(Defences)+30(Poison)+15(highly secure)-20(infiltrators)=219
Secure. lose 8.8 Regular armies, lose 1.9 Elite Armies, lose 0.7 Astartes Companies, lose 2 Battle Psyker Regiments

Region 4
Tyranids d100=27+32(Synapse)+5(Orbital Superiority)+25(Troop Quality)+30(unending numbers)=119
Imperial d100=83+45(Martial)+10(Seers)+40(Defences)+30(Poison)-5(under pressure)=203
Highly Secure. lose 7 Regular armies, lose 0.9 Elite Armies, lose 0.1 Astartes Companies, lose 0.2 Battle Psyker Regiments

Region 5
Tyranids d100=64+32(Synapse)+5(Orbital Superiority)+25(Troop Quality)+30(unending numbers)=156
Imperial d100=82+45(Martial)+10(Seers)+40(Defences)+30(Poison)+15(highly secure)=232
Secure. lose 6 Regular armies, lose 1.5 Elite Armies, lose 0.3 Astartes Companies, lose 0.3 Battle Psyker Regiments

Total Loses: 43.5 Regular Armies, 9.4 Elite Armies, 3.6 Astartes Companies, 8 Battle Psyker Regiments
Region 1
Tyranids d100=3+32(Synapse)+30(Troop Quality)+10(numbers)=75
Imperial d100=93+45(Martial)+20(Seers)+20(Defences)+7(Poison)-5(under pressure)=180
Highly Secure. lose 0.1 Elite Armies, lose 0.7 Astartes Companies, lose 0.2 Battle Psyker Regiments

Region 2
Tyranids d100=95+32(Synapse)+30(Troop Quality)+10(numbers)=167
Tyranids re-roll d100=22+32(Synapse)+30(Troop Quality)+10(numbers)=94: Selected
Imperial d100=38+45(Martial)+20(Seers)+20(Defences)+7(Poison)+10(secure)=140
Imperial re-roll d100=5+45(Martial)+20(Seers)+20(Defences)+7(Poison)+10(secure)=107: Selected
Under Pressure.
lose 4.8 Elite Armies, lose 1.3 Astartes Companies, lose 0.9 Battle Psyker Regiments

Region 3
Tyranids d100=84+32(Synapse)+30(Troop Quality)+10(numbers)=156
Imperial d100=96+45(Martial)+20(Seers)+20(Defences)+7(Poison)+10(secure)-10(compromised)=188
Holding. lose 1.7 Elite Armies, lose 0.4 Astartes Companies, lose 2.8 Battle Psyker Regiments

Region 4
Tyranids d100=33+32(Synapse)+30(Troop Quality)+10(numbers)=105
Imperial d100=96+45(Martial)+20(Seers)+20(Defences)+7(Poison)+20(highly secure)=208: Selected
Highly Secure. lose 1 Elite Armies, lose 0.7 Astartes Companies, lose 0.7 Battle Psyker Regiments

Region 5
Tyranids d100=52+32(Synapse)+30(Troop Quality)+10(numbers)=124
Imperial d100=12+45(Martial)+20(Seers)+20(Defences)+7(Poison)+10(secure)=122
Defences Compromised. lose 4.8 Elite Armies, lose 2.5 Astartes Companies, lose 1 Battle Psyker Regiments

Total Loses: 12.2 Elite Armies, 5.6 Astartes Companies, 5.6 Battle Psyker Regiments

As such as the fourth week of the assault began you started to pull out your elites from the outer regions of the defensive line, relying on the regulars and militia to hold the line. While this was tactically required you still consider it to be one of your most monstrous acts, as you sentenced almost ten billion soldiers under your command to die abandoned by their allies and general. If the generals of the Imperium had to do this regularly you can see how they developed their disregard for the lives of those that served under them, as the alternative is to care and do it regardless. The first region to fall after you pulled out your elites was region one, which fell within a day as the Tyranid's rampaged though the lines, regions two and three managed to hold the lines better, but still fell within three days due to the damage caused by the now unchecked infiltrators. In region four the infiltrators were held at bay by brave soldiers and large amounts of explosive, allowing for the region to not only hold for an entire five days after your elites pulled out but to successfully evacuate almost a fifth of the regulars, a feat that you did not expect. The defence of region five however was were the true miracles were pulled off, not only did the region hold for a full week, six days after its northern flank was uncovered and two days afters its southern flank was left exposed but General Aleksander Andreassen managed to fight his way out with over half a his men still alive. These brave soldiers were cycled to the center of the Hvergelmir Prime Fortress where they can rest as soon as their check ups were completed.
Region 1
Tyranids d100=93+32(Synapse)+5(Orbital Superiority)+30(Troop Quality)+35(unending numbers)=195
Imperial d100=69+45(Martial)+10(Seers)+40(Defences)+30(Poison)-5(under pressure)-15(infiltrators)-30(no elites)=134
Fall in a day. lose 2.5 militia armies, lose 16.5 Regular armies

Region 2
Tyranids d100=62+32(Synapse)+5(Orbital Superiority)+30(Troop Quality)+35(unending numbers)=164
Imperial d100=50+45(Martial)+10(Seers)+40(Defences)+30(Poison)+10(secure)-20(infiltrators)-30(no elites)=135
Fall in 3 days. lose 2.5 militia armies, lose 16.5 Regular armies

Region 3
Tyranids d100=78+32(Synapse)+5(Orbital Superiority)+30(Troop Quality)+35(unending numbers)=180
Imperial d100=71+45(Martial)+10(Seers)+40(Defences)+30(Poison)+10(secure)-15(infiltrators)-30(no elites)=161
Fall in 3 days. lose 2.5 militia armies, lose 16.5 Regular armies

Region 4
Tyranids d100=30+32(Synapse)+5(Orbital Superiority)+30(Troop Quality)+35(unending numbers)=132
Imperial d100=97+45(Martial)+10(Seers)+40(Defences)+30(Poison)+20(highly secure)-15(infiltrators)-30(no elites)=197
Fall in 5 days. lose 2.5 militia armies, lose 13.5 Regular armies

Region 5
Tyranids d100=9+32(Synapse)+5(Orbital Superiority)+30(Troop Quality)+35(unending numbers)=111
Imperial d100=100+45(Martial)+10(Seers)+40(Defences)+30(Poison)+10(secure)-25(infiltrators)-30(no elites)=180: Critical Success
Fall in a week. lose 2.5 militia armies, lose 6.5 Regular armies

Total Loses: 12.5 militia armies, 69.5 Regular Armies

With the fall of your outer defences there was a brief pause in the assault as the Tyranids secured the recently captured regions and prepared themselves to assault the outer defences of Hvergelmir Prime Fortress. You took this opportunity to look over the reports of the naval battle, which you have had little time to spare from since the war on the ground heated up.
 
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