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] 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.
 
[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.
 
[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.
 
Assault on Fjol IV Part Nine: Into The Breach
Assault on Fjol IV Part Nine: Into The Breach
T=10:20:00-10:24:00


You selected three locations on the outer walls ten kilometres apart that are close enough to support each other but far enough apart to prevent congestion and threaten a large area. You then had half a battery of Deathstrikes launched at each of them while focusing your artillery on the chosen areas. The Deathstikes managed to evade most of the AA due to the short distance that they had to travel which allowed them to blast a large whole in the walls at the targeted locations as well as inflicting severe damage to the walls in kilometres each direction. This damage allowed the fire from your artillery to expanded the breaches to a quarter of a kilometre each and to kill even more slave-soldiers. You estimate that seventy-five percent of the slave-soldiers within five kilometres of the breaches have been killed by the recent barrage.
T=10:20:00-10:21:00
50 Deathstrikes vs Western Wall d100=92+146(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)=366
Walls defence d100=36+126(Defences)=162
Kills 3d6=24 Regiments of Slave-Soldiers, -60 to Western Outer walls defensive quality (-69 total)
6d6*10=21*10=210 meter hole in wall.

255 Artillery Regiments vs Western Walls d100=40+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)=224
Slave Soldier Defence d100=8 -50(skill)+66(Defences)+43(Martial)=67
Kills 3d6=10 Regiments of Slave-Soldiers killed, -15 to Western Outer walls defensive quality (-84 total)
breach expanded by 5d6*2=29*2=58 meters (268 meters wide)

50 Deathstrikes vs Central Wall d100=22+146(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)=296
Walls defence d100=15+126(Defences)=14
Kills 3d6=9 Regiments of Slave-Soldiers, -30 to Central Outer walls defensive quality (-44 total),
4d6*10=23*10=230 meter hole in wall.

256 Artillery Regiments vs Western Walls d100=7+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)=191
Slave Soldier Defence d100=44 -50(skill)+96(Defences)+43(Martial)=134
Kills 2d6=7 Regiments of Slave-Soldiers killed, -9 to Central Outer walls defensive quality (-53 total)
breach expanded by d6=6 meters (236 meters wide)

50 Deathstrikes vs Eastern Wall d100=69+146(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)=343
Walls defence d100=19+135(Defences)=154
Kills 4d6=11 Regiments of Slave-Soldiers, -45 to Eastern Outer walls defensive quality (-54 total),
5d6*10=17*10=170 meter hole in wall.

256 Artillery Regiments vs Western Walls d100=62+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)=246
Slave Soldier Defence d100=25 -50(skill)+81(Defences)+43(Martial)=129
Kills 3d6=18 Regiments of Slave-Soldiers killed, -15 to outer walls defensive quality (-69 total)
breach expanded by 5d6*2=30*2=60 meters (230 meters wide)

Total 79 Regiments of Slave Solders killed, 28 Regiments remaining

Once the breaches in the walls had been opened your Avernite Mechanised Infantry moved forward supported by a portion of your armour to seize the breaches. As they approached they suffered moderate casualties from a minefield set up in front of the wall and the Dark Eldar artillery. Your armour regiments quickly engaged and wiped out the surviving slave-soldiers despite a rather disappointing performance. Once they were though the breach your vanguard found that the city had hundreds of minor fortified positions each manned by a collection of slave-soldiers. While the slave-soldiers put up little resistance to your Avernite veterans the Dark Eldar took advantage of their knowledge of the city to launch ambushes and hit and run attacks on your men as they cleared the hostile positions of slave-soldiers, a prospect made even worse by the discovery that each of the positions was wired with explosives make it impossible to take advantage of the already built fortifications. Despite the Dark Eldar's advantages your men managed to wipe out the slave-soldiers within a few kilometres of the breaches and most of the Dark Eldar warriors who attempts to ambush them. It seems that the fact that your troops are used to enemies that can come though the wall is serving them in good stead in this city.
T=10:21:00-10:24:00
Minefields vs PDF Mechanised Infantry Regiments d100= 49+50(Dark Eldar)+100(quality)+100(quantity)+43(Martial)-30(artillery disruption)=412
PDF Mechanised Infantry Defence d100= 42+261(skill)+35(Theatre Commander)+83(Local Commander)-20(speed)=401
kills 11d6=31 Regiments of PDF Mechanised Infantry killed

