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
How much better would space marines Equipped with Avernus pattern equipment be?
Not compareable.

It is made for different reasons. Bolters were made to render Infantry while Impaler where made to tear through armor.
DAoT Armor is just as potent as Space Marine Armor while beeing more costumaziable but Space Marine Armor has technologie that render the Agility loss of Power Armor null.

It is not a case of better or worse but spezialisation as I see it.
 
Now, caveat time - the attack on Alfheim may be a distraction if this is an attack from Abomination cultists from a neighboring sub-sector or someone else who knows about Avernus's technology.
I totally forgot the abomination is now a thing. Yea, this actually could be a diversion by the abomination
 
Not compareable.

It is made for different reasons. Bolters were made to render Infantry while Impaler where made to tear through armor.
DAoT Armor is just as potent as Space Marine Armor while beeing more costumaziable but Space Marine Armor has technologie that render the Agility loss of Power Armor null.

It is not a case of better or worse but spezialisation as I see it.
Impalers are cheaper and simpler than bolters, an impaler rifle which is the size of a bolter hits as hard as a heavy bolter.
I seriously that a bolter would do more damage to infantry than that, not to mention how much easier impaler ammo is to make, it just seems like an over all upgrade to me.
 
@Enjou
One criticism I have here is that the cadre of generals going to Alfheim is too small.

First of all, since we are returning to Avernus, then Drago ought to go to Alfheim. Plus he and Pask for a good team, so we don't want to split them up. Then we should also send Irwin Volkov as he is used to commanding Mechanized Infantry who are going to be the bulk of the forces on Alfheim. Leopold is a possibility, although I think I'd rather keep him on Avernus since our Armor is our most weakened portion of our forces. We definitely want to keep Agani on Avernus as her skirmishing skills will be the most useful there. Bergan is skilled in any terrian, so we could send him Alfheim, but I think we should keep him on Avernus to make up for the lack of Drago. Durant's preparation is probably the most helpful on his home turf. We should send either Kol or Nardoo to Alfheim. Nardoo would work best as a leading a daring strike force, which is probably what Avernites will be doing on Alfheim. On the other hand, maybe we should keep him close to us to keep him under control...

On the other hand Volkov is defensive minded, so sending him and Nardoo gives Drago a defensive general and an offensive general.

[X] General Cadre to send to Alfheim
-[X] Kenneth Drago
-[X] Jarran Pask
-[X] Irwin Volkov
-[X] Martin Nardoo

@Enjou Let me know if you think we should switch this a little. I do feel though we need to send Drago, Pask, and at least two more generals to Alfheim.

I've set your suggested generals as the plan. I kind of don't like it since Drago wouldn't likely have been brought if we were determining what generals to bring in the last phase of planning but oh well, next time we go offworld durin will just need to require that as part of the plan.
 
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Impalers are cheaper and simpler than bolters, an impaler rifle which is the size of a bolter hits as hard as a heavy bolter.
I seriously that a bolter would do more damage to infantry than that, not to mention how much easier impaler ammo is to make, it just seems like an over all upgrade to me.

Well, Bolter rounds are essentially armour piercing grenades, so they'd do more widespread damage than an Impaler shot. Against Humans, Tau, Eldar etc it wouldn't matter, but against things like Tyranids and Orks the explosive payload would give Bolters an edge. Impalers, however, likely have the edge in penetration, and so would be better at killing armoured targets like Necrons or Traitor Marines.
 
Alas, my crappy old laptop doesn't like the Kinematics tally program with all its nice features and I am forced to used the older program that is bereft of such features. Woe is me. Fortunately most people are voting for the plan to reinforce Avernus and that includes the generals in it, so counting isn't hard.

Vote tally:
##### 3.21
[X] Plan Reinforce Avernus
No. of votes: 19
Jexx, Enjou, Yamato, Fairyofbacon, Nervos Belli, DragonParadox, Massgamer, Lupercal, Faux, HanEmpire, Kyushiro, BurnNote, Ruirk, Vyrexuviel, Tylonius, geolas, godofbiscuit, mrttao, Elder Haman

[X] Send no one back
No. of votes: 1
Derek58

[X]send the Generals on with only the troop transports and escorts and return to Avernus with the rest of the navy and governors guard
No. of votes: 1
Darkcrest

[X]Return everyone and everything back.
No. of votes: 2
Superticus, Void Stalker

[X] Send one escort and yourself with the Goveners Own back.
[X] General cadre
-[X] Amos Parnell
-[X] Jarran Pask
-[X] Leopold Schwarz
No. of votes: 2
Aeondrac, OneirosTheWriter

