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
Yesterday you received word that a large, unknown force is approaching Alfheim though the Warp.

Hmm... in the diplomacy section. Maybe they are potential friendlies?

Interesting idea, I have already determined what it is but I had not even considered that random friendlies may turn up, I will add it to the random events table.

Well... so much for that hope.

But yeah, I wouldn't be surprised if we got some refugees. Or ships that got trapped in the Warp get spit out off course (and out of time).

He was also able to determine that each of the pieces has its own abilities but not what they are.

Intriguing...

Also Alfheim is relatively open for terrain right? I am thinking with the remaining space grab the black iron PDF armor, and a mix of PDF siege brigades and PDF armor, maybe some more prefab fortresses. Leave the teachers at home and the black iron PDF infantry as well. Also no idea on if we should bring any tech guard or skitrii. Armor regiments are great as they have the 4x the artillery and anti air as other regiments but take half the space. If we do want more PDF infantry, light infantry or heavy infantry we should pull from the black irons first.

Personally I want to bring max artillery it was quite effective last time and this time we have increased range with the upgrades we put in place

Actually @durin what does we and our generals think about land battles on Alfheim given what we know of their cities and terrain

Black Irons are Mechanized Infantry, so they would be perfect for Alfheim.

Last time we were on Alfheim it we brought a lot of armor and mechanized Infantry which was good. However, we could have used a lot more Light Infantry for scouting/screening purposes.

We were also short on air force.

Alfheim also has a small mountainous section were infantry are good. And they have some cities that could use Heavy Infantry or Siege Infantry to help defend.

I'll try to work up something....
 
This is a lot of text with lots of copying from excel.

Cliff notes are:
  • All Hellguard
  • All IG (No Bane Wolfes)
  • All PDF Armor
  • All Mechanicus heavy Weaponary
    • 35 titans
    • Skitrii and quarter (105) of the Techguard to guard our titans
  • All Baneblades, Mecharius, Leviantahns and one Capitol
  • No Black Irons because they are still in training
  • No Teacher
  • Grovernors Own and Phase-Tigers
  • Half of our Attack Craft and all the shuttels
  • All Void Ships except 4 light cruiser and 4 escorts
  • Merchant loaded full with 110 square kilometer of pre-fab fortresses
Helguard = 65.8
  • Helguard Light Infantry Regiment 8 = 7.2
  • Helguard Armoured Regiment 7 = 3.5
  • Helguard Rough Rider Regiment 7 = 7.7
  • Power Helguard Regiment 13 = 14.3
  • Mechanised Power Helguard Regiment 9 = 14.4
  • Drop Trooper Power Helguard Regiment 11 = 18.7

Imperial Guard = 869.714
  • Infantry 64 = 64
  • Mechanized Infantry 75 = 112.5
  • Light Infantry 77 = 1463
  • Heavy Infantry 73 = 73
  • Armour 71 = 35.5
  • Rough Riders 65 = 71.5
  • Drop Infantry 102 = 122.4
  • Siege Infantry Brigade 17 = 221 (Siege Brigades are hard to transport!)
  • Vanquisher Regiment 11.285 = 4.514
  • HellHound/Devil Dog 10 = 4
  • Sentinel 5 = 2
  • AA Regiments 10 = 4
  • Artillery Regiment 20 = 8
  • No Bane Wolf
  • Deathstrike Battery 5 = 1

PDF Regiments = 345.5
  • PDF Armour 691.0 = 345.5

Mechanicus = 165.6
  • Skitrii 50 = 55
  • Tech Guard 105 = 105
  • Scout Titan 20 = 2
  • Reaver Titan 12 = 2.4
  • Warlord Titan 3 = 1.2

Vehicles =11.4
  • Baneblade Suqadrons 87 = 8.7
  • Mecharuis Vaquisher Regiments 3 = 1.5
  • Leviathan 9 = 0.9
  • Capitol Imperialis 1 = 0.3

No Black Irons or Teachers

Governor Own 1 = 0.2
Phase Tigers 1 = 0.9

Fighter and Bomber = 140.8
  • Avenger Strike Fighter 75 = 15
  • Lighting Fighter Wings 76 = 15.2
  • Thunderbolt Fighter Wing 75 = 15
  • Marauder Bomber Wings 50 = 20
  • Marauder Vigilant Wings 10 = 4
  • Marauder Destroyer Wings 50 = 20
  • Cargo Shuttle Wings 174 = 51.6

110 square km of pre-fab fortresses = 1100

Fleet
  • Battlecruiser 4
  • Cruiser 9
  • No Light Cruiser
  • Escort 17
  • Military Transports 8
  • Merchantmen 11
Total Troop transports used = 1599.914
Total Merchants used = 1100

Given the training our Militia and PDF has I am sure that even if we (as in "they are crazy enough to set feet on Avernus") are attack our forces will hold out a few day until our guard regiments make it back.
 
