[X] Plan Hold the Pass
Although I would prefer that we don't hunker down in this situation because it would be perilous for us, cause Sombra's army would just ZERG RUSH our line of defense.
 
The Dark Lord approaches

In the white and the cold, in the face of darkness, this army awaits.

Never in living memory, or even in the surviving texts from before Discord was such a diverse group of species described as fighting together, one alongside each other.

Never had this many gryphons, Yaks and Diamond Dogs come together to face a common threat. This could very well be the strongest army to ever be formed, and if stronger ever existed their every trace was lost to time.

And yet, it might still not be enough.

The Dark Lord approaches, mighty and terrible. His eyes are like fire, his heart knows no mercy.

He's a kinslayer, not a single member of his race spared from his fury.

He's a betrayer, enslaver of those who raised him from child to adult.

Virtue has no place in what remains of his soul.

He is, in many ways, worse than Discord himself, for even the Mad God never stooped so low as to deprive an entire people of their ability to even think. Even in the chaos he brought life was free to continue. To adapt and overcome. Sometimes even to thrive.

But not under this one.

In fact Discord would have never tolerated the young upstart, with his stolen power and delusion of grandeur. That much everyone would grant, even Discord had standards.

And so the the slaves march, their souls crying in despair behind the cold helmets, praying for a miracle to save them, to free them...to kill them if no other salvation was possible.

And so the soldiers stand, ready for the coming fight.

All over the continent nobody slept quietly that night.

____________________________________________________________________________________________________

so, i've wanted to write an omake for a few days, but i simply couldn't get the right idea.

until now.
I know it's short, but it will have to do.

@Questor


EDIT: also X]The tithe
+10 to a roll.
 
Let's see a quick tally.
Adhoc vote count started by Raptor580 on Feb 11, 2019 at 11:06 AM, finished with 62 posts and 23 votes.

  • [X] Plan Hold the Pass
    [X]The tithe
    [X] Staged Front
    -[X] Veterans to the Front: The militia are here to supplement your already existing forces, not take their place on the battlefield. You must project a strong front, and to that end the veterans of the regular army will be placed as the first line of defense, with the militia in reserve to reinforce any areas in trouble.
    -[X] Rapid Response: Hold them back, keeping them in reserve to plug gaps in the line and respond to changing circumstances.
    -[X] Surprise Charge: The Yaks shall hide behind the palisades or the artificial hills, revealing themselves and bursting out to charge the enemy when the time is right.
    [X] Plan Preserving the Professionals
    [X] Militia to the Front: The militia, while spirited and numerous, are not as well-trained or well-equipped as your professional soldiers. Professional soldiers that you must husband as a precious resource. Placing the militia at the front of your lines will doubtless result in significant casualties among them, but it will mean less of your veteran soldiers will be placed in harms way, conserving your strength.

    -[X] Links in a Chain: Scatter them individually throughout the frontline units, bolstering morale and ensuring discipline amongst the rank and file.
    -[X] Relief Charge: The Yaks shall be held in reserve, ready to reinforce a battered unit, shore up a flank, or cover a retreat or reorganization of the line.
 
Ok, calling it now. Plan Hold the Pass seems to have a clear majority. I'll get to work on the next post.

As a heads up to those with Omake bonuses: unless you explicitly state that you would prefer it be otherwise, I will assume you wish to spend your omakes on battle turns, and will apply them accordingly.

Please let me know if you wish to hold them in reserve for non-battle turns.
 
Link to the last time I did this.

Archival purposes: "The Winter War Part 2 (posted by QM on Sunday, February 10, 2019)"

OR

The Front Page as it appeared to me on Monday, February 11, 2019.

Character Sheet (last edited by QM on Thursday, February 7, 2019)
- Not Changed
Name: Garrick Golden-Feather

Age: 39

Titles: Emperor of Gryphus, King of Griffonia, Inheritor of the Imperial House of Gryphus, The Unifier, Great Winged Alpha

Description: At first glance, you seem like a pretty average example of the Griffon race. Head of an eagle, body of a winged lion, standing perhaps a hair taller than most other quadrupedal species. It's not until one looks closer that they see the things that distinguish you from a crowd. An unmistakably masculine build, a strong, prominent beak, feathers and fur that seem to be perpetually well-groomed, and a pair of piercing amber eyes hiding a fierce intelligence. But you're no peacock, only known for your good looks; your talons are razor sharp, and though you are not as strong as your wife, you are still an apex predator, and your musculature reflects that. Your wife's workout regimen has also improved your physique, cords of taut muscle now visible across your body.