[X] Message
-[X] Sent the trust fleet a massege that another fleet is heading towards Avernus and that likely one of the two is a diversion.
[X] Which troops acompany the merchant (Elder Haman will choose which in detail)
-[X] Sent 3/4 of the troops to Alfheim. Exluding Rotbart and Groveners own.
[X] Naval escort
-[X] Sent all you can to Alfheim to garante supriority in numbers.
[X] Plea for assistance
-[X] Tell the Trust that Avernus need no support until Alfheim is save. Rotbard will hold it for years if nessecary.
[X] General cadre to acompany the soldiers sent to Alfheim
-[X] Amos Parnell
-[X] Jarran Pask
-[X] Leopold Schwarz
No. of votes: 1
Portec
 
Well, Bolter rounds are essentially armour piercing grenades, so they'd do more widespread damage than an Impaler shot. Against Humans, Tau, Eldar etc it wouldn't matter, but against things like Tyranids and Orks the explosive payload would give Bolters an edge. Impalers, however, likely have the edge in penetration, and so would be better at killing armoured targets like Necrons or Traitor Marines.
That would also depend on how heavily armoured the ork was and how thick the tyranid's chitin was.
 
Ok, I have constructed a plan. It has us sending back the majority of the fleet, the majority of the airforce, about half the superheavies and Titans, about 2/3 of the Helguard, and some of the Helltroopers.

Now, caveat time - the attack on Alfheim may be a distraction if this is an attack from Abomination cultists from a neighboring sub-sector or someone else who knows about Avernus's technology. We don't know the exact force numbers being sent there, and the idea may be to lure the best of our troops off of Avernus to aid an attack on it. The Alfheim force may be small, and meant to lure the majority of the forces of the Nine Worlds to there so they could send the majority of their forces to Avernus. However, the enemy wouldn't likely know about our Advanced Warp Scanners so the second force would think that they would only be detected well after we're on our way.

On the other hand, both attacks could be real and have parity in terms of their forces. But again, we don't have a way to know quite yet.

If you think that the Alfheim attack is almost certainly a distraction and the real force will attack Avernus, then I advise voting for this:

[] Return everyone and everything back.

If you're not certain and would like to split up our forces to hedge our bets, then I advise voting for this:

[X] Plan Reinforce Avernus

Governor Rotbart will return to Avernus with the following forces

NAVY (bring Amos Parnell back with you)
3 Battlecruisers
6 Cruisers
3 Light Cruisers
15 Escorts
4 Military Transports

ELITES = 0.2
Governors Own = 0.2

AIR FORCES = 131
75 Avenger Strike Fighter = 15
75 Lighting Fighter Wings = 15
75 Thunderbolt Fighter Wing = 15
80 Marauder Bomber Wings = 24
20 Marauder Vigilant Wings = 8
60 Marauder Destroyer Wings = 24
100 Cargo Shuttle Wings = 30

MECHANICUS = 85.5
25 Skitarii = 27.5
55 Tech Guard = 55
10 Scout Titan = 1
6 Reaver Titan = 1.2
2 Warlord Titan = 0.8

SUPER HEAVIES = 5.4
43 Baneblade Sqaudrons = 4.3
1 Mecharius Vanquisher Regiment = 0.5
3 Leviathan = 0.3
1 Capitol Imperialis = 0.3

HELGUARD = 42.1
6 Helguard Light Infantry Regiment = 5.4
4 Helguard Armoured Regiment = 2
4 Helguard Rough Rider Regiment = 4.4
8 Power Helguard Regiment = 8.8
6 Mechanised Power Helguard Regiment = 9.6
7 Drop Trooper Power Helguard Regiment = 11.9

IMPERIAL GUARD = 135.8
10 Infantry = 10
10 Mechanized Infantry = 15
10 Light Infantry = 9
14 Heavy Infantry = 14
10 Armour = 5
10 Rough Riders = 11
52 Drop Infantry = 62.4
3 Vanquisher Regiments = 1.2
2 Hellhound/Devil Dog = 0.8
2 Sentinel = 0.8
2 AA Regiments = 2
10 Artillery Regiments = 4
3 Deathstrike Battery = 0.6

TOTAL CARGO = 400

GENERALS CADRE TO SEND TO ALFHEIM
Kenneth Drago
Jarran Pask
Irwin Volkov
Martin Nardoo

