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
[X] Start leaving as soon at it becomes fully light (T=1:12:00)- This will allow you to cover more ground per day but will give your troops a small fatigue penalty
[X] Advance at a moderate pace (8km/h)- This speed will allow your troops to make a decent speed while still remaining on guard for ambushes and without overly exhausting themselves. This is a compromise between speed and safety.
[X] Advance for eight hours a day- The standard travel time is eight hours per day which allows your troops to both keep up a good pace without sacrificing rest or defences. This would consist of two hours setting up fortifications before night, one hour taking them down in the morning and twohalf hour rest and reorganisation breaks.

[X] Do Not have Lieutenant-General Agani lead the light infantry to disrupt the Dark Eldar harassment or ambush the Dark Eldar night attacks- This will prevent your light infantry from suffering heavy casualties and leave them ready for preforming other tasks.
[X] Have Lieutenant-General Christianson lead his Rough Riders to counter the Dark Eldar harassment forces, this can only be selected on slow or moderate pace. - This will reduce the number of attacks that the main army suffers and detect most of the ambushes. On the other hand your Rough Riders will suffer heavy casualties from their repeated clashes with the Dark Eldar forces.
[X] Have Lieutenant-General Vosk lead the mechanised infantry patrols to intercept the Dark Eldar raiding parties- This will intercept some of the Dark Eldar raiders and find some ambushes but will not get them all. The Mechanised Infantry will suffer moderate casualties in the ir clases with the Dark Eldar raiders.
[X] Have Lieutenant-General Khol use Monitors to locate raiding parties for the Basilisks to fire on. - This will cause a moderate degree of casualties to the raiding parties and provide a level of warning of ambushes. It will inflict some casualties on your Monitors and will slow your forces by around 10% as the Basilisks have to constantly stop and fire.
[X] Do Not have Lieutenant-General Richards use her Drop Troopers to engage any Dark Eldar harassment groups- This will prevent them from suffering casualties and leave them ready for other tasks.
 
Further Excerpts From the Codex Avernus
Now for your regularly scheduled break.


(fuck the table of contents, i'm not going through that again)
~~~

Further Excerpts From the Codex Avernus



A Collection of Phrases Employed by the Common Man of Avernus:

SLOW, TAX-DODGER, TRIPPED, SLIPPED, STUMBLED, BLINKED, WENT LEFT, GOT LOST, SLEPT IN, BORN AGAIN, a corpse.

LATE SHIPMENT, an STC template, presumably taking twenty millennia from design to arrival. For actual delays in shipping, see GNAWED BY A WORM.

FDA CERTIFIED, trustworthy or beneficial. Derived from the STC MRE, which all contain this label on their packaging. The meaning of the label is lost.

SUNSHINE, the discharge of a las-weapon.

SUNNY WEATHER, planetary laser discharge.

RAINY DAY, heavy impaler bombardment.

APPROVE A 455, to fire upon the enemy. From Form MUN-113-455, Requisition of Ammunition.

F—KER, an enemy

MOTHERF—KER, an enemy firing upon your position.

SPIKY, heretical.

PISS ON A TIGER, to do something inadvisable or unwise.

PISS ON A PHASE-TIGER, as above, with lethal consequences.

FRIZZY, a psyker or psykic activities. Refers to unfortunate hair accidents.

SQUAD, several penny Soldiers, or a trivial amount of money. Also refers to a group of children.

WATER THE LAWN, to immigrate to Avernus, and spill fresh blood.

CHEW A BOLT, merciful suicide.

DRANK SUNSHINE, as above.

BONUD DOCTOR, as above.

HATCH A CARNIFLOWER, to give birth, or the prerequisite act.

RUB THE TIGER, physical relations without the possibility of hatching carniflowers.

RELOAD, GAPWELDING, NAVIGATE WITH A THIRD LEG, BOBBING FOR SCORPIONS, ESTABLISHING A BEACHHEAD, PRESSING AMMO, as above.

LIT A FUZE, LIT A KRAK, EXTERMINATUS, the terminus of the above, resulting in an explosive release.

SEEING PINK, physical infatuation born from desperate survival, as opposed to the traditional dinner date and co-patrol.

APPROVE A 699, as above, after battle. From Form MUN-699-438, Interdepartmental Communications.

TAKE THE MIDNIGHT SHIFT, late-night physical rendezvous.

TO WIKI, to research further. Mechanicus loanword.

THIRD ARRIVAL, Mechanicus loanword, essentially the far future. "When will the reactor refit be complete?" "When the third arrives." "Third what?"

POST BELLUM, as above, but more pessimistic.

PROBOTECTOR, a Skitarii.

TECH SUPPORT, a place of punishment within the Mechanicus.

DRM, a curse, Mechanicus origin.

GBE, a blessing, Mechanicus origin.

REKT, defunct or demolished. Mechanicus origin.

JOBS, TURING, TESLA, NIHEI, LOVELACE, JINHO, MATJEK, JEB, various saints within the Mechanicus oeuvre.

BUILD A CABINET, rubbing tigers with a techpriest.

KISSING PINES, affected by mental delusion, hallucinogens, or sirensong.

LISTEN TO THE OCEAN, to pick up the shell on the beach and hold it to your ear, so as to pretend the twisting winds are the voice of the seas, i.e. to die while doing something stupid. Bullet Crabs are no laughing matter.

CLIMB THE SPINE, to do something arduous and painful for no reward and significant chance of injury. May also refer to suicidal death by recklessness psychological symptoms. Originates from climbing the peak of Dis, which at 10 kilometres will asphyxiate unassisted humans, and is full of beasts.

GET A PLAQUE/BASKET, to be famed. Refers to the practice of sending the families of soldiers honorary plaques for bravery and excellence, along with the complimentary fruit basket.

SQUEAK A GRILL, a practical joke. Applying a small tab of paper to the inside of a filter latch will cause it to squeak after some time. The hapless soldier, hearing the noise, believes the seal has been ruptured, and he will soon die of exposure to microtoxins/plague spores/airborne chemicals.

THE GOVERNOR, Frederick Rotbart, exemplar of the office. There may be planetary governors, but there is only one Governor.

PRINCESS, Syr Rotbart, in perpetuum.
-- Codex Avernus Vol IV, General Notes, Henry Volkiss​