Dark Eldar Artillery d100=3+50(skill)+50(Dark Eldar)+43(Martial)-10(damage)=136
PDF Mechanised Infantry Defence dd100= 38+261(skill)+35(Theatre Commander)+83(Local Commander)-15(terrain)=382
Kills 3d6=15 Regiments of PDF Mechanised Infantry killed

28 Regiments of Slave-Soldiers vs Avernite Armour Regiments d100=56 -50(skill)+69(Defences)+43(Martial)=118
200 PDF Armour Regiments vs Slave-Soldiers dd100= 1+261(skill)+35(Theatre Commander)+83(Local Commander)-10(terrain)=350 Critical Fail, halve kills and double casualties
Slave-Soldier kills d6*2*0.24=6*0.48=3 Regiments of PDF Armour killed
Avernite kills 5d6*10/2=23*5=115 Slave Soldiers wiped out, reduce kills by 76%

100 PDF Mechanised Infantry Regiments vs Slave Soldiers d100= d100= 2+261(skill)+35(Theatre Commander)+83(Local Commander)-5(terrain)=371
60 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=44 -50(skill)+100(Defences)+43(Martial)=137
Avernite kills 5d6*10=22*10=220 Slave Soldiers wiped out, reduce kills by 73%
Slave-Soldier kills 2d6*0.27=12*0.27=3 Regiments of PDF Mechanised Infantry killed

Dark Eldar harassment d100=21+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+30(home ground)=354
PDF Mechanised Infantry Defence d100= 95+261(skill)+35(Theatre Commander)+83(Local Commander)-20(distracted)=454
Dark Eldar kills 6d6=24 Regiments of PDF Mechanised Infantry killed
Imperial kills 6d6=36 Regiments of Dark Eldar Warriors killed

By the time that the sun set the entire force of Avernite Mechanised Infantry was within the walls of Objective Alpha-One and it was time to decide what to do next. You have secured a foothold in the city but as the night falls the Dark Eldar will gain and advantage and may be able to drive your forces out of the city. You could have your forces in the city fort up which will reduce the chance that they will lose ground but will give the Dark Eldar more time to prepare themselves for your next push. This would also limit the amount of troops that you can send into the city due to a limited amount of space. Even the decision to continue to push your forces into the city has its downsides as it would result in either having your men move across the no-mans land in the dark or camping your men in the no-mans land where the Dark Eldar artillary can cause more damage. Another option would be to send forward some siege infantry and combat engineers to hold the ground that you have already claimed and widen the breaches, allowing for troops to more quickly advance into the city tomorrow.
[] Have your Vanguard continue to push forward and claim more ground (must be taken with an option involving moving more forces into the city)- This will be risky as it involves taking the aggressive in the enemy territory at night, when Dark Eldar are most at home. One the other hand it allows you to safely move more of your forces into the city.
[] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.

[] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.
[] Fort up in their currant position and have reinforcements for the city cross over the no mans land surrounding the city. - This will allow your forces to fort up in their currant location and suffer less damage from the Dark Eldar Macrocannons and artillery but will leave the men crossing the no mans land vulnerable to harassment.
[] Move until your camp is up against the wall before forting up for the night.-This will allow for you to move more men though the breaches but will expose your men to more damage from the Dark Eldar Macrocannons and artillery.

[] Concentrate on moving your Midgardians into the city first- This will allow your more expendable troops to take a greater proportion of the initial casualties and save your elites for stiffer resistance later on, however without a decent proportion of Avernite elites the Midgardians are likely to suffer heavy casualties from Dark Eldar hit and run attacks and ambushes.
[] Send forward a mix of Midgardians and Avernites – This is a balance between the other two options and will involve having the Avernites support the Midgardians allowing them to more effectively engage the Dark Eldar but preventing you from having either an overwhelmingly powerful or expandable force in Objective Alpha-Two.
[] Send your Avernites through First. This would allow your next attack to include a large portion of Avernites and be able to quickly push back the Dark Eldar defenders. On the other hand it will expose your elite forces to more casualties early on against the weaker portions of the Dark Eldar defences.