GENERAL ORDERS FOR FLEET ARRIVING AT ALFHEIM
- IF the enemy fleet has been destroyed immediately head to land to aid in the ground campain.
- IF the naval battle is ongoing coordinate with the Imperial Trust Admiral on how best to get the forces landed for the ground campaign.
- IF the enemy fleet has attained orbital supremacy stay at the edge of the system until the fleet from Vanaheim has arrived to assist with landing.
Why are you sending back 4 transports carrying 2 transports worth of men
also it would be more convenient if you also listed which regiments and ships were going to Alfheim, partly because you would have caught this issue
 
Why are you sending back 4 transports carrying 2 transports worth of men
also it would be more convenient if you also listed which regiments and ships were going to Alfheim, partly because you would have caught this issue

Because I forgot that Troop Transports had 200 cargo each rather than 100. I'll go back and fiddle with the numbers some more and maybe add another transport's worth of troops to bring back, then add the Alfheim contingent for you.
 
Ok, edited things so numbers are correct. Changed from 4 transports being sent back home to 3, but had the value properly set to 600 cargo for that. The troops I'm bringing back are mainly composed of 7 of the Siege Infantry Brigades (1 for each hive city, and 2 that can go where trouble rears its ugly head), the Teachers (whose primary role is defense, and aren't as effective as Helltroopers anyways since they are PDF), some more Drop Infantry (since Vanaheim will bring lots of that anyways), more Heavy Infantry, and a few minor adjustments otherwise. Otherwise things are unchanged.

Now I'll get to editing in the forces still going to Alfheim for durin's convenience.
 
Man, thank god we took the time to upgrade a lot of defenses. Which is also great because we will be getting our moneys worth.
 
Ok, edited things so numbers are correct. Changed from 4 transports being sent back home to 3, but had the value properly set to 600 cargo for that. The troops I'm bringing back are mainly composed of 7 of the Siege Infantry Brigades (1 for each hive city, and 2 that can go where trouble rears its ugly head), the Teachers (whose primary role is defense, and aren't as effective as Helltroopers anyways since they are PDF), some more Drop Infantry (since Vanaheim will bring lots of that anyways), more Heavy Infantry, and a few minor adjustments otherwise. Otherwise things are unchanged.

Now I'll get to editing in the forces still going to Alfheim for durin's convenience.
 
Ok, I have constructed a plan. It has us sending back the majority of the fleet, the majority of the airforce, about half the superheavies and Titans, about 2/3 of the Helguard, and some of the Helltroopers.

Now, caveat time - the attack on Alfheim may be a distraction if this is an attack from Abomination cultists from a neighboring sub-sector or someone else who knows about Avernus's technology. We don't know the exact force numbers being sent there, and the idea may be to lure the best of our troops off of Avernus to aid an attack on it. The Alfheim force may be small, and meant to lure the majority of the forces of the Nine Worlds to there so they could send the majority of their forces to Avernus. However, the enemy wouldn't likely know about our Advanced Warp Scanners so the second force would think that they would only be detected well after we're on our way.

On the other hand, both attacks could be real and have parity in terms of their forces. But again, we don't have a way to know quite yet.

If you think that the Alfheim attack is almost certainly a distraction and the real force will attack Avernus, then I advise voting for this:

[] Return everyone and everything back.

If you're not certain and would like to split up our forces to hedge our bets, then I advise voting for this:

[X] Plan Reinforce Avernus

FORCES SENT HOME TO AVERNUS:

Governor Rotbart will return to Avernus with the following forces

NAVY (bring Amos Parnell back with you)
3 Battlecruisers
6 Cruisers
3 Light Cruisers
15 Escorts
3 Military Transports

ELITES = 0.2
Governors Own = 0.2

AIR FORCES = 131
75 Avenger Strike Fighter = 15
75 Lighting Fighter Wings = 15
75 Thunderbolt Fighter Wing = 15
60 Marauder Bomber Wings = 24
20 Marauder Vigilant Wings = 8
60 Marauder Destroyer Wings = 24
100 Cargo Shuttle Wings = 30

MECHANICUS = 85.5
25 Skitarii = 27.5
55 Tech Guard = 55
10 Scout Titan = 1
6 Reaver Titan = 1.2
2 Warlord Titan = 0.8

SUPER HEAVIES = 5.4
43 Baneblade Sqaudrons = 4.3
1 Mecharius Vanquisher Regiment = 0.5
3 Leviathan = 0.3
1 Capitol Imperialis = 0.3