Martial: 9+2+1+1=13

Diplomacy: 14+2+2=18

Stewardship: 13+2=15

Learning: 16+2=18

Intrigue: 11+2=13


  • Trait-Attractive: You are a very handsome fellow. +2 Diplomacy, better spousal relationship
  • Trait-Genius: Smart doesn't even begin to describe you. +2 all skills
  • Trait-Toned: Working out with your wife has done good things for your body. +1 Martial

Inventory:

  • Blade of the King: an ornate and deadly sword you had forged for yourself after being crowned King of Griffonia. +1 Martial
  • Royal Armor: Serving to protect you as well as display your royal status to onlookers, this armor is both durable and aesthetically pleasing.




Wife: Gabriella Golden-Feather


Opinion of You: 8/10

Age: 37

Martial: 15+1+2=18
Diplomacy: 11+1=12
Stewardship: 8+1=9
Learning: 13+1=14
Intrigue: 10+1=11

Trait: Strong - Born stronger than most. (+2 Martial)
Trait: Experienced - Has been a mercenary for several years, ranging across the lands of the former Empire. Knows much about the world. (+1 All Stats)



Son: Gawain Golden-Feather


Age: 7

Status: Child-No Stats
Status: Designated Heir. Will become player character in event of Parent's Deaths.
Trait: Strong-Born stronger than most. (+2 Martial)
Trait: Attractive-A cute kid, and eventually a handsome fellow. (+2 Diplomacy, better spousal relationship)
Trait: Genius-Smart doesn't begin to describe him. (+2 All Stats)
Trait: Game Master-Years of playing games of strategy and wits with members of the Imperial Court has honed his sense of strategy and taught him how to read others. (+1 Martial, +2 Diplomacy)




(Adopted) Daughter: Gwyndlyn Golden-Feather


Age: 3
Status: Infant-No Stats
Status-Designated Regent: In the event that no heir is capable of taking the throne, or in the event the rightful ruler is otherwise unavailable, she will take control of the kingdom until the situation can be resolved.
Trait: Dragon-A fire breathing reptile. (+4 Martial)


Informational: State of the Nation (last edited by QM on Thursday, February 7, 2019)
- Not Changed
Economy

Treasury Reserves
: 2710

Net Income: 3620

Yearly Income: 4150

-Tax Revenue: 2825
-Farming Income: 625
-Mining Income: 600
-Trade Income: 100

Yearly Expenditures: 530

-Army Upkeep: 420
-Navy Upkeep: 100
-Office of Disease Control: 10



Military

Imperial Army
: Professional soldiers, paid and supplied by you. 500 soldier battalions cost 200 gold each to raise or replace. Additionally, Imperial Army soldiers have an upkeep cost of 200 gold per every ten thousand soldiers.

Imperial Army Morale: 65/100 (Above Average)

Imperial Army Numbers: 21,000

-10,000 Warriors: Armed with a sword or hand-axe and shield, these Griffons make up the bulk of your army.

-5000 Polearms: For keeping your enemy at arms length or taking down opponents larger than a Griffon.

-5000 Archers: Griffons with bows and some arrows. Not much else to say.

-1000 Diamond Dogs: Armed with a variety of swords, war axes, and other weapons suitable for close-quarters, Diamond Dogs are masters of subterranean combat, and are well suited to ambush tactics.

-5 Mobile Ballistae: Massively oversized mechanical bows that fire bolts big enough to pierce through tree trunks from vast distances.

-4 Cannons: Firing iron balls through the power of explosive black powder, these metal siege engines are one of the most powerful weapons in your arsenal.

-2 Flame Projectors: A product of Archimedes's "liquid fire", these static contraptions can shoot jets of flaming liquid vast distances, burning all in their path.



Knightly Orders (Self Maintained): In the old Empire, Knightly Orders were typically made up of Griffons of noble birth who joined a fraternal militant organization dedicated to martial excellence, honor, and a number of various edicts of moral strength. These great warriors dedicated themselves to the Emperor and the protection of the common Gryph. Tragically, few of these brave souls survived the reign of Discord. But a new breed of Knights now seeks to serve as your sword and shield, and will rally to your banner whenever you may need them.