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Soul destroying likely invulnerable sword eh?

Hmm..

I thought for a moment about a mandate that the Governor will personally execute all cultists possible, taking those alive we could, but then realized that he'd get whatever carpal tunnel for the arm motions is from all those beheadings.

So how about when it's not in use by him, sticking it on a machine that whirls it about above a moving walkway that cultists are chained up to? :D

Far less souls for the dark gods from Avernus!
 
Soul destroying likely invulnerable sword eh?

Hmm..

I thought for a moment about a mandate that the Governor will personally execute all cultists possible, taking those alive we could, but then realized that he'd get whatever carpal tunnel for the arm motions is from all those beheadings.

So how about when it's not in use by him, sticking it on a machine that whirls it about above a moving walkway that cultists are chained up to? :D

Far less souls for the dark gods from Avernus!

It'd be a lot more efficient to just feed them to the Sirens.
 
Here's a more conservative approach. Here's my main logic points
  • This is near perfect Tank country. Siege Infantry, Light Infantry, and Sentinels need not apply.
  • Heavy Infantry are for hostile environments, which is most definitely not the case here.
  • In this campaign, anything Regular Infantry could do, Mechanized can do just as well if not better.
  • We need PDF Armor at home, so we really shouldn't take much more than half.
This SHOULD be enough for anything that we would plausibility face. I think we would have picked up if the enemy had overwhelming numbers (IE hundreds of ships).

[X] Plan Less Slowpokes

Helguard = 58.6
  • Helguard Armored Regiment 7 = 3.5
  • Helguard Rough Rider Regiment 7 = 7.7
  • Power Helguard Regiment 13 = 14.3
  • Mechanised Power Helguard Regiment 9 = 14.4
  • Drop Trooper Power Helguard Regiment 11 = 18.7
Imperial Guard = 363.3
  • Mechanized Infantry 75 = 112.5
  • Armour 71 = 35.5
  • Rough Riders 65 = 71.5
  • Drop Infantry 102 = 122.4
  • Vanquisher Regiment 11 = 4.4
  • HellHound/Devil Dog 10 = 4
  • AA Regiments 10 = 4
  • Artillery Regiment 20 = 8
  • Deathstrike Battery 5 = 1
PDF Regiments = 150
  • PDF Armor 350.0 = 175
Mechanicus = 165.6
  • Skitrii 50 = 55
  • Tech Guard 105 = 105
  • Scout Titan 20 = 2
  • Reaver Titan 12 = 2.4
  • Warlord Titan 3 = 1.2
Super Heavy = 11
  • Baneblade Squadrons 87 = 8.7
  • Mecharuis Vaquisher Regiments 3 = 1.5
  • Leviathan 5 = 0.5
  • Capitol Imperialis 1 = 0.3
Governor Own 1 = 0.2
Aerospace = 140.6
  • Avenger Strike Fighter 75 = 15
  • Lighting Fighter Wings 75 = 15
  • Thunderbolt Fighter Wing 75 = 15
  • Marauder Bomber Wings 50 = 20
  • Marauder Vigilant Wings 10 = 4
  • Marauder Destroyer Wings 50 = 20
  • Cargo Shuttle Wings 174 = 51.6
68 square km of pre-fab fortresses = 680
Transport Capacity used = 1594.3

Fleet
  • Battlecruiser 4
  • Cruiser 9
  • Escort 17
  • Military Transports 8
 
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[X] Naval Plan: Take all the Ships

Battlecruiser = 4
Cruiser = 9
Light Cruiser = 4
Escort = 21
Military Transports = 8
Merchantmen = 11​

Do not wait to retrofit the merchantmen (means they can only carry pre-fab Fortress).

I don't really see any point in not taking everything. Considering the large number of Defense Monitors we have, not to mention all the orbital defenses and Ramilies Star Fort, I'm not worried about defenses at Avernus.

For land forces decided to prioritize quality of troops over force disposition. Bringing 3/4 of the air force (as we never have enough) and all the Helguard, IG, Black Irons, and most of the Teachers. All the heavies (Titans and Baneblades), with the remainder filled up with PDF Armor.