HELGUARD = 42.1
6 Helguard Light Infantry Regiment = 5.4
4 Helguard Armoured Regiment = 2
4 Helguard Rough Rider Regiment = 4.4
8 Power Helguard Regiment = 8.8
6 Mechanised Power Helguard Regiment = 9.6
7 Drop Trooper Power Helguard Regiment = 11.9

IMPERIAL GUARD = 268.6
12 Infantry = 12
10 Mechanized Infantry = 15
20 Light Infantry = 18
34 Heavy Infantry = 34
10 Armour = 5
10 Rough Riders = 11
62 Drop Infantry = 74.4
7 Siege Infantry Brigades = 91
3 Vanquisher Regiments = 1.2
2 Hellhound/Devil Dog = 0.8
2 Sentinel = 0.8
2 AA Regiments = 0.8
10 Artillery Regiments = 4
3 Deathstrike Battery = 0.6

TEACHERS = 67.2
18 PDF Light Infantry = 16.2
34 PDF Armor = 17
18 PDF Heavy Infantry =18
16 PDF Infantry = 66

TOTAL CARGO = 600

GENERALS CADRE TO SEND TO ALFHEIM
Kenneth Drago
Jarran Pask
Irwin Volkov
Martin Nardoo

GENERAL ORDERS FOR FLEET ARRIVING AT ALFHEIM
- IF the enemy fleet has been destroyed immediately head to land to aid in the ground campain.
- IF the naval battle is ongoing coordinate with the Imperial Trust Admiral on how best to get the forces landed for the ground campaign.
- IF the enemy fleet has attained orbital supremacy stay at the edge of the system until the fleet from Vanaheim has arrived to assist with landing.
a list of what forces you are sending to Alfheim would be so useful
 
@Enjou are the Phase Tigers going to Alfheim or going home?

Alfheim. They work well with Xavier, so they're best off going with him.


a list of what forces you are sending to Alfheim would be so useful

As I said in my last post...

Now I'll get to editing in the forces still going to Alfheim for durin's convenience.

This is now done. It took longer than expected because I had to track down an error that was causing havoc with the numbers, which came from this in your last post...

4 AA Regiments = 4

Should be...

10 AA Regiments = 4

Once I found that I got the math right.
 
Alfheim. They work well with Xavier, so they're best off going with him.




As I said in my last post...



This is now done. It took longer than expected because I had to track down an error that was causing havoc with the numbers, which came from this in your last post...

4 AA Regiments = 4

Should be...

10 AA Regiments = 4

Once I found that I got the math right.
sorry about the error
 
Unknown Invasion Part Three: Return to Avernus and Preparations
Unknown Invasion Part Three: Return to Avernus and Preparations

Upon receiving word that Avernus was also coming under attack you decided to return to Avernus with the majority of your fleet and a a third of your soldiers. The return home took only five days allowing you ten days to prepare. Looking over your defences you realise that the places most vulnerable to attack are the moon based cities, with Yphax being the most vulnerable on Avernus.


Please decided your initial deployments

Governor Rotbart
Lieutenant-General Bergen
Lieutenant-General Khol
Lieutenant-General Agani
Lieutenant-General Durant
Lieutenant-General Schwarz

Prefetus Secondus Henry Volkiss
Arbitrator Jane Oakheart
Saint Seamus Lin
Headmaster Munstrum Ridcully
Headmaster Ricdully
10 Primaris Psykers
103 Major Battle Psykers
422 Minor Battle Psykers

   
Total Helguard Regiments 35
Helguard Light Infantry Regiment 6
Helguard Armoured Regiment 4
Helguard Rough Rider Regiment 4
Power Helguard Regiment 8
Mechanised Power Helguard Regiment 6
Drop Trooper Power Helguard Regiment 7
   
Total Imperial Guard Regiments 197
Infantry 12
Mechanized Infantry 10
Light Infantry 20
Heavy Infantry 34
Armour 10
Rough Riders 10
Drop Infantry 62
Siege Infantry Brigade 7
Vanquisher Regiment 3
HellHound/Devil Dog 2
Sentinel 2
AA Regiments 2
Artillery Regiment 10
Bane Wolf 10
Deathstrike Battery 3
   
Total PDF Regiments 3648
PDF Infantry 608
PDF Mechanized Infantry 757
PDF Light Infantry 761
PDF Heavy Infantry 125
PDF Armour 547
PDF Rough Riders 667
PDF Siege Infantry Brigade 183
   
Mechanicus  
Skitrii 30
Tech Guard 362
Scout Titan 10
Reaver Titan 6
Warlord Titan 2
   