The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
30 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
Citadel: The Lion's Den, Griffonia

The Knights Talon
1 Grandmaster Colombroni Pigeonio
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
Citadel: The Crow's Nest, Wingbardy

The Knights Panther
1 Grandmaster Adrian Dawnquill
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
Citadel: The Black Fortress, Aquileia


Royal Navy: The vessels that guard your coastlines and patrol the oceans. Crewed by career sailors, they have an upkeep of five gold per ship, per year.

20 Cogs (Bolt-Throwers)



Auxiliaries: Auxiliary units are forces not part of a Knightly Order or the Royal Army and Navy that can be brought into battle alongside both of the former groups. They can be made up of allied nation units suborned to you, units drawn up from the militia, and mercenary outfits.

-15,000 Imperial Militia: Armed with a cobbled together assortment of spears, swords, axes and bows, the Gryphon militia aren't as disciplined, experienced, or well-armored as the professional soldiers typically entrusted to protect them. But when push comes to shove, they'll fight with everything they have to defend their homes.

-10,000 Yak Chargers: Massive quadrupeds from the Western Steepes, a single Yak is strong enough to wrestle a bear or grind rocks into gravel beneath their hooves. When hundreds of Yaks gather together and charge a foe, they become the living imbodiment of the phrase "unstoppable force".

-The War Wolves: A recently founded mercenary outfit that's attracted a lot of attention for being composed entirely of Diamond Dogs. They've built a reputation for reliability and tenacity, using their natural aptitude for digging to build pit traps and collapse the dens of monsters. They're no slouches in straight combat either, and seem to have perfected the art of rapid fortification. (Numbers: 500 Diamond Dogs)

-The Wood Stalkers: Experienced Archers/Scouts that specialize in Forest Combat, they have years of experience hunting Timberwolves and Feral Diamond Dogs throughout Griffonia. (Numbers: 200 Warriors, 300 Archers)

-The Black Pikes: A unit of heavily armored and stoic Gryphons skilled in the use of long thrusting spears, ground combat, and phalanx warfare. They're not very mobile or good in an aerial battle, but when defending a spot on the ground they're nearly impossible to dislodge. (Numbers: 500 Pikes)

-The Crimson Company: One of the most (in)famous mercenary companies of the Northern Mountains, the warriors of the Crimson Company fly into battle with nothing but steel claws and a coating of war-paint. Almost suicidally brave and determined to win glory in battle or die trying, their lack of armour gives them a significant speed advantage over most opponents. (Numbers: 500 Gryphon Berserkers)

-The Troll-busters: These eccentric exiles of Feathersian nobility are unusual even by mercenary standards. Wielding strange and unwieldy mechanical contraptions that spew streamers of fire like draconic maws, they've made a name for themselves burning down swathes of monster infested forest for the highest bidder. Despite their pitiful numbers, they charge absurdly high rates for their services; apparently those "flamethrowers" aren't cheap to operate or maintain. Still, they would doubtlessly be a valuable asset in battle. (Numbers: 4 Static Flamethrowers)



Politics

Nobility Opinion: 8/10 (Long Live the Emperor).

General Public Opinion: 8/10 (Long Live the Emperor).


Roll Bonuses

Improved Army Communications: +3 on certain Army Rolls
Naval Navigation Tools: +5 on certain Naval and Exploration Rolls



Informational: Diplomatic Relations/Persons of Interest (last edited by QM on Tuesday, January 22, 2019)
- Not Changed
Diplomatic Relations


Persons of Interest


???: A friendly and strangely casual Griffon female you met at your inaugural ball. Despite having a wonderful evening chatting with her, you never got her name.

Garibaldi Talonuelli: Formerly the Duke of Wingbardy, now the Archduke of Wingbardy, Talonuelli is a beloved public figure in his home province and an experienced administrator. After saving his city and people from Brochard's attempted invasion and negotiating his province's vassalage over a few drinks, you'd like to think you can count him among your friends.

Federico Montefeathertro: Duke of the (former) City-State of Urbirdo, and your Father-in Law. He might just be the friendliest of the former Feathersians, having agreed to back you and your kingdom without question or condition during the Brochard Crisis, and hiring a mercenary outfit as a belated wedding gift. You're reasonably certain he likes you, as much as In-Laws can like each other anyway.
 