As well as deciding on how to move your forces you will have to decide on how to target your artillery. The four main targets for your artillery that you can see are the Dark Eldar artillery, the inner wall, the city in general or targets designated by the forces on the ground. You could either concentrate your artillery one one of these targets or split your fire among two or more of them.
First vote for how many targets you want and then vote for targets.

[] Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
[] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[] Split fire between three targets.- This will inflict a moderate at best amount of damage to most the the targets.
[] Split fire between all four targets.- This will not inflict mush damage on any one target but will hurt all of them and will provide no clues about your next actions.

[] Target the artillery- This will reduce the amount of damage that the Dark Eldar artillery can do over time but will cause less damage then some of the other targets due to the fact that the artillery is most likely well fortified against return fire. This option would be best if you are planning to take your time and turn the fight into an extended siege.
[] Target the inner walls.- This will make the inner walls easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the inner walls.
[] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take the entire outer ring before attacking the inner ring.
[] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are not reinforcing your currant vanguard by much or are pushing the attack tonight.

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: 216 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)
2 Deathstrike Batteries
1 Life Eater Fungus Deathstrike Battery
32 Combat Engineer Regiments
129 PDF Transport Regiments

Total: 1,416 PDF Regiments
42 PDF Infantry Regiments
181 PDF Mechanised Infantry Regiments
190 PDF Light Infantry Regiments
143 PDF Heavy Infantry Regiments
465 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] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.
Night figthing against DE is bad.

[X] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.

[X] Send forward a mix of Midgardians and Avernites – This is a balance between the other two options and will involve having the Avernites support the Midgardians allowing them to more effectively engage the Dark Eldar but preventing you from having either an overwhelmingly powerful or expandable force in Objective Alpha-Two.
Elites don't have numbers and the common soldier lack skill. Put both together to migrate both as our general tactic is "We have reserves!".

[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.

[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take the entire outer ring before attacking the inner ring.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are not reinforcing your currant vanguard by much or are pushing the attack tonight.
Two targets to make the comming day easier.
Support of ground forces to hold teritorry and bombing the city to remove as much of the home ground advantage the DE have as possible.
 
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[X] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.

Don't fight the DE at night in their own city.

[X] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.

Widen the breeches so we can get more people through tomorrow.

[X] Send forward a mix of Midgardians and Avernites – This is a balance between the other two options and will involve having the Avernites support the Midgardians allowing them to more effectively engage the Dark Eldar but preventing you from having either an overwhelmingly powerful or expandable force in Objective Alpha-Two.

The current objective is to hold our defensive positions. We'll need a bit of both to make that viable.

[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.

[X] Target the artillery- This will reduce the amount of damage that the Dark Eldar artillery can do over time but will cause less damage then some of the other targets due to the fact that the artillery is most likely well fortified against return fire. This option would be best if you are planning to take your time and turn the fight into an extended siege.
[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take the entire outer ring before attacking the inner ring.

Target their artillery so we can lessen the effect of theirs, and then target the city to eliminate their defensive positions.
 
[X]Enjou

Works for me, no need to rush this. My only true hangup with your plan is that I really want to take out that DE arty. But getting tunnel vision won't help win this fight. Who knows, a good roll could wipe out most of it anyway.
 
[X] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.

[X] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.

[X] Fort up in their currant position and have reinforcements for the city cross over the no mans land surrounding the city. - This will allow your forces to fort up in their currant location and suffer less damage from the Dark Eldar Macrocannons and artillery but will leave the men crossing the no mans land vulnerable to harassment.

[X] Send your Avernites through First. This would allow your next attack to include a large portion of Avernites and be able to quickly push back the Dark Eldar defenders. On the other hand it will expose your elite forces to more casualties early on against the weaker portions of the Dark Eldar defences.

