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
Hmm... thinking then over the primary targets of the Dark Eldar...

They seem to be going for our ships that are most likely to be able to operate independently and defend against raiders.

Something to think about.... might this not be the only Dark Eldar planet nearby?

Could they have terraformed other planets to serve as bases for raiders?

I think it's more likely they were getting greedy, thinking they'd win and chase us off. Our use of precog bullshit to quickly defeat their Defense Stations and their scary ancient weapons was likely a complete and total surprise.
 
Perhaps they thought the smaller ships would more easily avoid the black hole weaponry than the larger ones, thus targeted the smaller ones capable of being a big threat yet maneuverable enough to avoid the black holes.
 
Methinks the DEs are still thinking in terms of raiding. We may have been fortunate enough to catch them with their strategic pants down. ^^ Too bad about the ship / troop losses, but as long as we can keep them tactically and strategically off-balance, we should be alright. Of course, I'm hardly the expert on these sorts of things the vets are...
 
Assault on Fjol IV Part Three: Landing Zones
Assault on Fjol IV Part Three: Landing Zones

After a brief period of discussion you gave been given the task of taking the western Dark Eldar city while the Imperial Trust Guard siege the central fortress and the Timeless Army supported by Task Force Hammer and Task Force Anvil attacks the eastern fortress and the larger city.

The city, designated Objective Alpha-Two, that you have been tasked to take lies in the middle of a large section of badlands which will provide many issues to troop movement and has impressive defences. It is estimated that between seven and eighty million Dark Eldar live in the city home so there is a large range in the possible number of enemy you will face.

You have identified three possible landing zones, one just above the badlands, one at the upper limit of the grasslands north of the badlands and one past the hills above the grassland. Each of the three sites have there advantages and disadvantages and you will have to decide which option to take.
[] Site One: Landing Zone One is a location just above the badlands three hundred kilometres north Objective Alpha-Two. You will suffer heavy casualties from both Dark Eldar AA and fighters landing here but will have far less distance to travel before laying siege to the city, it taking only five days to reach the city.
Pros: Short distance to travel, less harassment
Con: Heavy casualties from AA and fighters
[] Site Two: Landing Zone Two is located on the last section of grassland before the hills five hundred kilometres north of Objective Alpha-Two. This should be outside of its AA envelope but is within easy strike range of the cities fighters. You will suffer moderate casualties from the fighters and will take nine days to reach the city.
Pros: Medium Distance to travel
Con: Medium casualties from fighters
[] Site Three: Landing Zone Three is located nine hundred kilometres north of Objective Alpha-Two on the far side of some hills. This area is far enough way that there will be only limited attacks by the Dark Eldar fighters and that there will be no AA capable of attacking you. On the other hand it would take two entire weeks to reach the target city during which there will be many opportunities for the Dark Eldar to harass your forces.
Pros: Low casualties from fighters
Con: Long distance to travel, more harassment

The other choice that you have to make is whether to leave your Psykers on the fleet or have them join one of the ground forces. Leaving them where they are will prove useful if the Dark Eldar have more ships in reserve but will not prove to be so useful if they do not.
[] Keep Headmaster Ridcully with the Diviner Choir- Stays with Diviner Choir wherever they are deployed, ensures that you have the most powerful Divination possible.
[] Keep Headmaster Ridcully with the fleet- Allows for more accurate orbital bombardment, quicker progress clearing the remaining defences and fleet being better prepared for Dark Eldar reinforcements.
[] Attach Headmaster Ridcully to the Avernite Army- Allows you to benefit from his foresight.
[] Attach Headmaster Ridcully to the Imperial Trust Guard- Allows Marshall Stefansson, the worst of the Imperial Generals, to benefit from his foresight
[] Attach Headmaster Ridcully to the Timeless Army-Allows Governor-General Aelfric, the leader of the ground forces and commander of the most powerful army to benefit from his foresight.

[] Keep Diviner Choir with the fleet- Allows for more accurate orbital bombardment, quicker progress clearing the remaining defences and fleet being better prepared for Dark Eldar reinforcements.
[] Attach Diviner Choir to the Avernite Army- Allows you to benefit from their foresight.
[] Attach Diviner Choir to the Imperial Trust Guard- Allows Marshall Stefansson, the worst of the Imperial Generals, to benefit from their foresight
[] Attach Diviner Choir to the Timeless Army-Allows Governor-General Aelfric, the leader of the ground forces and commander of the most powerful army to benefit from their foresight.

