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
Looks like current fatigue modifier is -19

So resting 3 hours followed by advancing at a fast pace results in -6 fatigue, resting 2 hours and advancing at a moderate pace results in -7

I'm actually leaning towards bringing our Basilisks all the way up with our forces.

More important question... should we launch our Deathstrikes now? I doubt we want to be close to the walls when they go off.

Should we use our Life Eater Fungus Deathstrikes?

@durin

What are our adviser's opinions about using Deathstrikes against the city? Specifically:

Optimal range to use them at? (ie don't use them any closer than a certain distance)
Targeting the wall and defenses, vs targeting enemy troops?
- Splitting their targets between the outer wall, inner wall, and central keep
- What is the likelyhood of wiping out the Dark Eldar upper level command force if we target some place like the central keep?
The risk/benefit of using the Life Eater Fungus - I recall it's limited by a specific chemical to trigger, so would it spread beyond the local area?
(Note that if the risks are so great and it was decided not to introduce it, why did we bring it instead of a regular deathstrike, and leave the life eater fungus on Avernus?)
Please number
1. Don't use them when your troops are within 2 kms
2. the only large group of enemy troops you can locate are the slave soldiers whoa are cannon fodder
3. Don't split your fire unless you are firing at least 50 per target,
4. Low, they will be in a bunker capable of shrugging off that level of firepower
5. Life-eater Fungus will cause more damage to the people and less structural damage and have a chance (10%) of introducing the Life-Eater Fungus to the biosphere
 
Snip.

[X] Before your forces reach the killing field, fire one full battery of Deathstrikes at the outer walls to try to open up holes in the areas most likely to be breached. Target at least two areas of the walls, so that any defense of a breach must be spread out.

We should use some of our Deathstrikes here to our best advantage. Tearing open a couple holes in the walls makes sense to me.
Honestly I want to lunch some of the Deathstrikes too, but I'd rather hit the second wall or the keep with it. These slaves will most likely be little more then a untrained civilian militia and I don't see them holding that wall for long. The Dark Eldar are just spending the cannon fodder to thin us out some before they try and get us. The second wall is the real barrier and well most likely be maned by the Dark Eldar themselves. The slaves may be far more terrified of their masters then of death and will fight to the last but if we kill the masers in the back first with a surprise Deathstrike barrage who is going to scare them into fighting us? We can tear a few holes in the first wall by massed artillery barrage just fine and still have enough to keep their heads down, or take them off.

Also what do we want to do with our Specialist Regiments? The Artillery Regiments, Deathstrike Batteries, and Life Eater Fungus Deathstrike Battery are obviously staying with the rest of the Artillery forces but what of everything else and Black Irons Regiments (who I think we should train all the PDF's up to Helltrooper standard)? I'd place the Bane Wolf Regiments, Sentinel Regiments, AA Regiments and Black Irons Regiments in the back guarding the Artillery and to save the Black Irons for any hard point we find later. I'd also put the Helguard Regiments back there too, they're 1/3rd each of Light Infantry, Armour, and Rough Riders any way and not the best in street fights unlike the Heavy or Regular Infantry. The Vanquisher Regiments I'd figure will be formed up into tank hunters to break up any Dark Eldar sally's and the Hellhound/Devil Dog Regiments to pry upon any holes we knock into the walls. That leaves the Combat Engineers and PDF Transport Regiments. We could either send the Combat Engineers to dig trench lines and siege tunnels to the walls or to fortify the Artillery emplacements. Not sure what the Transport Regiments do but I think it was hulling supplies?
 
Honestly I want to lunch some of the Deathstrikes too, but I'd rather hit the second wall or the keep with it. These slaves will most likely be little more then a untrained civilian militia and I don't see them holding that wall for long. The Dark Eldar are just spending the cannon fodder to thin us out some before they try and get us. The second wall is the real barrier and well most likely be maned by the Dark Eldar themselves. The slaves may be far more terrified of their masters then of death and will fight to the last but if we kill the masers in the back first with a surprise Deathstrike barrage who is going to scare them into fighting us? We can tear a few holes in the first wall by massed artillery barrage just fine and still have enough to keep their heads down, or take them off.