~~~

…they forget that humans set forth the first machine mind, the progenitor of the STC. In their image the Antiquity fashioned their tools, with all their faults and flaws, the essence of humanity in microcosm. And so those tools replicated themselves, in greater capability and sharper resemblance to the ineffable core of homo sapiens. Every design is an aspect of humanity, stripped of obfuscation.

Two principles restricted the Constructors from limitless potential: proposition and human operation. Without these principles, the cycle of improvement would fail to terminate. It is this duality that allows us to understand and reclaim our heritage.

The principle of proposition is simple, akin to a mathematical statement. "Combat Knife", "Artillery Emplacement", "Bipedal Piloted Weapons Platform". A simple statement hiding a vast edifice of engineering. It is in proving the proposition, in not only elucidating that it is possible, but how, that is the trick.

The principle of human operability, in comparison, is a purely limiting factor, serving to pinpoint the final design. Are humans capable of manufacturing this design with minimal prerequisite Forge designs? More importantly, can humans even operate it in the first place? A ten-foot combat knife serves no purpose beyond a Warhound's toothpick.

Now we know it took twenty thousand years to build the first STC, and we no longer have any millennia to spare, and even less knowledge. In this case, each component of the Template must be iterated rapidly through ruthless evolutionary simulations.

Certain axioms we assume informed the design process; questions of durability, symmetry, and functionality allow us to eliminate possibilities in our reconstructions. If our derivation produces a design that chemically decays to Earth-standard chemical conditions within the century, we eliminate the branch. If it cannot withstand an impact below ten thousand newtons, we eliminate the branch. If it cannot endure temperatures ranging from submersion in liquid hydrogen to ignition of liquid hydrogen, we eliminate the branch.

If it can do all of the above, but cannot do it on a litre of promethium, we eliminate the branch.

Eventually, we arrive at a destination that fulfils all conditions to our satisfaction. We compare it to previous examples, extant specimens, and templates within the same field. It may seem unintuitive, but its elegance cannot be denied.

Then we build a prototype, and it spontaneously ruptures a fuel line and detonates.

Welcome to the Collegia Reconstructus.
-- Codex Avernus Vol IV, The Tranth Lectures, Archmagos Explorator Tranth​

~~~

…it is not the shape of the physical structure that harnesses the corresponding psychic imprint upon the Warp, but whether observing entities recognise the shape and append it to an internal symbolic vocabulary. Minor differences in Baneblades, from scuffmarks beneath the seat of a chair to the casualties of its crew, have resulted in drastic differences in their empyreal counterparts, but even the most rough-hewn wooden Aquila is identical to the golden twinbeak on Dis' church.

Did those differences exist before I observed them? Or did the act of identifying such differences mark them upon the Immaterium?
Our soul produces patterns of thought in the Immaterium, which reflect back upon the mundane world, shifting the physical matter that roots our soul. Like an anchor tossed from a boat, two components of one being in a cycle of influence. In such an arrangement, conscious thought is your greatest tool. Directing your thoughts produces a corresponding state in reality, which reinforces your mental understanding until it becomes truth. With both soul and body in harmony, reality shifts to accommodate.

In defensive manoeuvres, we may reverse the method, and apply a label of deceit to an object of our choosing, prioritising our will over reality. This sword will not strike me, this fire will not burn me, and so on. Rigid thought structures can even impede rational thought, a technique seen often in the old Imperial catechisms. If you cannot change your mind, nothing else can, and with your mind sacrosanct, reality remains still.

A human being does not enjoy deception. Thankfully, as psykers, we do not need to lie. Everything I say is true, from a certain point of view.
-- Codex Avernus Vol IV, Meditations, Gerald Xavier​

