- Location
- Leeds
They already have ambushes regardless. The question is whether we want to fight those ambushes with exhausted troops.
@HanEmpire got it, let me see if I can clarify for you two with an edit.
They already have ambushes regardless. The question is whether we want to fight those ambushes with exhausted troops.
@Enjou We have a massive number of Mechanized Infantry (because of Midgard troops), we ought to use them.
There is a downside:Let's do some math. We are approximately 600 km away from the city. Travelling 8 km/hr for 8hrs we move 64 km, if we use artillery that is reduced to 57.6. At this rate it would take approximately 9.4 or 10.3 days to reach the city. On the other hand, travelling 12 km/hr for 6hrs gets us 72 km or 64.8 with artillery, which would get us there in 8.3 or or 9.3 days. So on average we save a day with the faster place, giving them fewer opportunities to harass us and letting us start and hopefully finish the siege quicker, so we can move to support the other armies faster.
Next, let's look at opportunities for ambushes. The 8 hour option involves 8 hours where we are on the move, two hours setting up fortifications, one hour breaking them down, and one hour spent resting on the march. So a total of 12 hours spent without access to fortifications, and twelve hours more securely behind walls. Or to measure it differently, 9 hours mobile (Marching + Rests) and 15 in camp (Setting up + Breaking down + sleep). The 6 hour option involves 6 hours on the march, three hours setting up fortifications, an hour and a half breaking them down, and an hour and a half resting on the march. Also twelve hours without access to fortifications, and twelve hours behind walls. The difference is that the 6 hour plan has 7.5 hours mobile and 17.5 in camp. Additionally, the extra hour spent setting up our defenses should correspond to an increase in the protection they provide, and thus lower casualties at night, which is when DE are at their most dangerous.
So the only disadvantage the 12km/hr for 6 hours plan has is the increased risk of ambush while on the move. The thing is, by spending less time reaching the destination and more time encamped, there are fewer opportunities for DE raids. With the 8 km/hr plan, we spend either 84.6 or 92.7 hours mobile in the course of reaching our destination. With the 12 km/hr, we spend 62.3 or 69.8 hours mobile, saving us about 22 hours of harassment while on the move. That, plus the increased defenses during the rest of the day reduces the risk considerably, just because there is less time for them to launch attacks against us.
So in my view, the math seems to support the 12 km/hr plan over 8 km/hr. Of course I can't tell you exactly how much more severe raids will be travelling faster, but in my view the associated benefits compensate for that.
There is a downside:
If we move 12km/h we can not use our Rough Raider to block harassment. At that speed only the mechanized infantry can screen and they will not get all. The light infantry and Rough Raider are both described as finding all the ambrushes.
So if we move at 12km/h the DE will be able to inflict horrible damage to us with their ambrushes because they can get acces to our core troops.
There is a downside:
If we move 12km/h we can not use our Rough Raider to block harassment. At that speed only the mechanized infantry can screen and they will not get all. The light infantry and Rough Raider are both described as finding all the ambrushes.
So if we move at 12km/h the DE will be able to inflict horrible damage to us with their ambrushes because they can get acces to our core troops.
The Dark Eldar harassment and night attacks continue for the next few days with your forces ranging from just being able to hold off the Dark Eldar to major raids getting though and millions dying. In total the Dark Eldar harassment and night attacks killed thirteen million men, a decent proportion of your army while in return you killed around three million Dark Eldar. While the exchange rate most probably favours the Dark Eldar it is not nearly as bad as it could have been and you think that you will be able to cope with the losses that you have been suffering.
first the battle is occurring over a large area and second raids in the plural, no single raids is killing millions but sometimes millions dies in a single day from the hundreds of different raidsRaids that involve casualties in the millions? How the heck does that work? At that sort of scale they need stand-up fight equipment and stand-up fight tactics.
You are describing a battle larger than any land battle that has occurred on the surface of the Earth here, but from what we've seen in those smaller real world battles, special forces being massed together and sent to attack large armies where they are expecting an attack has degenerated from "raid" to "scrum" very quickly (with the special forces suffering greatly during this).
Also, the effects you want from a raid and what you are describing in this update are very different - the main aim of a raid is to disrupt enemy logistics, cohesion and morale. The effects you are describing are limited massive casualties. Which is rather poor from the greatest raiders in the 40k universe.
I feel you might benefit from changing the flavor text for these rolls to something reflecting a massive mobile battle - or better describing what is happening, because right now my suspension of disbelief is no longer suspended.
fasquardon
not easily and even if you could they would be at least two weeks away due to travel timesWon't we be able to get reinforcements from Avernus and other planets as the transports leave and come back?
first the battle is occurring over a large area and second raids in the plural, no single raids is killing millions but sometimes millions dies in a single day from the hundreds of different raids
also the definition of raid is often a bit different here then in earth history, mostly due to the laws of logic not applying
yes, I have modified the language slightly to reflect thisthat sounds less like raids, and more like one long running battle with lulls in it.
In total the Dark Eldar harassment and night attacks killed thirteen million men, a decent proportion of your army while in return you killed around three million Dark Eldar.
and the possibility that the Dark Eldar city will be able to bombard your army with Macrocannons or other long ranged weaponry.