Also what do we want to do with our Specialist Regiments? The Artillery Regiments, Deathstrike Batteries, and Life Eater Fungus Deathstrike Battery are obviously staying with the rest of the Artillery forces but what of everything else and Black Irons Regiments (who I think we should train all the PDF's up to Helltrooper standard)? I'd place the Bane Wolf Regiments, Sentinel Regiments, AA Regiments and Black Irons Regiments in the back guarding the Artillery and to save the Black Irons for any hard point we find later. I'd also put the Helguard Regiments back there too, they're 1/3rd each of Light Infantry, Armour, and Rough Riders any way and not the best in street fights unlike the Heavy or Regular Infantry. The Vanquisher Regiments I'd figure will be formed up into tank hunters to break up any Dark Eldar sally's and the Hellhound/Devil Dog Regiments to pry upon any holes we knock into the walls. That leaves the Combat Engineers and PDF Transport Regiments. We could either send the Combat Engineers to dig trench lines and siege tunnels to the walls or to fortify the Artillery emplacements. Not sure what the Transport Regiments do but I think it was hulling supplies?
yes the transport regiments are hurling supplies, they currently will be staying with your artillery
 
It says under the movement plans "Note currant fatigue penalty is -30".

Doh... missed that. Then that means the following combinations (set for 5 hours to assault) have the following effect:

[] Do not rest before advancing- This will allow you to reach the city sooner but your troops fatigue will reduce their combat efficiency by a significant amount.
[] Advance at a slow and careful pace(4km/h) – Takes seven and a half hours to reach combat range of city, one and a quarter for the Basilisks to get into range. Reduces chance of running afoul of minefields or ambushes and reduces fatigue penalty by 5.

= -25 penalty

[] Rest for two hours before advancing (Reduces fatigue penalty by 12)- This would provide your troops with a decent rest without overly slowing your advance.
[] Advance at a moderate pace (6km/h) – Takes five hours to reach combat range of the city, one for the Basilisks to get into range. No effect on fatigue or ambush spotting.

= -18 penalty

[] Rest for three hours before advancing (Reduces fatigue penalty by 18)- This would give your men time to have a good rest but force you to advance at a fast pace to make it to the city in time.
[] Advance at a fast past (8km/h)- Takes three and three quarters hours to reach combat range of the city, forty minutes for the Basilisks to get into range. Increases chance of running afoul of minefields or ambushes and increase fatigue penalty by 5.

= -17 penalty

[] Rest for four hours before advancing (Reduces fatigue penalty by 24)- Your forces would be able to catch up on missing sleep and rest enough to mostly recover from their recent forced march. On the other hand they would be forced to advance at a very fast pace to reach the city in time.
[] Advance at a very fast pace (12km/h)- Takes two and a half hours to reach combat range of the city, forty minutes for the Basilisks to get into range. Greatly increases chance of running afoul of minefields or ambushes and increase fatigue penalty by 10.

= -16 penalty

[] Rest for five hours before advancing (Reduces fatigue penalty by 30)- Your forces would be able to totally recover from the forced march but would be need to advanced at a very fast pace to reach the city in time and even then you would only have four and a half hours before dark.
[] Advance at a very fast pace (12km/h)- Takes two and a half hours to reach combat range of the city, forty minutes for the Basilisks to get into range. Greatly increases chance of running afoul of minefields or ambushes and increase fatigue penalty by 10.

= -10 penalty but short on amount of time to attack.

[] Rest for one day before advancing (Removes fatigue penalty )- While this would force you to endure another day of macrocannon bombardment you could ensure that you are well rested tomorrow and will be able to advance at the break of dawn.
[] Advance at a slow and careful pace(4km/h) – Takes seven and a half hours to reach combat range of city, one and a quarter for the Basilisks to get into range. Reduces chance of running afoul of minefields or ambushes and reduces fatigue penalty by 5.
[] Advance at a moderate pace (6km/h) – Takes five hours to reach combat range of the city, one for the Basilisks to get into range. No effect on fatigue or ambush spotting.

= Zero penalty, plenty of time, but one day more of macrocannon fire.


Seriously the wait a whole day looks like it might be the best option.

Unless you all think 3 to 6 million troops is less than we would lose with a -18 penalty (the next best solution)
 
@durin

What about a more leap frog type of approach:

The Infantry, Light Infantry, Siege Infantry, Rough Riders, and 1/3 the Mechanized Infantry and Militia AA approach using the following:

[] Rest for two hours before advancing (Reduces fatigue penalty by 12)- This would provide your troops with a decent rest without overly slowing your advance.
[] Advance at a moderate pace (6km/h) – Takes five hours to reach combat range of the city, one for the Basilisks to get into range. No effect on fatigue or ambush spotting.

The remainder of the army approach using this:

[] Rest for five hours before advancing (Reduces fatigue penalty by 30)- Your forces would be able to totally recover from the forced march but would be need to advanced at a very fast pace to reach the city in time and even then you would only have four and a half hours before dark.
[] Advance at a very fast pace (12km/h)- Takes two and a half hours to reach combat range of the city, forty minutes for the Basilisks to get into range. Greatly increases chance of running afoul of minefields or ambushes and increase fatigue penalty by 10.