~~~

…a naval ship is not merely a vessel, but a mobile city, with all the logistical and targeting issues of an emplacement under siege combined with the strategic positioning issues of an ever-shifting three-dimensional artillery battlefield multiplied by several orders of magnitude. In my studies, I simplified the third dimension to a range-modifier, but this does not account for broadside compositions. Freya was kind enough to "tutor" me, for what it was worth…
-- Codex Avernus Vol IV, We Won't Need Ayes, Frederick Rotbart​

~~~


AN: And back to your regularly scheduled war.
 
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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.
 
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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.

His 12km movement plan also uses the Drop Troopers for hunting harassers, which as I said, is probably the only non-suicide mission they'll have during this campaign.

[X] Nervos Belli
 
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.

That's why I recommend we use the Drop Troopers to further combat the ambushes. The Drop Troopers will lose their usefulness as we get close to the city and the AA screen, so using them against harassing forces is the best option. The Light Infantry can only be used at the slow pace of 6 km/hr, so their usefulness is negligible. And the Rough Riders are said to find most, but not all ambushes, so there is no guarantee either way. In my opinion using our Mechanized Infantry and Drop Troopers makes up for not being able to deploy Rough Riders, but we'll just have to find out. I suspect some ambushes will make it through to our main column no matter what, which is why I want to limit the amount of time we're on the move. You're free to disagree, of course.
 
[X] Start leaving as soon at it becomes fully light (T=1:12:00)- This will allow you to cover more ground per day but will give your troops a small fatigue penalty
[X] Advance at a moderate pace (8km/h)- This speed will allow your troops to make a decent speed while still remaining on guard for ambushes and without overly exhausting themselves. This is a compromise between speed and safety.
[X] Advance for eight hours a day- The standard travel time is eight hours per day which allows your troops to both keep up a good pace without sacrificing rest or defences. This would consist of two hours setting up fortifications before night, one hour taking them down in the morning and twohalf hour rest and reorganisation breaks.
[X] Do Not have Lieutenant-General Agani lead the light infantry to disrupt the Dark Eldar harassment or ambush the Dark Eldar night attacks- This will prevent your light infantry from suffering heavy casualties and leave them ready for preforming other tasks.
[X] Have Lieutenant-General Christianson lead his Rough Riders to counter the Dark Eldar harassment forces, this can only be selected on slow or moderate pace. - This will reduce the number of attacks that the main army suffers and detect most of the ambushes. On the other hand your Rough Riders will suffer heavy casualties from their repeated clashes with the Dark Eldar forces.
[X] Have Lieutenant-General Vosk lead the mechanised infantry patrols to intercept the Dark Eldar raiding parties- This will intercept some of the Dark Eldar raiders and find some ambushes but will not get them all. The Mechanised Infantry will suffer moderate casualties in the ir clases with the Dark Eldar raiders.
[X] Do Not have Lieutenant-General Khol use Monitors to locate raiding parties for the Basilisks to fire on. -This will reduces losses among your Monitors and allow you to advance at full speed.
[X] Do Not have Lieutenant-General Richards use her Drop Troopers to engage any Dark Eldar harassment groups- This will prevent them from suffering casualties and leave them ready for other tasks.
 
[X] Start leaving as soon at it becomes fully light (T=1:12:00)- This will allow you to cover more ground per day but will give your troops a small fatigue penalty
[X] Advance at a moderate pace (8km/h)- This speed will allow your troops to make a decent speed while still remaining on guard for ambushes and without overly exhausting themselves. This is a compromise between speed and safety.
[X] Advance for eight hours a day- The standard travel time is eight hours per day which allows your troops to both keep up a good pace without sacrificing rest or defences. This would consist of two hours setting up fortifications before night, one hour taking them down in the morning and twohalf hour rest and reorganisation breaks.

[X] Do Not have Lieutenant-General Agani lead the light infantry to disrupt the Dark Eldar harassment or ambush the Dark Eldar night attacks- This will prevent your light infantry from suffering heavy casualties and leave them ready for preforming other tasks.
[X] Have Lieutenant-General Christianson lead his Rough Riders to counter the Dark Eldar harassment forces, this can only be selected on slow or moderate pace. - This will reduce the number of attacks that the main army suffers and detect most of the ambushes. On the other hand your Rough Riders will suffer heavy casualties from their repeated clashes with the Dark Eldar forces.
[X] Have Lieutenant-General Vosk lead the mechanised infantry patrols to intercept the Dark Eldar raiding parties- This will intercept some of the Dark Eldar raiders and find some ambushes but will not get them all. The Mechanised Infantry will suffer moderate casualties in the ir clases with the Dark Eldar raiders.
[X] Have Lieutenant-General Khol use Monitors to locate raiding parties for the Basilisks to fire on. - This will cause a moderate degree of casualties to the raiding parties and provide a level of warning of ambushes. It will inflict some casualties on your Monitors and will slow your forces by around 10% as the Basilisks have to constantly stop and fire.