Vehicles  
Baneblade Suqadrons 43
Mecharuis Vaquisher Regiments 1
Leviathan 3
Capitol Imperialis 1
   
Teachers  
PDF Infantry 66
PDF Light Infantry 18
PDF Heavy Infantry 18
PDF Armour 34
   
Governor Own 1
   
   
Avenger Strike Fighter 135
Lighting Fighter Wings 138
Thunderbolt Fighter Wing 135
Marauder Bomber Wings 84
Marauder Vigilant Wings 20
Marauder Destroyer Wings 90
Cargo Shuttle Wings 123
           
City Name Designation Environment Category Population Militia Siege Brigades
Dis Avernus Prime Mountain Capital, Small Hive 613,452,475 4,342
Casarrondo Alpha-1 Mountain Major City 95,512,079 676
Gormec Alpha-2 Mountain Major City 17,381,146 123
Helm's Deep Alpha-3 Mountain Major City 89,066,876 630
Lemnos Alpha-4 Mountain Major City 96,977,056 686
Lonely Citadel Alpha-5 Mountain Major City 57,109,629 404
Belegost Alpha-M-1 Mountain Forge City 28,901,985 205
Blacktyde Beta-1 Island Ruined City    
Arbor Beta-2 Island Major City 103,182,979 730
The Bermunda Turtle Beta-3 Island Crater    
The Fair Isle Beta-4 Island Small Hive 296,192,508 2,096
Storms End Beta-5 Island Major City 24,704,446 175
Lorien Gamma-1 Forest Major City 39,039,088 276
Mirkwood Gamma-2 Forest Regional City 676,902 5
Hollin Gamma-3 Forest Small Hive 258,622,363 1,830
Dorthonion Gamma-4 Forest Major Forge City 27,000,000 191
Doriath Gamma-5 Forest Major City 93,579,316 662
The Fens Delta-1 Tropics Small Hive 227,733,855 1,612
Asmat Delta-2 Tropics Major City 67,188,920 476
The Bayou Delta-3 Tropics Ruined City    
Limberlost Delta-4 Tropics Major City 91,219,665 646
Okefenokee Delta-5 Tropics Major City 35,649,917 252
Capar Epsilon-1 Plains Crater    
Nurn Epsilon-2 Plains Major City 103,854,878 735
Garden Grove Epsilon-3 Plains Small Hive 385,582,007 2,729
Bonud Epsilon-4 Plains Ruined City    
Yphax Epsilon-5 Plains Regional City 1,064,621 8
Salem Zeta-1 Desert Small Hive 156,811,382 1,110
Sliver Lake Zeta-2 Desert Forge City 40,329,903 285
Babylon Zeta-3 Desert Major City 97,452,134 690
Babylon Forge Zeta-3M Desert Forge Complex 2,027,241 14
Beirut Zeta-4 Desert Major City 95,802,936 678
True Grit Zeta-5 Desert Major City 98,596,725 698
Annwn Alef-1 Moon (rock) Forge City 36,808,625 261
Mag Mell Dalat-1 Moon (rock) Forge City 36,808,625 261
Nechtan Dalat-2 Moon (rock) Forge City 24,513,722 173
Erecura Gimal-1 Moon (metal) Forge City 24,513,722 173
Belisama Gimal-2 Moon (metal) Forge City 24,513,722 173


1 Space Station
2 Docks
84 Defense Platforms
12 Heavy Defense Platforms
3 Defence Stations
Admiral Amos Parnell
Lady Freya
1 Large Shipyards
1 Small Shipyards
1 Space Station
2 Docks
84 Defence Platforms
12 Heavy Defence Platforms
3 Defence Stations
1 Ramilies Starfort
The Well of Urd
3 Battlecruisers
6 Cruisers
3 Light Cruisers
15 Escorts
142 Defence Monitors

3 Military Transports
1 Goliath Factory Ship
20 Asteriod Miners
100 Tugs
 
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Because I forgot that Troop Transports had 200 cargo each rather than 100. I'll go back and fiddle with the numbers some more and maybe add another transport's worth of troops to bring back, then add the Alfheim contingent for you.

I thought sending back 400 cargo space worth of men was just right. Really all we need is most of the airforce, half the heavies, and a good chunk of the Helguard and IG. Which is exactly what your plan had. If you intend to increase the amount of men being sent back I will have to vote for something different.

We have plenty of ground forces on Avernus. Other than filling a few specific holes in the battle order we don't need the rest and I suspect they will be more useful on Alfheim.
 
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