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
@Enjou

Thoughts on resting a day to avoid -18 penalty?

Or alternatively using the leapfrogging method to clear minefields with an advanced force, and arriving with a main force that will storm the city with a -10 penalty instead of a -18 penalty?

Just pointing out that -18 is a pretty big penalty.
 
@Enjou

Thoughts on resting a day to avoid -18 penalty?

Or alternatively using the leapfrogging method to clear minefields with an advanced force, and arriving with a main force that will storm the city with a -10 penalty instead of a -18 penalty?

Just pointing out that -18 is a pretty big penalty.

I would prefer not to, because the Macrocannon damage against a stationary army is likely to be worse than for one on the move. The outer walls are manned almost entirely by slaves with poor training, so I think we should work to get inside the city, secure an area of it, then rest up and begin trying to take the rest of it.
 
Current tally.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1060 | Sufficient Velocity
##### NetTally 1.1.26

[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).
No. of Votes: 8

[X] 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.
[X] 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.
[X] Have the Basilisks accompany your forces until they reach twenty kilometres from the city- This will prevent the Basilisks from firing until your army gets within twenty kilometres from the city but will make defending them from Dark Eldar raiding forces a bit easier easier due to being closer to your main army to your main army. Will have to detach 400 Regiments to provide protection
[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.
No. of Votes: 5

[X] Rest for two hours before advancing (Reduces fatigue penalty by 12)
[X] Advance at a moderate pace (6km/h)
[X] Have the Basilisks accompany your forces until they reach ten kilometers from the city
[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.
No. of Votes: 1


Total No. of Voters: 14
 
Assault on Fjol IV Part Eight: The Final Stretch
Assault on Fjol IV Part Eight: The Final Stretch
T=9:12:00-10:20:00


You had your combat engineers set up some stronger defences for your forces to rest in and defensive lines to keep out raiders. As it became clear that you were once more setting up and fortifying for the Dark Dark Eldar raids cease, the enemy general continuing to believe attacking you when you are holding a fortified position to be not worthwhile. Given that you have received word that the Imperial Trust Guard have been attacked even when fortified that is quite a compliment. Over this time the Macrocannons continued to fire killing another three and a half divisions.
T=9:12:00-10:12:00
10 Dark Eldar Macrocannons vs Imperial Main Army d100=80+60(skill)+30(Dark Eldar)+43(Martial)=213
Imperial Defence d100=59+148(skill)+35(Theatre Commander)+83(Local Commander)-10(fatigue)+40(fortifications)=355
Kills 9d6*10=37*10=370 Regiments killed
80 Iron Guard Armour Regiments
80 Iron Guard Mechanised Infantry Regiments
20 Iron Guard AA Regiments
30 Iron Guard Artillery Regiments
1 Iron Guard Siege Infantry Brigade

5 Helltrooper Light Infantry Regiments
5 Helltrooper Armour Regiments
0.5 Helltrooper Siege Infantry Brigades

1 Helltrooper Bane Wolf Regiment
1 Helltrooper Artillery Regiment
1 Deathstrike Battery
1 Combat Engineer Regiment
7 PDF Transport Regiments

10 PDF Mechanised Infantry Regiments
10 PDF Light Infantry Regiments
5 PDF Heavy Infantry Regiments
30 PDF Armour Regiments
3 PDF Siege Infantry Brigades

5 Black Iron Helltrooper Drop Infantry Regiments
5 Black Iron PDF Heavy Infantry Regiments

28 Militia AA Regiments

You got your army up slightly before dawn the next day to take down the defences that you had set up in preparation for your next march. This was completed shortly after dawn allowing your men to immediately set out for Objective Alpha-One. Your forces advanced slowly and carefully which was enough to reduce the damage that the Dark Eldar mobile force did to nearly nothing, in fact they stopped attacking after a few hours having decided that it was not worth it. The Dark Eldar Macrocannons however continued to fire and they were joined by an array of new weapons, ranging from homing anti-tank missiles to clouds of monofilament webs. The Dark Eldar artillery lacked the sheer weight of fire that Imperial artillery can provide but proved to be far more accurate and equally deadly.
T=10:12:00-10:20:00
Day Ten harassment d100=25+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+10(preparations)=318
Imperial Counter Harassment d100=71+148(skill)+35(Theatre Commander)+83(Local Commander)+20(speed)=327
Dark Eldar kills 7d6*2=42*2=84 Iron Guard Mechanised Infantry Regiments
3d6=9 PDF Mechanised Infantry Regiments
Imperial Kills 2d6=9 Raider Bands
d6=5 Reaver Bands
d6/2=2.5 Ravager Bands
d6/2=2 Wych Bands