[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.

[X] Target the inner walls.- This will make the inner walls easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the inner walls.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are not reinforcing your currant vanguard by much or are pushing the attack tonight.

I figure we want to fort up tonight, but prepare for a big push tomorrow. Fighting in the outer city seems like it gives us little gain for a death by a hundred pinpricks. That means we want to break down the inner city walls, and that we want Avernites to fill the front ranks.

Tomorrow the Avernites push forward to take the inner city, while the Midgard troops pour in through the expanded walls behind the Avenrites, and begin to subdue the rest of the outer city, while the Dark Eldar generals are distracted by the more important objective of defending the inner city.
 
[] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.
[] Fort up in their currant position and have reinforcements for the city cross over the no mans land surrounding the city. - This will allow your forces to fort up in their currant location and suffer less damage from the Dark Eldar Macrocannons and artillery but will leave the men crossing the no mans land vulnerable to harassment.
[] Move until your camp is up against the wall before forting up for the night.-This will allow for you to move more men though the breaches but will expose your men to more damage from the Dark Eldar Macrocannons and artillery.

@durin The grouping makes it seem like we choose one of these options.

But looking at it, it appears to me that the first option is a stand alone question about composition of the reinforcements, and the other two options are deciding what we do about the forces outside the city. They don't appear to be in conflict or related. Therefor I have voted for the first option, and voted for an additional option for those outside the city.

Was that the correct thing to do?
 
[X] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.

[X] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.

[X] Fort up in their currant position and have reinforcements for the city cross over the no mans land surrounding the city. - This will allow your forces to fort up in their currant location and suffer less damage from the Dark Eldar Macrocannons and artillery but will leave the men crossing the no mans land vulnerable to harassment.

[X] Send your Avernites through First. This would allow your next attack to include a large portion of Avernites and be able to quickly push back the Dark Eldar defenders. On the other hand it will expose your elite forces to more casualties early on against the weaker portions of the Dark Eldar defences.

[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.

[X] Target the inner walls.- This will make the inner walls easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the inner walls.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are not reinforcing your currant vanguard by much or are pushing the attack tonight.
 
I have two questions. One, were is our air and two, can we drop the drop troopers and 5 of the Helguard Light Infantry Regiments on the Keep?
 
[X] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.

[X] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.

[X] Fort up in their currant position and have reinforcements for the city cross over the no mans land surrounding the city. - This will allow your forces to fort up in their currant location and suffer less damage from the Dark Eldar Macrocannons and artillery but will leave the men crossing the no mans land vulnerable to harassment.

[X] Send your Avernites through First. This would allow your next attack to include a large portion of Avernites and be able to quickly push back the Dark Eldar defenders. On the other hand it will expose your elite forces to more casualties early on against the weaker portions of the Dark Eldar defences.

[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.

[X] Target the inner walls.- This will make the inner walls easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the inner walls.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are not reinforcing your currant vanguard by much or are pushing the attack tonight.
 
My question was meant for if we could bring up the Vanaheim Drop Troopers reserves. Here is what we set out with.
Currant Battle Groups​
Timeless Army – Veteran army that is used to working together under their current leader for several hundred years of heavy campaigning, this force is the veteran core that survived of the far larger Army Group Abingdon. This force is the most dangerous of your currant army groups. – Very Good Coordination, Excellent Troop Quality, Very High Morale, Very Good Leadership, Irreplaceable (10,000 Elite Grenadier Regiments, Mixed force )
Biomancy Choir

Avernite Army- Army formed around a core of three thousand elite Avernite regiments supported by seven thousand regiments of the Midgardian Iron Guard. This forces is the second most powerful army group. – Average Coordination, Very Good Troop Quality, High Morale, Incredible Leadership, (3,000 Avernite Grenadier Regiments, 7,000 Guard Regiments, Mixed Force with a large amount of AA)