I wonder what would happen if we tried to feed the crystal heart to are daughter or any dragon really it's just a giant gem albeit a magic one.
 
it would probably depend on if the heart is currently charged or not. If it is maybe a (temporary?) boost kind of like the rainbow power?

Or maybe it could give some new ability.

It IS an interesting possibility though, we might actually consider it if by the time we defeat Sombra there are no crystal ponies survivors
 
The Winter War: Part 3
Your soldiers form up into lines, polearms at the front, warriors behind them. The militia stand just behind the regulars, ready to press forward if needed. The Yaks assume positions alongside your own troops, standing their ground in groups scattered throughout the line, islands of fur in a sea of feathers. Diamond Dogs assume their positions below ground, ready to trigger traps or collapse tunnels as needed. Artillerists run last-minute checks while the flamethrower crews resist the urge to use their precious fuel to warm themselves, even as the icy winds continue to blow.

You stand upon one of the artificial hills, the only one not occupied by an artillery piece. Alongside you stands your wife and the three grandmasters of the Knightly Orders, observing the battle alongside you and prepared to lead their own units into combat when you give the word. All is quiet, both here and amongst the rank-and-file, only a few whispered commands and affirmations breaking the silence.

The mood is tense. The lookouts returned a little less than a half-hour ago. They confirm the reports previously given by Ravenburg's spies. The enemy army, at least twice your size, approaches at a rapid but consistent pace. At first they are just barely visible as an amorphous dark mass on the horizon, barely visible through the snowfall. But as they draw closer, details become more apparent.

The unnatural glow from the eye-slits of their helmets shines through the icy haze, and the ground begins to shake under the hoof-falls of tens of thousands of slave-soldiers marching in perfect synchronization, lines of black-armored soldiers stretching back as far as the eye can see. For a moment, it seems like they won't stop, that they'll just continue to march forwards until they hit your lines, but then they suddenly come to a halt just outside the range of your artillery. The vibrations continue, gradually becoming less intense as the ranks of the enemy come to a halt unit by unit, until the silence returns, even more tense than before.

For what seems like forever the two armies simply stare at each other, unmoving. Then, finally, at some unspoken signal, the front ranks of the enemy burst into movement, charging forward with surprising speed. The battle begins.

The first wave seems to be composed entirely of unarmored light infantry, their only source of protection their enchanted helmets. Through your spyglass you can see that, despite their speed and agility, these hostiles are far from star athletes. Even from this distance you can make out their ribs, their flesh pulled taut against the bones, their coats patchy and thin.

They look like they haven't eaten in days, like they shouldn't be able to stand, but here they are, charging your lines at a rapid pace. No doubt this is the product of some other foul magic.

(Explosive Traps: 81)

Magically influenced or not, they prove as vulnerable to your traps as any mundane creature. Flashes of light, loud pops and muffled booms signal the triggering and detonation of the numerous explosive caches buried across the canyon floor. Some are small, a bag of powder and iron fragments the size of a fist, taking down a pair of equines here, or blowing off a leg there. Others are much more sizable, and more devastating. As you watch, one of the slaves in the third or fourth rank of the enemy line steps on a rock, activating the trigger to ignite several barrels of black powder and liquid fire, causing a massive fireball to erupt from the earth and engulf several hundred of your foes.

But despite seeing your enemies slain before coming into range, despite seeing the fruits of your army's labors these past few days, you can't help but feel unnerved. For even as they fall prey to your traps, your enemies show no reaction. There are no pained screams, no cries for help, no groans of agony. The enemy does not slow or hesitate, merely stepping over their slain comrades and continuing in their singleminded advance, only ceasing to move forward when your traps render them physically incapable.

You estimate that several thousand of these suicide soldiers charged your lines in this first wave. Less than a hundred make it through the minefield and close to range with your troops. So few are their numbers that many of your archers don't even bother nocking their arrows. A smattering of half-hearted arrow shots proves sufficient to eradicate the remainder. Your frontline troops never even had to bloody their blades.

But before anyone can start to celebrate, another, larger wave of hostiles advances down the pass. With a muffled curse, you begin to realize the enemy's strategy. Those unarmored troops were merely a probing assault, a means of testing your defenses. And their advance just resulted in the expenditure of most of your traps.