10 Dark Eldar Macrocannons vs Imperial Main Army d100=57+60(skill)+30(Dark Eldar)+43(Martial)=190
Imperial Defence d100=100+148(skill)+35(Theatre Commander)+83(Local Commander)=366 Critical Success Halve loses
Kills 4d6*3=19*3=57 Regiments (10 Iron Guard Armour Regiments, 10 Iron Guard Mechanised Infantry Regiments, 5 Iron Guard AA Regiments, 5 Iron Guard Artillery Regiments, 5 Iron Guard Light Infantry Regiments, 5 Iron Guard Sentinel Regiments, 5 PDF Mechanised Infantry Regiments, 5 PDF Armour Regiments, 5 PDF Light Infantry Regiments, 2 Helltrooper Armour Regiments)

Dark Eldar Artillery d100=50+50(skill)+50(Dark Eldar)+43(Martial)=183
Imperial Defence d100=8+148(skill)+35(Theatre Commander)+83(Local Commander)=274
Kills 4d6*10=20*10=200 Regiments killed
40 Iron Guard Armour Regiments
40 Iron Guard Mechanised Infantry Regiments
10 Iron Guard AA Regiments
20 Iron Guard Artillery Regiments
0.5 Iron Guard Siege Infantry Brigades

3 Helltrooper Infantry Regiments
3 Helltrooper Heavy Infantry Regiments
3 Helltrooper Drop Infantry Brigades

1 Helltrooper AA Regiment
1 Combat Engineer Regiment
4 PDF Transport Regiments

5 PDF Mechanised Infantry Regiments
5 PDF Light Infantry Regiments
5 PDF Heavy Infantry Regiments
10 PDF Armour Regiments
2 PDF Siege Infantry Brigades

5 Black Iron Helltrooper Mechanised Infantry Regiments

20 Militia AA Regiments

As your vanguard approaches the killing field surrounding Objective Alpha-Two your Basilisks open fire on the city. Despite the well made defences and void shields, or rather a black energy field that has a similar function, the accurate, rapid fire of the Basilisks was able to devastate the walls, killing almost half of the Slave-Soldiers chained to the fifty kilometre long section of the walls facing you and causing notable damage to the walls with the several million shells being fired per minute. From what you can tell the walls are well made, with the strange technologies that they utilise compensating for the minor issues that you can see with their design.
766 Artillery Regiments vs Outer Walls d100=52+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)=236
Slave Soldier Defence d100=74 -50(skill)+135(Defences)+43(Martial)=202
Kills 8d6*3=28*3=84 Regiments of Slave-Soldiers killed, -9 to out walls defensive quality

At this point you have to make your final declension on how to casualty Objective Alpha-One. Your Generals have proposed several different ideas ranging from the slow and steady option of building siege lines and relying on your artillery to cause enough damage to make later attacks easier to using Deathstrikes to open a breach in the outer walls that a mechanised strike force can use to gain entrance into the city and seize a district.

As you consider what to do you think back over the latest scouting reports of Objective Alpha-One. From what your forces can tell the outer wall s manned by four regiments of Slave-Soldiers per kilometre of its length and is bristling with deadly weapons which should be enough to allow the the Slave-Soldiers to inflict massive casualties on any Iron Guard assault and moderate casualties on a Avernite assault. On the other hand once you have gained a foothold on the walls many of these defences will be useless allowing the foothold to be rapidly expanded. You expect that the Dark Eldar shock troops will attempt to crush any small to medium beachheads onto the walls that you gain.

There are three main ways that you can see to get pas the outer walls of Objective Alpha-One. The first and slowest is to dig siege lines and wear down the walls with sustained bombardment. This will take a long time and lead to moderate losses from the Dark Eldar counter bombardment but has the benefit of most likely causing heavy damage to any traps the Dark Eldar have set up and giving you a fortified position to fight from. Your second option is to try to storm the walls with your infantry, which will most likely suffer heavy casualties getting a foothold but when they do will be able to quickly take a whole section of the wall. This option will leave the defences mostly intact which could be useful in the future, particularly if you mange to get your entire army into a district of the city. The third method is to use your Deathstrikes and artillery to open several breaches in the wall and sending a strike force of your best mechanised infantry and armour through the breaches. This method would be the quickest but would by its nature use up some of your most valuable weapons and leave you with a major chock point between your forces in the city and your forces outside of it.
[] Have your army dig siege lines around Objective Alpha-One and begin a sustained artillery bombardment. - Takes the longest amount of time but the most reliable option, gives your forces a moderately strong defensive option.
[] Have your infantry attempt to storm the walls with fire support from the artillery and armour. This will lead to the greatest casualties of any of the main approaches but if successful you will end up in control of a major portion of the outer walls and will be able to easily move your entire army into the city.
[] Use your Deathstrikes and artillery to open several breaches in the walls allowing a mechanised strike force to gain entry into the city. While this would be a quick and safe method to gain entry to the city it would limit the rate at which you can send your troops in to how quickly they can pass though the breaches in the walls, which is likely to be rather slow.
[] Write in option

