The War Rages On
The usual bickering for advantage went well--chiefly due to the Imperials still not quite expecting things to go quite so smoothly... That, or they were expecting you to stab them in the back at some point. Why you would do this at this juncture defeats you, but that's probably why you never really saw any sense in drawing eldritch symbols in blood all over things and trying to worship cosmic entities that are just as likely to eat you as they are give you any real support.
At any rate, things could have gone far worse than they did--none of your officers have died, and while at least half of your First Company has been wounded, your actual fatalities are limited to roughly a dozen or so. While that's still a painful loss, it's an absorbable one you think--though it'll be some time until the First Company is combat ready again.
First Company Cannot Deploy next War Turn
First Company Status: 90% Strength
Destroying the sword at least goes well--a Daemon Weapon won't long survive being shot at by two Contemptors using heavy weapons--and while a terrible Herald of Khorne emerged, screaming profanities--he also didn't last long against the very same barrage that shattered his home. All in all, things went largely according to plan, and that's always a good thing to d.
Daemon Sword Kra'Sona destroyed!
After that, it was mostly just fiddly bits--the Deathwatch team taking the enemy Captain into their tender mercies, and your own Storm Crows fading from the forefront to lick your wounds and come up with a new plan--you think they appreciated the gestures at least--though the situation is still far too tense to really consider any favor exchanges that might come with it.
Of course, not all the news is good--as War Reports continue to stream across your desk, now that the Imperials are more willing to share intelligence with you. Things seem to have developed in such a way that make you wonder how much of an impact you actually had on things.
WAR DEVELOPMENTS
Azuria Garrison: The Blue Moon itself came under siege during your campaign against the Thunderhead Fortress by a strike force of Dark Mechanicus elites. Fortunately, Evander was quick to react, deploying the Third Company to board the enemy transports and disable their engines long enough for the stronghold of your allies to rally their own defenses sufficiently, deploying teams of War Automata and Gene Warriors to serve as much needed conventional soldiers. In the end, the enemy was repulsed without laying foot on the fortress of the Tech Mystics, though the Third Company was hard pressed by the end, and will need time to recover.
Status: Major Dark Mechanicus Offensive intercepted and destroyed. Third Company at 70% Strength
FLASHPOINT: Pyros Aleph: The good news, of course, is that this large force had to come from somewhere, and Pyros Aleph was poorly secured as a result--the Second Company penetrated deep into hostile territory as a result, wreaking havoc upon the Dark Mechanicus' logistics forces and reserves--and in doing so, they managed to prevent the battle at Azuria from being reinforced. The entire strike force has been annihilated between the two campaigns, and the Dark Mechanicus must reassess their current strategy. Unfortunately, nothing particularly useful was recovered.
Status: Dark Mechanicus forces here routed, synergy effects with the Battle of Azuria, Second Company at 90% Strength.
Cynosure: Remains contested--Imperial Reinforcements have been pouring in thanks to your success with Operation Thunderhead breaking Chaos' current naval dominance, with conscripts and volunteers driving the enemy back hive by hive. They expect a complete victory within a few months at this rate.
Status: Cynosure Blockade broken due to Storm Crow interference and the success of Operation Thunderhead, Imperial Reinforcements flooding in, victory expected by the end of next turn.
Forge Pollux: No actionable intelligence available at this time.
Jerichon: The focus of the Enemy's attentions--Jerichon has been rapidly fortified into a citadel--and the purpose for this has been made clear. Utilizing a terrible ritual, a Greater Daemon has been summoned and bound into the Materium for the duration of the campaign, making use of the survivors of the planet's hive as fuel to support it in battle. Fortunately, the very nature of this summoning permit you to easily read its moves--though actually killing it is a potentially daunting task.
Status: A Greater Daemon has been summoned by the Enemy Forces! Will begin moving next War Turn, and may attack a single territory each round until banished! Victory is essentially assured barring interference.
There was still much work to do.
Storm Crow Actions:
(Second, Fourth Companies may be deployed this turn. Both are Battle Companies)
[ ] Garrison Duty: Protecting your worlds and allies from assault is something you can't ignore even in these troubled times. Select a single teritory (Indagus, Azuria, Sector Capital Titania is now available due to improved relations with Oculus Sector)
[ ] Reprisal: Forge Pollux: The Dark Mechanicus has got to be hurting after your latest interception--capitalizing on this before they can reconsolidate can have a significant impact on the War Effort. You won't have Imperial Army support for this, but a raid in force can be potentially decisive. Estimated Victory Chance: 70%
[ ] Cynosure War Support: Astartes are great at solving otherwise insoluble problems. Assisting in the Oculus Sector's counterattack will earn greater goodwill, as well as likely resolving this theatre ahead of schedule. Estimated Victory Chance: 85%
[ ] Spoiling Attack on Jerichon: The Enemy has summoned a Greater Daemon--you can't actually kill it from behind its allies in the center of its power, but you might be able to reduce its overall strength by attacking the spell diagram that keeps it anchored to the Materium. Needless to say, this probably qualifies as a suicide mission. Estimated Victory Chance: 10%
Construction Efforts:
(25 Construction Points Available)
[ ] Caravel (0/25)
[ ] Strike Raider (0/50)
[ ] Strike Cruiser (0/250)
[ ] Thunderhead Refit (0/500)
Resource Expenses
Current Output: 200
Current Expenses: 120 (Company Replacements and Repair)
[ ] Raise a Crown Auxillia Regiment (20/100)
[ ] Raise a new Storm Crow Infantry Company (0/100)
[ ] Raise a Tower Guard Regiment (0/50)