[X] Do Not have Lieutenant-General Richards use her Drop Troopers to engage any Dark Eldar harassment groups- This will prevent them from suffering casualties and leave them ready for other tasks.
 
[x] Advance at a moderate pace (8km/h)
[x] Advance for eight hours a day

[x] Do Not have Lieutenant-General Agani lead the light infantry to disrupt the Dark Eldar harassment or ambush the Dark Eldar night attacks
[x] Have Lieutenant-General Christianson lead his Rough Riders to counter the Dark Eldar harassment forces, this can only be selected on slow or moderate pace.
[x] Have Lieutenant-General Vosk lead the mechanised infantry patrols to intercept the Dark Eldar raiding parties
[x] Do Not have Lieutenant-General Khol use Monitors to locate raiding parties for the Basilisks to fire on.
[x] Have Lieutenant-General Richards use her Drop Troopers to engage any Dark Eldar harassment groups

As much as I like Nervo Belli's reasoning for advancing at 72 km per day, I think making use of the Rough Riders and Drop Troopers in terrain more suitable for them before hitting the city is more important. Adding in the mechanised infantry is to inflict greater casualties on mechanised raiding parties. The raiding parties will either a) fall back to the city or b) keep harassing the army while they are siegeing the city. Either way, I believe its optimal to inflict maximum casualties on them before reaching the city. Not using the monitors because it slows us down, and light infantry are needed in the city. Supporting another army, after taking the city, even 1 day sooner could be the difference between victory and defeat for them.
 
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Current tally.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1056 | Sufficient Velocity
##### NetTally 1.1.26

[X] Do Not have Lieutenant-General Agani lead the light infantry to disrupt the Dark Eldar harassment or ambush the Dark Eldar night attacks- This will prevent your light infantry from suffering heavy casualties and leave them ready for preforming other tasks.
No. of Votes: 15

[X] Have Lieutenant-General Vosk lead the mechanised infantry patrols to intercept the Dark Eldar raiding parties- This will intercept some of the Dark Eldar raiders and find some ambushes but will not get them all. The Mechanised Infantry will suffer moderate casualties in the ir clases with the Dark Eldar raiders.
No. of Votes: 15

[X] Start leaving as soon at it becomes fully light (T=1:12:00)- This will allow you to cover more ground per day but will give your troops a small fatigue penalty
No. of Votes: 13

[X] Advance for eight hours a day- The standard travel time is eight hours per day which allows your troops to both keep up a good pace without sacrificing rest or defences. This would consist of two hours setting up fortifications before night, one hour taking them down in the morning and twohalf hour rest and reorganisation breaks.
No. of Votes: 13

[X] Have Lieutenant-General Christianson lead his Rough Riders to counter the Dark Eldar harassment forces, this can only be selected on slow or moderate pace. - This will reduce the number of attacks that the main army suffers and detect most of the ambushes. On the other hand your Rough Riders will suffer heavy casualties from their repeated clashes with the Dark Eldar forces.
No. of Votes: 13

[X] Advance at a moderate pace (8km/h)- This speed will allow your troops to make a decent speed while still remaining on guard for ambushes and without overly exhausting themselves. This is a compromise between speed and safety.
No. of Votes: 12

[X] Do Not have Lieutenant-General Richards use her Drop Troopers to engage any Dark Eldar harassment groups- This will prevent them from suffering casualties and leave them ready for other tasks.
No. of Votes: 11

[X] Have Lieutenant-General Khol use Monitors to locate raiding parties for the Basilisks to fire on. - This will cause a moderate degree of casualties to the raiding parties and provide a level of warning of ambushes. It will inflict some casualties on your Monitors and will slow your forces by around 10% as the Basilisks have to constantly stop and fire.
No. of Votes: 9

[X] Do Not have Lieutenant-General Khol use Monitors to locate raiding parties for the Basilisks to fire on. -This will reduces losses among your Monitors and allow you to advance at full speed.
No. of Votes: 6

[X] Have Lieutenant-General Richards use her Drop Troopers to engage any Dark Eldar harassment groups- This will stop a decent portion of harassment groups and inflict heavy casualties on them at the cost of your Drop Troopers also suffering heavy casualties.
No. of Votes: 4

[X] Advance at a fast past (12km/h)- At this speed your will be able to quickly advance and maintain a decent amount of alertness. You will suffer from more and more deadly ambushes and will exhaust your troops to a moderate amount but will quickly cover the distance to the badlands.
No. of Votes: 3

[X] Advance for six hours a day- The most cautious option is to only advance for six hours per day. This would involve spending three hours setting up fortifications before sunset, a hour and a half hours taking them down after dawn and having three thirty minute rest and reorganisation breaks as you travel. It would mean that your forces will be behind decent fortifications and will be fully rested but will advance slowly. This option works best when combined with a fast or very fast pace which will counteract the low amount of time spent travelling.
No. of Votes: 2

[X] Do Not have Lieutenant-General Christianson lead his Rough Riders to counter the Dark Eldar harassment forces- This will prevent them from suffering heavy casualties and leave them ready for other tasks.
No. of Votes: 2

Total No. of Voters: 15
 
Assault on Fjol IV Part Five: Death of a Thousand Cuts
Assault on Fjol IV Part Five: Death of a Thousand Cuts
T=1:09:00-6:12:00