[X] Land Forces: Quality First
1600 space for troops. 1100 space for pre-fab fortress.

110 sq km of pre-fab fortresses = 1100 Cargo (takes up all the Merchantmen)

Fighter and Bomber = 175.3

100 Avenger Strike Fighter = 20
100 Lighting Fighter Wings = 20
100 Thunderbolt Fighter Wing = 20
80 Marauder Bomber Wings = 32
25 Marauder Vigilant Wings = 10
70 Marauder Destroyer Wings = 28
151 Cargo Shuttle Wings = 45.3​

Mechanicus = 170.6

50 Skitrii = 55
110 Tech Guard = 110
20 Scout Titan = 2
12 Reaver Titan = 2.4
3 Warlord Titan = 1.2​

Vehicles = 12

87 Baneblade Suqadrons = 8.7
3 Mecharuis Vaquisher Regiments = 1.5
9 Leviathan = 0.9
3 Capitol Imperialis = 0.9​


Helguard = 65.8

8 Helguard Light Infantry Regiment = 7.2
7 Helguard Armoured Regiment = 3.5
7 Helguard Rough Rider Regiment = 7.7
13 Power Helguard Regiment = 14.3
9 Mechanised Power Helguard Regiment = 14.4
11 Drop Trooper Power Helguard Regiment = 18.7
Imperial Guard = 792.6

64 Infantry = 64
75 Mechanized Infantry = 112.5
77 Light Infantry = 69.3
73 Heavy Infantry = 73
71 Armour = 35.5
65 Rough Riders = 71.5
102 Drop Infantry = 122.4
17 Siege Infantry Brigade = 221
11 Vanquisher Regiment = 4.4
10 HellHound/Devil Dog = 4
5 Sentinel = 2
4 AA Regiments = 4
20 Artillery Regiment = 8
5 Deathstrike Battery = 1
Specialists = 1.1

Governor Own = 0.2
Phase Tigers = 0.9
Xavier and 1/2 the Battle Psykers = 0
Black Irons are still being trained... but Drago says they are ready for combat if needed. Better than PDF I figure.

Black Irons = 243.4

19 Helltrooper Infantry = 19
12 Helguard Mechanised Infantry = 19.2
27 Helltrooper Heavy Infantry = 27
4 Helltrooper Armour = 2
15 Helltrooper Light Infantry = 13.5
27 Helltrooper Drop Infantry = 32.4
23 PDF Infantry = 23
52 PDF Light Infantry = 46.8
46 PDF Heavy Infantry = 46
29 PDF Armour = 14.5​

Will bring Teachers, just in case we have to deal with some cultists or something like that.

Teachers = 67.2

18 PDF Light Infantry = 16.2
34 PDF Armor = 17
18 PDF Heavy Infantry =18
16 PDF Infantry = 66​

PDF Forces = 72

144 PDF Armor = 72
Total = 1600 Land Forces
 
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Soul destroying likely invulnerable sword eh?

Hmm..

I thought for a moment about a mandate that the Governor will personally execute all cultists possible, taking those alive we could, but then realized that he'd get whatever carpal tunnel for the arm motions is from all those beheadings.

So how about when it's not in use by him, sticking it on a machine that whirls it about above a moving walkway that cultists are chained up to? :D

Far less souls for the dark gods from Avernus!
Build a machine!
Make a special custom guillotine into which the black sword can slot into which is used for mass cultist executions.
On the down side, that means the sword is not in our hand in case we get attacked personally yet again
 
[X] Elder Haman

Having no idea what we could be facing I rather play it super safe and bring a force that can dish out a lot of pain and misery towards whatever enemy we are attacking. I am more concerned about losing ships right now, so hopefully we are not looking at a prolonged space engagement, but odds are the enemy is going to stop any chance at us getting our troops on the ground.

So might as well bring a lot of firepower.
 
  • This is near perfect Tank country. Siege Infantry, Light Infantry, and Sentinels need not apply.
  • Heavy Infantry are for hostile environments, which is most definitely not the case here.
  • In this campaign, anything Regular Infantry could do, Mechanized can do just as well if not better.
  • We need PDF Armor at home, so we really shouldn't take much more than half.

Couple things:

1: There are mountains in the north part of Alfheim that are well suited for Infantry, Light Infantry and Sentinels. Last time, other than the locals we were the only ones that brought troops qualified to fight in that terrain.