[] Keep Telekinesis Choir with the fleet- In case of surprises
[] Deploy Telekinesis Choir with Timeless Army- Gives an elite combat unit to your best army which has the most targets to overcome
[] Deploy Telekinesis Choir with Avernite Army- Keep elite combat unit with you
[] Deploy Telekinesis Choir with Imperial Trust Guard Army- helps strengthen the weak link among the main army groups


each hex is 100 Km
 
[X] Site Two

Middleground sounds good.

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Avernite Army

Ridcully and the Diviners are best used where they are, and heaving the TK Choir for another group of badasses.
 
Landing zone 2. Suffering heavy casualties too early in the campaign just won't do when were pressed later on. Plus I think our AA guns SHOULD be able to keep our forces very safe from Eldar attacking strafes. Their city will likely have some extra defences though but i'm sure that we can crack the egg MUCH easier and I doubt their ability to harass too much before we get to the city if we hurry.

Question: Will we be having our special forces Lt. General with us? If so she could definetly become an amazing counter against the Dark Eldars raids.

I'm not too sure on how choirs/psykers work best so I'm abstaining on that.
 
Landing zone 2. Suffering heavy casualties too early in the campaign just won't do when were pressed later on. Plus I think our AA guns SHOULD be able to keep our forces very safe from Eldar attacking strafes. Their city will likely have some extra defences though but i'm sure that we can crack the egg MUCH easier and I doubt their ability to harass too much before we get to the city if we hurry.

Question: Will we be having our special forces Lt. General with us? If so she could definetly become an amazing counter against the Dark Eldars raids.

I'm not too sure on how choirs/psykers work best so I'm abstaining on that.
yes you do
 
Plus I think our AA guns SHOULD be able to keep our forces very safe from Eldar attacking strafes.
We gotta get them on the ground first...

It is estimated that between seven and eighty million Dark Eldar live in the city home so there is a large range in the possible number of enemy you will face.

Between 7m ~ 80m? A 73m range of possibilities?

FMD, our analysts are really living up the the old saw that Military Intelligence is an oxymoron.
 
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Lets not forget that there is a significant chance that named characters could just be shot out of the air before reaching the ground. We want all our generals AND troops to reach the ground, so they can apply their significant skill and martial bonuses to whatever enemy they face. Not leave their life and death to the whims of the dice. And once we are on the ground, our AA can help to shoot down the inevitable airforce attack. We have very large bonuses on our Avernite troops, lets make use of them.

[X] Site Three

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Avernite Army
 
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[X] Site Two

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with Avernite Army
 
Their already going to be on the ground along with us no? GM hasn't mentioned anything about what goes first or last. IRL I imagine something like 2 infantry regiments with followed by the AA guns which could be set up pretty quickly. As that's being done we can continue to build up our foward camp (Temporary camp) and then move out in force once we get all of our troops on the ground.

Also we need to start thinking about getting a space marine chapter set up somewhere..their just really useful. Not the time or place but I just want to mention it.
 
Assault on Fjol IV Part Three: Landing Zones

After a brief period of discussion you gave been given the task of taking the western Dark Eldar city while the Imperial Trust Guard siege the central fortress and the Timeless Army supported by Task Force Hammer and Task Force Anvil attacks the eastern fortress and the larger city.

The city, designated Objective Alpha-Two, that you have been tasked to take lies in the middle of a large section of badlands which will provide many issues to troop movement and has impressive defences. It is estimated that between seven and eighty million Dark Eldar live in the city home so there is a large range in the possible number of enemy you will face.

You have identified three possible landing zones, one just above the badlands, one at the upper limit of the grasslands north of the badlands and one past the hills above the grassland. Each of the three sites have there advantages and disadvantages and you will have to decide which option to take.
[] Site One: Landing Zone One is a location just above the badlands three hundred kilometres north Objective Alpha-Two. You will suffer heavy casualties from both Dark Eldar AA and fighters landing here but will have far less distance to travel before laying siege to the city, it taking only five days to reach the city.
Pros: Short distance to travel, less harassment
Con: Heavy casualties from AA and fighters
[] Site Two: Landing Zone Two is located on the last section of grassland before the hills five hundred kilometres north of Objective Alpha-Two. This should be outside of its AA envelope but is within easy strike range of the cities fighters. You will suffer moderate casualties from the fighters and will take nine days to reach the city.
Pros: Medium Distance to travel
Con: Medium casualties from fighters
[] Site Three: Landing Zone Three is located nine hundred kilometres north of Objective Alpha-Two on the far side of some hills. This area is far enough way that there will be only limited attacks by the Dark Eldar fighters and that there will be no AA capable of attacking you. On the other hand it would take two entire weeks to reach the target city during which there will be many opportunities for the Dark Eldar to harass your forces.
Pros: Low casualties from fighters
Con: Long distance to travel, more harassment