Total: 3,970 Midgardian Regiments
1,389 Iron Guard Mechanised Infantry Regiments
1,447 Iron Guard Armour Regiments
568 Iron Guard Artillery Regiments (691 when you detach other Basilisks)
350 Iron guard AA regiments
12.2 Iron Guard Siege Infantry Brigades
59 Iron Guard Light Infantry Regiments
45 Iron Guard Sentinel Regiments

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

Total: 317 Helltrooper Regiments
47 Helltrooper Infantry Regiments
1.5 Helltrooper Mechanised Infantry Regiments
47.5 Helltrooper Light Infantry Regiments
56 Helltrooper Heavy Infantry Regiments
48 Helltrooper Armour Regiments
6 Helltrooper Rough Rider Regiments
31 Helltrooper Drop Infantry Regiments
8.7 Helltrooper Siege Infantry Brigades

Total: 217.5 Specialist Regiments
6 Helltrooper Vanquisher Regiments
9 Helltrooper Hellhound/Devil Dog Regiments
8 Helltrooper Bane Wolf Regiments
4 Helltrooper Sentinel Regiments
9 Helltrooper AA Regiments
16 Helltrooper Artillery Regiments (23 when you detach other Basilisks)
3.5 Deathstrike Batteries
1 Life Eater Fungus Deathstrike Battery
32 Combat Engineer Regiments
129 PDF Transport Regiments

Total: 1,504 PDF Regiments
42 PDF Infantry Regiments
266 PDF Mechanised Infantry Regiments
190 PDF Light Infantry Regiments
143 PDF Heavy Infantry Regiments
468 PDF Armour Regiments
11 PDF Rough Rider Regiments
38.4 PDF Siege Infantry Brigades
(49 Artillery Regiments can be detached)

Total: 205 Black Irons Regiments
17 Helltrooper Infantry Regiments
19 Helltrooper Mechanised Infantry Regiments
20 Helltrooper Heavy Infantry Regiments
13 Helltrooper Light Infantry Regiments
3 Helltrooper Armour Regiments
20 Helltrooper Drop Infantry Regiments
19 PDF Infantry Regiments
41 PDF Light Infantry Regiments
32 PDF Heavy Infantry Regiments
22 PDF Armour Regiments

502 Militia AA Regiments
 
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[X] Use your Deathstrikes and artillery to open several breaches in the walls allowing a mechanised strike force to gain entry into the city. While this would be a quick and safe method to gain entry to the city it would limit the rate at which you can send your troops in to how quickly they can pass though the breaches in the walls, which is likely to be rather slow.

DE benefit more from dragging things out than we do, given the Macrocannons. Breach and clear.
 
[X] Use your Deathstrikes and artillery to open several breaches in the walls allowing a mechanised strike force to gain entry into the city. While this would be a quick and safe method to gain entry to the city it would limit the rate at which you can send your troops in to how quickly they can pass though the breaches in the walls, which is likely to be rather slow.

Yeah staying out under the massed artillery is a no go, plus if we really need to blast parts of the city to ruins we can take out the shield generators and direct a few lance strikes. But man this assault is costing us, hopefully we can leverage our advantages more in a city environment. Nothing like a group of deeply paranoid and watchful dealthworlders to spot traps.
 
[X] Use your Deathstrikes and artillery to open several breaches in the walls allowing a mechanised strike force to gain entry into the city. While this would be a quick and safe method to gain entry to the city it would limit the rate at which you can send your troops in to how quickly they can pass though the breaches in the walls, which is likely to be rather slow.
 
10 Dark Eldar Macrocannons vs Imperial Main Army d100=80+60(skill)+30(Dark Eldar)+43(Martial)=213
Imperial Defence d100=59+148(skill)+35(Theatre Commander)+83(Local Commander)-10(fatigue)+40(fortifications)=355

I really don't get how your combat system works - cases like these where one side gets a significantly better result than another side don't seem to have much effect on what sort of casualties result from the rolls.

I am guessing there are significant invisible modifiers and that the number on the actual dice roll also matters more than static modifiers added to the roll. Could you explain this some?

As it stands I am just not understanding what is happening or why in this war.

fasquardon
 
I really don't get how your combat system works - cases like these where one side gets a significantly better result than another side don't seem to have much effect on what sort of casualties result from the rolls.

I am guessing there are significant invisible modifiers and that the number on the actual dice roll also matters more than static modifiers added to the roll. Could you explain this some?

As it stands I am just not understanding what is happening or why in this war.

fasquardon

The type of unit involved plays a significant part, as a Macrocannon is going to kill more than say a division of guardsmen, no matter how well trained or equipped. Back around the Necron War Durin had combat modifiers for different unit types like the +300 Monoliths got, but now it seems that he just has a default dice pool for different unit types that the rolls modify.
 
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