After a bit of thought your decided to screen your advance with Rough Riders and Mechanised Infantry while using artillery to provide fire support with Monitors acting as spotters. This combination should prevent the majority of the raiding groups from reaching your main force without suffering too many casualties or overly tiring your men. You also decided to advance at a moderate pace for eight hours a day. Given that you are leaving at first light it should take a bit over five days for your men to reach the edge of the badlands.
T=1:09:00-1:12:00

As soon as you begun moving Dark Eldar raiding groups begun to engage your skirmishers in high speed combat. Despite the deadly skills and technologies of the Dark Eldar you managed to prevent any major forces reaching the main column and kill a Dark Eldar for every two men you lost. While against most foes you would consider that to be a bad exchange against Eldar it is more then worthwhile. The Dark Eldar night attacks did better killing five of your men for every loss they suffered but still not enough for you to worry overly, though your siege infantry would be a bit depleted by the time you reach the city at current casualty rates so you decided to use more regular infantry for camp defence.
T=1:12:00-2:12:00
Day One harassment d100=7+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)=290
Imperial Counter Harassment d100=80+148(skill)+35(Theatre Commander)+83(Local Commander)+10(units)+10(fire support)-5(fatigue)=361
Dark Eldar kills 11d6*2=38*2=76 Iron Guard Mechanised Infantry Regiments
4d6=11 PDF Mechanised Infantry Regiments
d6=1 Helltrooper Mechanised Infantry Regiments
6d6=17 PDF Rough Rider Regiments
d6=1 Helltrooper Rough Rider Regiments
Imperial Kills 5d6=28 Raider Bands
3d6=18 Reaver Bands
3d6/2=14/2=7 Ravager Bands
3d6/2=18/2=9 Wych Bands

Day One Night Attacks 100=62+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)=345
Imperial Counter Harassment d100=15+195(skill)+35(Theatre Commander)+83(Local Commander)+30(fortification)-10(fatigue)-40(night)=308
Dark Eldar kills 7d6/10=28/10= 2.8 PDF Siege Infantry Brigades
15d6/10=71/10=7.1 Iron Guard Siege Infantry Brigades
Imperial Kills 3d6=10 Raider Bands
d6=3 Reaver Bands
d6=6 Ravager Bands
d6=4 Wych Bands

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 attacks 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.
T=2:12:00-6:12:00
Day Two harassment d100=10+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)=302
Imperial Counter Harassment d100=58+148(skill)+35(Theatre Commander)+83(Local Commander)+10(units)+10(fire support)-1(fatigue)=343
Dark Eldar kills 10d6*3=36*3=108 Iron Guard Mechanised Infantry Regiments
5d6=22 PDF Mechanised Infantry Regiments
3d6/2=12/2=6 Helltrooper Mechanised Infantry Regiments
8d6=24 PDF Rough Rider Regiments
3d6/2=9/2=4.5 Helltrooper Rough Rider Regiments
Imperial Kills 4d6=11 Raider Bands
5d6/2=18/2=9 Reaver Bands
3d6/2=15/2=7.5 Ravager Bands
3d6/2=8/2=4 Wych Bands

Day Two Night Attacks 100=43+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)=326
Imperial Counter Harassment d100=24+191(skill)+35(Theatre Commander)+83(Local Commander)+30(fortification)-6(fatigue)-40(night)=325
Dark Eldar kills 3d6/10=13/10=1.3 PDF Siege Infantry Brigades
6d6/10=26/10=2.6 Iron Guard Siege Infantry Brigades
2d6=5 PDF Infantry Regiments
6d6=19 Iron Guard Light Infantry Regiments
Imperial Kills 4d6=17 Raider Bands
1d6=2 Reaver Bands
2d6= 2 Ravager Bands
2d6=7 Wych Bands


Day Three harassment d100=46+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)=338
Imperial Counter Harassment d100=2+148(skill)+35(Theatre Commander)+83(Local Commander)+10(units)+10(fire support)-3(fatigue)=305
Dark Eldar kills 10d6*4=38*4=152 Iron Guard Mechanised Infantry Regiments
7d6=42 PDF Mechanised Infantry Regiments
2d6=12 Helltrooper Mechanised Infantry Regiments
10d6=45 PDF Rough Rider Regiments
2d6=7 Helltrooper Rough Rider Regiments
6d6*2=24*2=48 Iron Guard Armour Regiments
2d6=12 PDF Armour Regiments
6d6=28 PDF Heavy Infantry Regiments
d6=2 Helltrooper Armour Regiments
Imperial Kills 2d6=5 Raider Bands
3d6/2=10/2=5 Reaver Bands
d6= 6 Ravager Bands
d6=5 Wych Bands

Day Three Night Attacks 100=54+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)=337
Imperial Counter Harassment d100=56+191(skill)+35(Theatre Commander)+83(Local Commander)+30(fortification)-8(fatigue)-40(night)=355
Dark Eldar kills 3d6/10=11/10=1.1 PDF Siege Infantry Brigades
4d6/10=18/10=1.8 Iron Guard Siege Infantry Brigades
3d6/2=18/2=9 PDF Infantry Regiments
4d6=9 Iron Guard Light Infantry Regiments
Imperial Kills 5d6=18 Raider Bands
3d6/2=12/2=6 Reaver Bands
5d6/2=21/2=10.5 Ravager Bands
5d6/2=19/2=9.5 Wych Bands

Day Four harassment d100=51+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)=343
Imperial Counter Harassment d100=94+148(skill)+35(Theatre Commander)+83(Local Commander)+10(units)+10(fire support)-6(fatigue)=394
Dark Eldar kills 7d6*4=42*4=168 Iron Guard Mechanised Infantry Regiments
5d6=30 PDF Mechanised Infantry Regiments
3d6/2=11/2=5.5 Helltrooper Mechanised Infantry Regiments
7d6=27 PDF Rough Rider Regiments
3d6/2=17/2=8.5 Helltrooper Rough Rider Regiments
Imperial Kills 4d6=16 Raider Bands
3d6=7 Reaver Bands
3d6/2=18/2=9 Ravager Bands
3d6/2=12/2=6 Wych Bands

Day Four Night Attacks 100=35+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)=308
Imperial Counter Harassment d100=10+195(skill)+35(Theatre Commander)+83(Local Commander)+30(fortification)-11(fatigue)-40(night)=302
Dark Eldar kills 3d6/10=14/10=1.4 PDF Siege Infantry Brigades
6d6/10=30/10=3 Iron Guard Siege Infantry Brigades
2d6=7 PDF Infantry Regiments
6d6=32 Iron Guard Light Infantry Regiments
Imperial Kills 4d6=24 Raider Bands
d6=4 Reaver Bands
2d6=12 Ravager Bands
2d6=12 Wych Bands

Day Five harassment d100=31+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)=333
Imperial Counter Harassment d100=96+148(skill)+35(Theatre Commander)+83(Local Commander)+10(units)+10(fire support)-10(fatigue)=392
Dark Eldar kills 5d6*5=17*5=85 Iron Guard Mechanised Infantry Regiments