The idea being that the first group clears out the minefields and ambushes, and then the second group will spearhead the assault?
 
@durin

What about a more leap frog type of approach:

The Infantry, Light Infantry, Siege Infantry, Rough Riders, and 1/3 the Mechanized Infantry and Militia AA approach using the following:

[] Rest for two hours before advancing (Reduces fatigue penalty by 12)- This would provide your troops with a decent rest without overly slowing your advance.
[] Advance at a moderate pace (6km/h) – Takes five hours to reach combat range of the city, one for the Basilisks to get into range. No effect on fatigue or ambush spotting.

The remainder of the army approach using this:

[] Rest for five hours before advancing (Reduces fatigue penalty by 30)- Your forces would be able to totally recover from the forced march but would be need to advanced at a very fast pace to reach the city in time and even then you would only have four and a half hours before dark.
[] Advance at a very fast pace (12km/h)- Takes two and a half hours to reach combat range of the city, forty minutes for the Basilisks to get into range. Greatly increases chance of running afoul of minefields or ambushes and increase fatigue penalty by 10.

The idea being that the first group clears out the minefields and ambushes, and then the second group will spearhead the assault?
it would be doable but leave the first force a bit exposed, I would aid a fraction of your armour to it.
also there is a chance that Dark Eldar will move in after your first force goes though to set up ambushes for the second force
 
[X] Before your forces reach the killing field, fire one full battery of Deathstrikes at the outer walls to try to open up holes in the areas most likely to be breached. Target at least two areas of the walls, so that any defense of a breach must be spread out.

Please number
1. Don't use them when your troops are within 2 kms
2. the only large group of enemy troops you can locate are the slave soldiers whoa are cannon fodder
3. Don't split your fire unless you are firing at least 50 per target,
4. Low, they will be in a bunker capable of shrugging off that level of firepower
5. Life-eater Fungus will cause more damage to the people and less structural damage and have a chance (10%) of introducing the Life-Eater Fungus to the biosphere
Going by this and the fact we have 4.5 Deathstrikes I'd drop .5 on all three main targets (inter, outer, and keep) right before we hit the 5km clearing to shake them up as we enter the kill zone and have them forced into choosing what they want to save. That will leave us with 3 Deathstrikes and a Life-eater Fungus left for anything unexpected.
 
as a note you have no clue how strong their defences are or if they have a void shield equivalent so there is a chance that any Deathstrikes used will be wasted
 
as a note you have no clue how strong their defences are or if they have a void shield equivalent so there is a chance that any Deathstrikes used will be wasted
When the Artillery opens fire will that show if they have a void shield equivalent? If they do I'm for holding at the edge of the field till the Artillery has cracked it open first then moving foreword. Try and make a bomber run to see how heavy their anti-air is when the Artillery is in full swing but before the ground ponders get into the kill box. If there is no void shields and the AAA is light or medium then we lunch a Deathstrike barrage other wise hold it out as a trump card for later or shift it to another army if they need them.
 
Okay... so splitting forces into an advanced force that clears minefields etc, and a following force that rests as much as possible is an option.

@durin

What about a more leap frog type of approach:

The Infantry, Light Infantry, Siege Infantry, Rough Riders, and 1/3 the Mechanized Infantry and Militia AA approach using the following:

[] Rest for two hours before advancing (Reduces fatigue penalty by 12)- This would provide your troops with a decent rest without overly slowing your advance.
[] Advance at a moderate pace (6km/h) – Takes five hours to reach combat range of the city, one for the Basilisks to get into range. No effect on fatigue or ambush spotting.

The remainder of the army approach using this:

[] Rest for five hours before advancing (Reduces fatigue penalty by 30)- Your forces would be able to totally recover from the forced march but would be need to advanced at a very fast pace to reach the city in time and even then you would only have four and a half hours before dark.
[] Advance at a very fast pace (12km/h)- Takes two and a half hours to reach combat range of the city, forty minutes for the Basilisks to get into range. Greatly increases chance of running afoul of minefields or ambushes and increase fatigue penalty by 10.

The idea being that the first group clears out the minefields and ambushes, and then the second group will spearhead the assault?

it would be doable but leave the first force a bit exposed, I would aid a fraction of your armour to it.
also there is a chance that Dark Eldar will move in after your first force goes though to set up ambushes for the second force

@Enjou I'm probably going to go with the fort up for a day approach, but if you still want to go for an attack today I suggest you consider something more like a leapfrog plan.
 