Now the fight really starts. There are no more soft targets. These soldiers are fully armored, bearing lances and spears and blades, and while their advance is slower than their unarmored predecessors, it has more force behind it, tens of thousands of fighters bearing down on your defenses in tight formation.


(Traps Part 2: 24-20(mostly expended)=4)
(Cannons: 87)
(Ballistae: 84)

As expected, what few traps remain have next to no effect on the advancing enemy. A handful of small bombs explode and kill a bare handful of assailants, but they are swiftly trampled underhoof by the tens of thousands of their comrades that remain untouched. Your artillery, however, has a much more significant impact. With a thunderous roar, your new cannons fire their first rounds in anger, iron balls sent flying almost too fast for the naked eye to see. They plow through rank after rank of the enemy, pulverizing armor and disintegrating bodies in clouds of gore, some bouncing off the ground and impacting lines farther back. Each cannon round fells scores of enemies, so tightly packed are they in the narrow mountain pass. There's no room for them to dodge, no cover for them to take. Yet still, the black-clad hostiles advance, unperturbed by the hail of fire raining upon them.

Your ballistae also open up. The nature of their projectiles makes them less deadly than the cannons, but they still reap a hefty toll from the enemy, entire squadrons impaled upon giant arrows like grotesque shish-kebabs. Yet still the enemy advances.

(The Sinkhole: 97)
(Archers: 62+10(Sinkhole Crit Success)=72)
(Flamethrowers: 73)
(Airborne Incendiaries: 72)

The Diamond Dog tunnelers had chosen not to spring their most elaborate trap earlier. They knew that the enemy would send a massive charge such as this, and waited for the right time to pull the ground out from under them. Literally. Suddenly, with the sound of dozens of tons of shifting earth and stone, a massive section of the earth collapses inwards on itself, dragging hundreds of armored equines with it. Hundreds more, propelled by inertia and the press of advancing bodies behind them, are also pushed in, falling dozens of feet, many being crushed by the weight of those above them. The entire enemy advance is brought to a halt as a massive pile-up occurs. A pile-up the rest of your ranged units take great advantage of.

Archers fire as fast as they can nock their arrows, loosing a deadly hail of wood and steel. With so many enemies clustered together, there's no need to aim. They simply fire as fast as they can, over and over and over, until their quivers are empty. At which point they make a quick supply run to the dozens of crates of additional arrows you'd had prepared in advance. You knew you'd be facing a massive army, you didn't want your troops to run out of ammo. A metal rain falls down upon the trapped enemies. Many arrows bounce off their armor, but some find their mark in the joints and weak-spots, piercing the enemy and killing many of them even as they struggle to climb up the steep walls of the sinkhole.

Then the flamethrowers let loose their with their deadly spray. Half a dozen streamers of flame fly from your lines and into the artificial pit, creating a vision straight out of Tartarus. Hundreds of soldiers burn in their armor, the metal turning a bright red from the heat. The smell of burning flesh wafts your way. At the same time, a squadron of brave volunteers flies above the battlefield, dropping fire cocktails upon those out of reach of the flamethrowers and archers. It is a deathtrap, a vision from a nightmare, as hundreds, then thousands are skewered by arrows or burned alive, cooked in their own armor. Any other force would break at the sight of such carnage, would drop their weapons and flee in terror. But not this foe. This foe does not slow, does not stop, does not even scream as they burn alive by the hundreds. They keep coming.

Your enemies continue their mindless charge down into the pit, heedless of the danger and their hideous losses. As the number of enemies in the sinkhole grows, so do their casualties, as soldiers trample and crush each other in their stubborn determination to keep moving forwards. Eventually, the piles of trampled, shot and burned soldiers take up so much space in the crater that the survivors begin to use them as a ramp, clambering over the charred piles of their own dead to reach level ground once more. They renew their charge towards your lines, their numbers greatly diminished.

(Blood on the Snow: 63+10(Heavy Casualties)=73)

The forces of darkness slam against your lines, impaling themselves and others upon spearheads and sword blades. Your forces push back, Gryphons and Dogs and Yaks straining together against the onslaught of the arcane. An unstoppable force meets an immovable object...and the unstoppable force is proven to be not so unstoppable after all. Your lines hold, the pikes and polearms on the front puncturing every enemy they can reach, as the militia and warriors behind them toss the occasional javelin or throwing axe. Still, you do take casualties. The enemy is relentless, uncaring of pain and seeming to suffer no fatigue or the effects of the cold, and their armor is as solid as that of your own troops. Still, for every one of your troops that falls, they take at least three of the enemy with them.