4d6=13 PDF Mechanised Infantry Regiments
d6=4 Helltrooper Mechanised Infantry Regiments
6d6=16 PDF Rough Rider Regiments
d6=1 Helltrooper Rough Rider Regiments
Imperial Kills 5d6=28 Raider Bands
3d6=15 Reaver Bands
3d6/2=17/2=8.5 Ravager Bands
3d6/2=11/2=5.5 Wych Bands

Day Five Night Attacks 100=81+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)=354
Imperial Counter Harassment d100=51+195(skill)+35(Theatre Commander)+83(Local Commander)+30(fortification)-15(fatigue)-40(night)=339
Dark Eldar kills 4d6/10=21/10=2.1 PDF Siege Infantry Brigades
7d6/10=42/10=4.2 Iron Guard Siege Infantry Brigades
2d6=8 PDF Infantry Regiments
6d6=23 Iron Guard Light Infantry Regiments
Imperial Kills 3d6=9 Raider Bands
d6=5 Reaver Bands
2d6=5 Ravager Bands
2d6=4 Wych Bands

593/2550 Iron Guard Mechanised Infantry Regiments
48/1700 Iron Guard Armour Regiments
17.2/40 Iron Guard Siege Infantry Brigades
83/213 Iron Guard Light Infantry Regiments

28.5/60 Helltrooper Mechanised Infantry Regiments
22/51 Helltrooper Rough Rider Regiments
2/57 Helltrooper Armour Regiments

29/91 PDF Infantry Regiments
118/484 PDF Mechanised Infantry Regiments
28/181 PDF Heavy Infantry Regiments
128/240 PDF Rough Rider Regiments
12/513 PDF Armour Regiments
8.7/58.1 PDF Siege Infantry Brigades
167 Raider Bands
74 Reaver Bands
73.5 Ravager Bands
66 Wych Bands

As you look over the blasted, crevice ridden wasteland that covers the remaining two hundred kilometres you wonder how you should deal with the Dark Eldar Raiders over the next area with its far rougher terrain and the possibility that the Dark Eldar city will be able to bombard your army with Macrocannons or other long ranged weaponry. You also know that the terrain will slow down your rate of advance and that you will have to push harder to maintain the same speed. You have also noticed that your troops have developed a bit of fatigue over the last few days of constant harassment and are considering spending a day encamped to let them rest a bit.
[] Spend tomorrow fortified and rest your troops-This will give your men more time to prepare themselves for the next section of the campaign but will also give the Dark Eldar more opportunities for night attacks and harassment, though against a better fortified foe.
[] Do Not spend tomorrow fortified and rest your troops- This will allow you to reach Objective Alpha-Two sooner and reduce the amount of time that the Dark Eldar have to prepare themselves.

[] Advance at a slow and careful pace(4km/h) – At this rate it will take far longer to reach the badlands surrounding Objective Alpha-Two allowing for more harassment. One the other hand your will be able to carefully scout around you reducing the opportunities for ambushes and your troops will be fully rested.
[] Advance at a moderate pace (6km/h)- This speed will allow your troops to make a decent speed while still remaining on guard for ambushes and without overly exhausting themselves. This is a compromise between speed and safety.
[] Advance at a fast past (8km/h)- At this speed your will be able to quickly advance and maintain a decent amount of alertness. You will suffer from more and more deadly ambushes and will exhaust your troops to a moderate amount but will quickly cover the distance to the badlands.
[] Advance at a very fast pace (12km/h)- At this speed you will be force to relay on Monitors and Sentinels for scouting greatly reducing the amount of skirmishing possible and increasing the number of ambushes that the Dark Eldar will be able to pull off. You will also rapidly tire your infantry who will be forced to alternate between advancing at a fast jog and riding on your vehicles. One the other hand you will quickly cover the ground between you and the badlands reducing the amount of time that the Dark Eldar have to arras you and prepare their defences.
[] Write in-


[] Advance for six hours a day- The most cautious option is to only advance for six hours per day. This would involve spending three hours setting up fortifications before sunset, a hour and a half hours taking them down after dawn and having three thirty minute rest and reorganisation breaks as you travel. It would mean that your forces will be behind decent fortifications and will be fully rested but will advance slowly. This option works best when combined with a fast or very fast pace which will counteract the low amount of time spent travelling.
[] Advance for eight hours a day- The standard travel time is eight hours per day which allows your troops to both keep up a good pace without sacrificing rest or defences. This would consist of two hours setting up fortifications before night, one hour taking them down in the morning and two half hour rest and reorganisation breaks.
[] Advance for ten hours a day- You could push your troops and advance for ten hours a day which would decrease the amount of time that they have to prepare fortifications and fatigue them slightly but would allow you to cover a lot of ground per day. This would consist of one hour setting up fortifications before night, half an hour taking them down in the morning and one half hour rest and reorganisation breaks.
[] Advance for twelve hours per day- It would be possible for you to push your troops and advance as long as there is light. This would result in your troops being poorly rested and not having secure positions at night but you would cover ground very quickly.
[] Write in-

[] Have Lieutenant-General Agani lead the light infantry to disrupt the Dark Eldar harassment, can only be done if you are moving at a slow pace. - This will allow your light infantry to ambush and harras the Dark Eldar harassment force reducing the number of attacks that reach the main army and providing warning of all ambushes. On the other hand your light infantry will suffer moderate casualties fighting the heavily mechanised Dark Eldar raiding groups.