When the Artillery opens fire will that show if they have a void shield equivalent? If they do I'm for holding at the edge of the field till the Artillery has cracked it open first then moving foreword. Try and make a bomber run to see how heavy their anti-air is when the Artillery is in full swing but before the ground ponders get into the kill box. If there is no void shields and the AAA is light or medium then we lunch a Deathstrike barrage other wise hold it out as a trump card for later or shift it to another army if they need them.
it should show if they have any defences
 
I think the losses from Macrocannons will be less than from having a -18 penalty and not being able to move slowly.

[X] Rest for one day before advancing (Removes fatigue penalty )- While this would force you to endure another day of macrocannon bombardment you could ensure that you are well rested tomorrow and will be able to advance at the break of dawn.
[X] Advance at a slow and careful pace(4km/h) – Takes seven and a half hours to reach combat range of city, one and a quarter for the Basilisks to get into range. Reduces chance of running afoul of minefields or ambushes and reduces fatigue penalty by 5.

[X] Have the Basilisks accompany your forces until they reach combat range- This will prevent the Basilisks from firing until your army gets within five or six kilometres from the city but will make defending them from Dark Eldar raiding forces trivial.- Will not have to detach forces to escort your Basilisks
[X] Before your forces reach 2km of the wall (probably at the 5km range), fire artillery barrages at the walls to ascertain if the Dark Eldar have any protection against Deathstrikes.
[X] If the Dark Eldar appear to have no protection against Deathstrikes (or minor protection), then at 2.1 km, launch 1.5 battery of Deathstrikes at three locations on the wall. Launch 0.5 battery of Deathstrikes at the inner wall (to test and see it it has any protection against Deathstirkes).
[X] If the inner wall appears to have no protection against Deathstirkes, launch another 0.5 batteries of Deathstrikes against a new location on the inner city wall (trying to open at least 2 holes in the inner wall).

I figure that way we still have 2 full batteries of Deathstrikes left, along with 3 holes in the outer walls, and 2 holes in the inner walls.

@durin we have Capital Imperius right? Will that be joining in the artillery barrage? Or do we have to specify that?
 
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@durin: How long would it take for the Dark Eldar to power up their Void Shields, if they have any? I'm concerned that they'd keep the shields off until a critical moment comes up, just so that they could force us to waste our heavy hitters.
 
Me thinks we should have literally dropped close to the city. It would have saved us so many more troops I think.
 
@durin: How long would it take for the Dark Eldar to power up their Void Shields, if they have any? I'm concerned that they'd keep the shields off until a critical moment comes up, just so that they could force us to waste our heavy hitters.
you have no clue, it would take you around half an hour but they are probebly more efficient
 
I think the losses from Macrocannons will be less than from having a -18 penalty and not being able to move slowly.

[X] Rest for one day before advancing (Removes fatigue penalty )- While this would force you to endure another day of macrocannon bombardment you could ensure that you are well rested tomorrow and will be able to advance at the break of dawn.
[X] Advance at a slow and careful pace(4km/h) – Takes seven and a half hours to reach combat range of city, one and a quarter for the Basilisks to get into range. Reduces chance of running afoul of minefields or ambushes and reduces fatigue penalty by 5.

[X] Have the Basilisks accompany your forces until they reach combat range- This will prevent the Basilisks from firing until your army gets within five or six kilometres from the city but will make defending them from Dark Eldar raiding forces trivial.- Will not have to detach forces to escort your Basilisks
[X] Before your forces reach 2km of the wall (probably at the 5km range), fire artillery barrages at the walls to ascertain if the Dark Eldar have any protection against Deathstrikes.
[X] If the Dark Eldar appear to have no protection against Deathstrikes (or minor protection), then at 2.1 km, launch 1.5 battery of Deathstrikes at three locations on the wall. Launch 0.5 battery of Deathstrikes at the inner wall (to test and see it it has any protection against Deathstirkes).
[X] If the inner wall appears to have no protection against Deathstirkes, launch another 0.5 batteries of Deathstrikes against a new location on the inner city wall (trying to open at least 2 holes in the inner wall).

I figure that way we still have 2 full batteries of Deathstrikes left, along with 3 holes in the outer walls, and 2 holes in the inner walls.

@durin we have Capital Imperius right? Will that be joining in the artillery barrage? Or do we have to specify that?
Yes you do, it will be moving with your main force unless otherwise specified and is capable of firing on the move and will be
 
@durin: Just a random thought: how far away is the agri-world Abryke? I thought it'd be neat for the Imperial Trust to expand far enough to allow for Rotbart and Rutbart to have a manly reunion.
 
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