The other choice that you have to make is whether to leave your Psykers on the fleet or have them join one of the ground forces. Leaving them where they are will prove useful if the Dark Eldar have more ships in reserve but will not prove to be so useful if they do not.
[] Keep Headmaster Ridcully with the Diviner Choir- Stays with Diviner Choir wherever they are deployed, ensures that you have the most powerful Divination possible.
[] Keep Headmaster Ridcully with the fleet- Allows for more accurate orbital bombardment, quicker progress clearing the remaining defences and fleet being better prepared for Dark Eldar reinforcements.
[] Attach Headmaster Ridcully to the Avernite Army- Allows you to benefit from his foresight.
[] Attach Headmaster Ridcully to the Imperial Trust Guard- Allows Marshall Stefansson, the worst of the Imperial Generals, to benefit from his foresight
[] Attach Headmaster Ridcully to the Timeless Army-Allows Governor-General Aelfric, the leader of the ground forces and commander of the most powerful army to benefit from his foresight.

[] Keep Diviner Choir with the fleet- Allows for more accurate orbital bombardment, quicker progress clearing the remaining defences and fleet being better prepared for Dark Eldar reinforcements.
[] Attach Diviner Choir to the Avernite Army- Allows you to benefit from their foresight.
[] Attach Diviner Choir to the Imperial Trust Guard- Allows Marshall Stefansson, the worst of the Imperial Generals, to benefit from their foresight
[] Attach Diviner Choir to the Timeless Army-Allows Governor-General Aelfric, the leader of the ground forces and commander of the most powerful army to benefit from their foresight.

[] Keep Telekinesis Choir with the fleet- In case of surprises
[] Deploy Telekinesis Choir with Timeless Army- Gives an elite combat unit to your best army which has the most targets to overcome
[] Deploy Telekinesis Choir with Avernite Army- Keep elite combat unit with you
[] Deploy Telekinesis Choir with Imperial Trust Guard Army- helps strengthen the weak link among the main army groups


each hex is 100 Km
Those icons that look like bar-graphs, are those the cities? And are the * marks our possible landing zones?
 
Their already going to be on the ground along with us no? GM hasn't mentioned anything about what goes first or last. IRL I imagine something like 2 infantry regiments with followed by the AA guns which could be set up pretty quickly. As that's being done we can continue to build up our foward camp (Temporary camp) and then move out in force once we get all of our troops on the ground.

Also we need to start thinking about getting a space marine chapter set up somewhere..their just really useful. Not the time or place but I just want to mention it.

We haven't landed yet. Everyone will be descending at once, and there's no way to guarantee we don't lose someone important on the way down.

And how on Terra are we going to set up a Space Marine Chapter? We don't have any geneseed lying around, and we don't have any real chance of getting any. Not happening until we make contact with a loyalist chapter that survived the collapse of the Imperium, and even then I doubt they'd just hand off their geneseed to us.
 
Royal Basilisks range out to 30km don't they?

That looks an awful lot like the Dark Eldar city cleared out a 200km radius beaten zone around their city, with a fortress plugging the bottleneck approach. That is not comforting.

And if we take the 3rd landing site, an up to 1,100km march to meet the enemy. Bearing in mind there is another city and a fortress off further to the West.

Would it be worthwhile to set up pre-fab defensive lines on the two grassland hexes between the mountains and the ripply hill/dune things?

Wait, that's Hammer and Anvil's problem, I was assuming the map was purely our operational sector.
 
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Tough decisions on the matter of the Diviner. I think our worst case scenario is the fleet in orbit being caught by surprise by a force from the Webway. That force up there, despite the two battleships, is down to a quarter of its strength, and if the Velvet Glove is destroyed, well, Emperor help the Nine Worlds, because we'd be screwed. On the other hand, it'd sure be useful to give the Timeless Army a big boost for that eastern fortress. That thing looks like a total fucking nightmare.
 
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[X] Site Two

[X] Keep Headmaster Ridcully with the Diviner Choir
[X] Keep Diviner Choir with the fleet
[X] Deploy Telekinesis Choir with the Timeless Army
 
@durin - is that the Dark Eldar answer to Barad-dûr south of the eastern city? :confused:

I think that's the "unkown purpose" structure mentioned last update - if the two cities have the same icon as the western-most one, and their forts have the castle icon, it's the odd one out.

It would probably be better if our landing zones were differentiated from the other's by being encircled; as it is we've got triangles that are identical to the Imperial Trust Guard, and Hammer/Anvil has the much more obvious landing zones.
 
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