[] Have Lieutenant-General Agani lead the light infantry to ambush the Dark Eldar night attacks- This will reduce the number of night attacks that reach your main forces but will lead to your light infantry engaging in night fighting with the Dark Eldar who are far better at it and suffering heavy casualties.
[] Do Not have Lieutenant-General Agani lead the light infantry to disrupt the Dark Eldar harassment or ambush the Dark Eldar night attacks- This will prevent your light infantry from suffering heavy casualties and leave them ready for preforming other tasks.

[] Have Lieutenant-General Christianson lead his Rough Riders to counter the Dark Eldar harassment forces, this can only be selected on slow or moderate pace. - This will reduce the number of attacks that the main army suffers and detect most of the ambushes. On the other hand your Rough Riders will suffer heavy casualties from their repeated clashes with the Dark Eldar forces.
[] Do Not have Lieutenant-General Christianson lead his Rough Riders to counter the Dark Eldar harassment forces- This will prevent them from suffering heavy casualties and leave them ready for other tasks.

[] Have Lieutenant-General Vosk lead the mechanised infantry patrols to intercept the Dark Eldar raiding parties- This will intercept some of the Dark Eldar raiders and find some ambushes but will not get them all. The Mechanised Infantry will suffer moderate casualties in the ir clases with the Dark Eldar raiders.
[] Do Not have Lieutenant-General Vosk lead the mechanised infantry to intercept the Dark Eldar raiding parties- This will prevent them from suffering casualties and leave them ready for other tasks.

[] Have Lieutenant-General Khol use Monitors to locate raiding parties for the Basilisks to fire on. - This will cause a moderate degree of casualties to the raiding parties and provide a level of warning of ambushes. It will inflict some casualties on your Monitors and will slow your forces by around 10% as the Basilisks have to constantly stop and fire.
[] Do Not have Lieutenant-General Khol use Monitors to locate raiding parties for the Basilisks to fire on. -This will reduces losses among your Monitors and allow you to advance at full speed.

[] Have Lieutenant-General Richards use her Drop Troopers to engage any Dark Eldar harassment groups- This will stop a decent portion of harassment groups and inflict heavy casualties on them at the cost of your Drop Troopers also suffering heavy casualties.
[] Do Not have Lieutenant-General Richards use her Drop Troopers to engage any Dark Eldar harassment groups- This will prevent them from suffering casualties and leave them ready for other tasks.


[] Write in- Must include what forces are being used, who is commanding and what they are doing

Total: 5,045 Midgardian Regiments
1,957 Iron Guard Mechanised Infantry Regiments
1,652 Iron Guard Armour Regiments
638 Iron Guard Artillery Regiments
400 Iron guard AA regiments
22.8 Iron Guard Siege Infantry Brigades
140 Iron Guard Light Infantry Regiments
50 Iron Guard Sentinel Regiments

19 Helguard Regiments (7 Light Infantry, 6 Armour, 6 Rough Rider)

Total: 469.5 Helltrooper Regiments
50 Helltrooper Infantry Regiments
31.5 Helltrooper Mechanised Infantry Regiments
61 Helltrooper Light Infantry Regiments
59 Helltrooper Heavy Infantry Regiments
55 Helltrooper Armour Regiments
39 Helltrooper Rough Rider Regiments
82 Helltrooper Drop Infantry Regiments
10.2 Helltrooper Siege Infantry Brigades

Total: 228.5 Specialist Regiments
6 Helltrooper Vanquisher Regiments
9 Helltrooper Hellhound/Devil Dog Regiments
9 Helltrooper Bane Wolf Regiments
4 Helltrooper Sentinel Regiments
9 Helltrooper AA Regiments
17 Helltrooper Artillery Regiments
4.5 Deathstrike Batteries
1 Life Eater Fungus Deathstrike Battery
33 Combat Engineer Regiments
136 PDF Transport Regiments

Total: 1,986 PDF Regiments
62 PDF Infantry Regiments
366 PDF Mechanised Infantry Regiments
286 PDF Light Infantry Regiments
153 PDF Heavy Infantry Regiments
513 PDF Armour Regiments
112 PDF Rough Rider Regiments
49.4 PDF Siege Infantry Brigades

Total: 220 Black Irons Regiments
17 Helltrooper Infantry Regiments
24 Helltrooper Mechanised Infantry Regiments
20 Helltrooper heavy infantry Regiments
13 Helltrooper Light Infantry Regiments
3 Helltrooper Armour Regiments
25 Helltrooper Drop Infantry Regiments
19 PDF Infantry Regiments
41 PDF Light Infantry Regiments
37 PDF Heavy Infantry Regiments
22 PDF Armour Regiments

530 Militia AA Regiments
 
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[X] Do Not spend tomorrow fortified and rest your troops- This will allow you to reach Objective Alpha-Two sooner and reduce the amount of time that the Dark Eldar have to prepare themselves.

I'd rather we endure a minor-to-moderate exhaustion penalty than letting them prepare for so long at their leisure.

[X] Advance at a fast past (8km/h)- At this speed your will be able to quickly advance and maintain a decent amount of alertness. You will suffer from more and more deadly ambushes and will exhaust your troops to a moderate amount but will quickly cover the distance to the badlands.

Maintain speed. We have to finish this before our casualties become unsustainable. This is ll the more important because we can reinforce our allies once we are done here.

[X] Advance for eight hours a day- The standard travel time is eight hours per day which allows your troops to both keep up a good pace without sacrificing rest or defences. This would consist of two hours setting up fortifications before night, one hour taking them down in the morning and two half hour rest and reorganisation breaks.

A bit more cautious here. I do not think we can afford to increase the standard travel time in addition to not resting to begin with.

[X] Do Not have Lieutenant-General Agani lead the light infantry to disrupt the Dark Eldar harassment or ambush the Dark Eldar night attacks- This will prevent your light infantry from suffering heavy casualties and leave them ready for preforming other tasks.