2: There is a large city, a large fortress, and several smaller towns that will need garrisons. Placing Siege Infantry and Heavy Infantry there make sense. They then serve as the anvil for the armor regiment hammer.

3: We are bringing pre-fab fortifications. Only the Siege Infantry really have the experience needed to deploy it (as we haven't finished the Combat Engineers).

4: Midgard has a bunch of forces already there, which are primarily Mechanized Infantry.

5: Last time we were on Alfheim we suffered from a lack of Light Infantry to serve as scouts/screens for our primary attack columns (which were made of Armor and Mechanized Infantry of course).

6: The Avernite role will probably be as the elite force within a larger force of allied troops. Therefor quality is probably more important than type.

7: Why Alfheim? I'm leery there might be some cultists waiting for an uprising, which I think means we should bring the Black Irons and the Teachers.
 
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Hmmm... maybe I should drop the 66 Teacher PDF Infantry and get 132 more PDF Armor...

That might be a good tweak. We probably won't need Teacher Infantry unless there are cultists in the northern mountain mines. Thoughts?

The more I think about it, this is probably the right thing to do...

Give us a big armor chunk...

Times like this is when I wish I was sitting across from the GM so I can see if he starts writing down notes after I make a comment about the likelihood of not needing something...
 
[X] Elder Haman

@Elder Haman I would go with more armor in exchange for the teacher infantry, black iron PDF at least have the bonus to combat from being black irons. Also armor regiments have 40 basilisk to the 10 of infantry regiments along with taking half the space. Last war we had our artillery were amazing for turning an outnumbered battle into ones were we had numerically equality.
 
The more I think about it, this is probably the right thing to do...

Give us a big armor chunk...

Times like this is when I wish I was sitting across from the GM so I can see if he starts writing down notes after I make a comment about the likelihood of not needing something...

Okay... decided to hedge our bets by keeping 16 Teacher PDF Infantry just in case we have cultists among the miners.

But that allows us an additional 100 PDF Armor, which is probably more likely to be useful.

Depends on the situation when we get there.

If there are cultists, then we deploy the Teachers and Black Irons to deal with them. If there aren't many cultists, then we assign the Teachers mainly to garrison duty, and prioritize deploying them.

Infantry with Sentinels and a few Light Infantry go to the Northern Mountains.

Siege Infantry are first deployed to locations were we want to deploy the pre-fab fortifications. Followed by the main city and the Fortress. Probably position a quick response force there as well. Drop Infantry? Cargo Ships and Air force.

Heavy Infantry deployed through out the small towns to provide a stiffening for the local garrisons.

Mechanized Infantry, Artillery (including the Heavies), Armor, and Light Infantry deployed to the various open lands. Probably as additions to the Midgard Mechanized Infantry columns that will already be deployed, and probably in battle with the enemy.

Something like that is what I am thinking.

[X] Elder Haman

@Elder Haman I would go with more armor in exchange for the teacher infantry, black iron PDF at least have the bonus to combat from being black irons. Also armor regiments have 40 basilisk to the 10 of infantry regiments along with taking half the space. Last war we had our artillery were amazing for turning an outnumbered battle into ones were we had numerically equality.

Yeah... I talked myself into it and switched out 50 Teacher Infantry for 100 PDF Armor. That's probably a good deal.

There is also 23 PDF Black Iron Infantry, and 64 Imperial Guard Infantry - but considering that there are some locations that can benefit from Infantry I'm leaning against switching those out.
 
Keep the black irons, black iron units get a +20 bonus on top of the normal bonuses for being an elite unit so it is more effective units and we may need them for cities, rough terrain, sieges and fortresses.
 
@Elder Haman
Minor nitpick that doesn't have anything to do with your plan: The Ramilies Starfort isn't at Avernus anymore, it was moved with the orbital industry and half our orbital industries.
 
@Elder Haman
Minor nitpick that doesn't have anything to do with your plan: The Ramilies Starfort isn't at Avernus anymore, it was moved with the orbital industry and half our orbital industries.

Sorry, I was being sloppy. I meant that it's still in the system. So a raid on our industry is unlikely to succeed.

Nor is a raid on the planet Avernus for that matter. They could come and land troops but our militia can handle that. And most of the PDF is still there to to help them out if they need it.
 
[X] Elder Haman

Sounds well thought-out, and it's a good force composition to deal with any unexpected feints that the enemy might try. I'm reminded of the time when the Chaos cultists were trying to do their summoning rituals and we only had certain kinds of units that could reach them in time. As usual, the Phase Tigers got there first. ^^
 
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