Imperial Trust Guard – Army formed from the amalgamation of tithes from all over the Imperial Trust with Midgardians and Avernites dominating supported by two thousand regiments of Midgardian Iron Guard. This force is the weakest of the army groups. – Good Coordination, Good Troop Quality, Above Average Morale, Good Leadership (1,000 Grenadier Regiments, 3,600 Elite Guardsman Regiments, 7,000 Guard Regiments, High levels of Armour and Mechanised Infantry)
Pyromancy Choir

Task Force Hammer – A strike force consisting of all of the Power Armoured troops of the Imperial Trust, this force includes consists of the most skilled and best equipped forces in the Nine Worlds. This force will be an independent strike force that Governor-General Abingdon will deploy as he wills. - Good Coordination, Incredible Troop Quality, Incredible Morale, Very Good Leadership (6 Fire Giant Regiments, 114 Svartalfar Guard regiments, 37 Avernite Helguard Regiments).
Deamonologist Choir

Task Force Anvil – A gathered force consisting of every heavy and superheavy vehicle in the campaign along with the Mechanicus forces. This force will be added to one of the army groups on deployment. (3 Warlord Titans, 12 Reaver Titans, 18 Warhound Titans, 24 Knight Titan Maniples, 3 Capitol Imperialis, 8 Leviathans, 62 Baneblade Squadrons, 2 Macharius Vanquisher Regiments, 20 Macharius Regiments, 40 Skitrii Regiments, 200 Tech-Gaurd Regiments)
Telepathy Choir

Air Wings- The gathered air forces of the campaign will be put under the command of Air Marshal Garn of Vanaheim. (500 Elite Fighter Wings, 4,000 Fighter Wings, 2,000 Bomber Wings, 200 Scout Wings, 2,000 Armed Cargo Wings)

Reserves- The reserves will consist of a mix between Midgardian Iron Guard, Midgardian PDF and Vanaheim Drop Troopers and will either be deployed to create a fullback position or to reinforce existing armies- Average Coordination, Average Troop Quality, Average Morale,Good Leadership (2,000 Guard Regiments, 200 Grenadier Drop Trooper Regiments, 2,000 Drop Trooper Regiments, 4,000 PDF Regiments)
And here is whats left that we know know of.
Assault on Fjol IV Part Four: Landing
T=0:15:00-1:09:00


Total Imperial Air Force​
1,541 Fighter Wings
338 Elite Fighter Wings
2,000 Bomber Wings
200 Scout Wings
1,517 Armed Cargo Wings

Known Dark Eldar Air Force​
235 Razorwing Fighter Wings
252 Voidraven Bomber Wings
Assault on Fjol IV Part Six: Raiding … Results May Vary
T=1:09:00-6:12:00


Imperial Trust Guard​
750 Grenadier Regiments
2,700 Elite Guard Regiments
3,770 Guard Regiments

Timeless Army​
9,000 Elite Grenadier Regiments

Task Force Hammer​
6 Fire Giant Regiments
92 Svartalfar Guard regiments
30 Avernite Helguard Regiments

Task Force Anvil​
3 Warlord Titans
10 Reaver Titans
15 Warhound Titans
20 Knight Titan Maniples
6 Leviathans
53 Baneblade Squadrons
2 Macharius Vanquisher Regiments
17 Macharius Regiments
34 Skitrii Regiments
140 Tech-Gaurd Regiments
Speaking of the Reserves what are they and the Air Wings up to? We know that the Imperial Trust Guard was getting hammered and that the air units took a pounding but there has been no mention of the Reserves since the planing stage or the Air since we landed. A mass air drop on the Keep and bombing run would be really helpful right about now. The Timeless Army has Task Force Hammer and Task Force Anvil and both Imperial Trust Guard and Timeless Army have Choirs of Battle Psykers were we have none. I'd shove the 1,000 Guard Regiments, 1,000 Drop Trooper Regiments, and 3,000 PDF Regiments from the Reserves at Imperial Trust Guard since they're the ones suffering the most and need the numbers. That leaves 1,000 of each for us to stiffen our lines with and 200 Grenadier Drop Trooper Regiments to add to the keep assault.
 
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