Not moving slow enough for anything else.

[X] Have Lieutenant-General Christianson lead his Rough Riders to counter the Dark Eldar harassment forces, this can only be selected on slow or moderate pace. - This will reduce the number of attacks that the main army suffers and detect most of the ambushes. On the other hand your Rough Riders will suffer heavy casualties from their repeated clashes with the Dark Eldar forces.

Someone has to slow down the pointy-eared SOBs down.

[X] Have Lieutenant-General Vosk lead the mechanised infantry patrols to intercept the Dark Eldar raiding parties- This will intercept some of the Dark Eldar raiders and find some ambushes but will not get them all. The Mechanised Infantry will suffer moderate casualties in the ir clases with the Dark Eldar raiders.

Same reasoning as above

[X] Have Lieutenant-General Khol use Monitors to locate raiding parties for the Basilisks to fire on. - This will cause a moderate degree of casualties to the raiding parties and provide a level of warning of ambushes. It will inflict some casualties on your Monitors and will slow your forces by around 10% as the Basilisks have to constantly stop and fire.

Worth a 10% slow down

[X] Have Lieutenant-General Richards use her Drop Troopers to engage any Dark Eldar harassment groups- This will stop a decent portion of harassment groups and inflict heavy casualties on them at the cost of your Drop Troopers also suffering heavy casualties.

Not like they are any good for urban combat.
 
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.

Raids 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
 
Raids 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
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
 
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

that sounds less like raids, and more like one long running battle with lulls in it.
 
So I'm going to propose a change in strategy now. I think we rest for a day, and then sprint for the city.

We've lost about 1/2 our Rough Riders, and about 1/5 of our Mechanized Infantry.

Almost 1/3 of our Infantry and Siege Infantry.

And now we have to deal with Macro Cannons too?

200 Kilometers to the city, so a combination of 8 km/h and 12 hours a day should get us there in two days.

@durin Can you confirm?

Our main vulnerability will be at night, so I think it's time to break out the night ambushes. We should only experience 1 night attack so... hopefully the change in tactics will surprise the Dark Eldar.

[X] Spend tomorrow fortified and rest your troops-This will give your men more time to prepare themselves for the next section of the campaign but will also give the Dark Eldar more opportunities for night attacks and harassment, though against a better fortified foe.

[X] Advance at a fast past (8km/h)- At this speed your will be able to quickly advance and maintain a decent amount of alertness. You will suffer from more and more deadly ambushes and will exhaust your troops to a moderate amount but will quickly cover the distance to the badlands.

[X] Advance for twelve hours per day- It would be possible for you to push your troops and advance as long as there is light. This would result in your troops being poorly rested and not having secure positions at night but you would cover ground very quickly.

[X] Have Lieutenant-General Agani lead the light infantry to ambush the Dark Eldar night attacks (after we start the sprint to the city, not during the night we are resting behind fortifications)- This will reduce the number of night attacks that reach your main forces but will lead to your light infantry engaging in night fighting with the Dark Eldar who are far better at it and suffering heavy casualties.
[X] Have Lieutenant-General Christianson lead his Rough Riders to support the Light Infantry in countering the Dark Eldar night attacks. They will serve as a rapid response reinforcement force to help cover Light Infantry retreats after ambushes - This will reduce the number of causalities that the Light Infantry suffers. On the other hand your Rough Riders will suffer very heavy casualties from fighting in the dark.

@durin Wrote up this option for the Rough Riders based on your response to my question about the tactic last time.

My thought here is that without fortifications we need to have night ambushes set up, and the Light Infantry have to be the ones to do this. Meanwhile the Rough Riders with their speed and skill at hand to hand combat are the best situated to provide support for the Light Infantry, who are going to need all the help they can get.

This will probably mean our Rough Riders will be reduced to an ineffective force, but they aren't as useful in the city, and it's worth it to have more of our Light Infantry survive.

[X] Have Lieutenant-General Vosk lead the mechanised infantry patrols to intercept the Dark Eldar raiding parties- This will intercept some of the Dark Eldar raiders and find some ambushes but will not get them all. The Mechanised Infantry will suffer moderate casualties in the ir clases with the Dark Eldar raiders.
[X] Have Lieutenant-General Khol use Monitors to locate raiding parties for the Basilisks to fire on. - This will cause a moderate degree of casualties to the raiding parties and provide a level of warning of ambushes. It will inflict some casualties on your Monitors and will slow your forces by around 10% as the Basilisks have to constantly stop and fire.

EDIT: Since the GM is advising we do so, adding in the Basilisks. Means we have to spend two nights without defenses though...

[X] Have Lieutenant-General Richards use her Drop Troopers to engage any Dark Eldar harassment groups- This will stop a decent portion of harassment groups and inflict heavy casualties on them at the cost of your Drop Troopers also suffering heavy casualties.

To make up for the Rough Riders not being available during the day.
 
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