After a period of time that could be measured in minutes or hours, the last of the dark knights is felled. Your forces let loose a ragged cheer...only to fall silent as the dark forces on the horizon begin to shift and move forward again. You grimace. Is there no end to them?!


[ ] Hold Your Ground!: You've slain tens of thousands of the enemy and taken comparatively few losses yourself. You've yet to commit the Knights, and there is still plenty of ammo and fuel left. This is your best chance to halt the enemy, here and now. You won't get a better set of circumstances. Continue to hold.

[ ] Pull Back!: Blow the charges, trigger the avalanche, and use the opportunity to retreat. You've done well thus far, but it's only a matter of time until the other feather drops. You've used up your traps, and the sinkhole has been filled in with the bodies of the dead. You'll lose more soldiers if you stay. The nearby city of Lanner has been preparing for a siege for weeks. It's stone walls are strong, and it's storehouses full. You shall make your final stand there.

[ ] Write-In


Rolls were all pretty good, so I decided to save the bonuses for when we really need them.



Imperial Army of Gryphus
9,900 Warriors
4750 Polearms
5000 Archers
950 Diamond Dogs
5 Mobile Ballistae
4 Cannons
2 Flame Projectors

Imperial Knightly Orders
The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
30 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
The Knights Talon
1 Grandmaster Colombroni Pigeonio
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms
The Knights Panther
1 Grandmaster Adrian Dawnquill
20 Knights of the Inner Circle
200 Imperial Knights
300 Squires
600 Griffons-at-Arms

Mercenaries
The War Wolves
495 Diamond Dogs
The Wood Stalkers
190 Warriors, 300 Archers
The Black Pikes
450 Pikes
The Crimson Company
475 Gryphon Berserkers
The Troll Busters
4 Static Flamethrowers

Auxiliaries/Allies
14,950 Imperial Militia
9,980 Yak Chargers
 
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[X] Hold Your Ground!: You've slain tens of thousands of the enemy and taken comparatively few losses yourself. You've yet to commit the Knights, and there is still plenty of ammo and fuel left. This is your best chance to halt the enemy, here and now. You won't get a better set of circumstances. Continue to hold.
 
I think that we should pull back. This mind controlled army it seems better to beat with hit and runs. The troops appear to lack initiative.
 
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Conventional military sense declares that we ought to hold our ground while we still have the advantage of prepared positions and artillery.

This isn't a conventional enemy. This enemy acts more like a zombie horde than an attacking army. You give ground, bide time, and act carefully against that sort of threat.

Still... Our position is good, we have the knights in reserve, and we might be able to hold out for a little longer without flirting with disaster... Hmm...
 
Conventional military sense declares that we ought to hold our ground while we still have the advantage of prepared positions and artillery.

This isn't a conventional enemy. This enemy acts more like a zombie horde than an attacking army. You give ground, bide time, and act carefully against that sort of threat.

Still... Our position is good, we have the knights in reserve, and we might be able to hold out for a little longer without flirting with disaster... Hmm...
It would be nice to let half the army to get though before blocking the pass. I feel like the cut off part of the army would have no idea what to do.
 
If we DO hold our ground we could maybe cycle out the tired front line units for fresh ones while the enemy advances? The veterans are currently at the front and just spent a long time fighting, even if casualties were light.

If this is a fight of endurance, put the fresh milita in, maybe supported by some of the yaks and veterans, and let the tired ones rest and get ready again.

Edit: We could also have the Knights hold the line for a while, but I really want to keep a trump card reserved for WHEN, not IF, the abominations show up.
 
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[X] Hold Your Ground!: You've slain tens of thousands of the enemy and taken comparatively few losses yourself. You've yet to commit the Knights, and there is still plenty of ammo and fuel left. This is your best chance to halt the enemy, here and now. You won't get a better set of circumstances. Continue to hold.

The images are broken to me, anyone else?

We have a chance to further reduce our foe, I don't want to play the turtle game with Sombra. He can always outrun the turtle.
 
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