The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

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    Votes: 593 80.4%
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    738
Assault on Fjol IV Part Ten: A Night in Hell
Assault on Fjol IV Part Ten: A Night in Hell
T=10:21:00-11:12:00


You decided to have your vanguard hold their currant lines, or rather the nearest good defensible position, as siege infantry moved up to support them. Under the steady command of Lieutenant-General Volkov the Vanguard managed to hold its ground despite the Dark Eldar attacking from all directions, including some considered secure by using a labyrinth of hidden passages hidden under the city. Actually that sounds like a good idea and maybe you should add something resembling it to Avernus' sewers. After a few hours the vanguard fell back to positions that had been prepared by the siege infantry to hold for the night.
T=10:24:00 -11:01:00
Dark Eldar harassment d100=2+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+40(terrain)+30(home ground)=355
PDF Mechanised Infantry Defence d100= 66+261(skill)+35(Theatre Commander)+83(Local Commander)-40(night)+15(defensive positions)-5(fatigue)=420
Dark Eldar kills 9d6=39 Regiments of PDF Mechanised Infantry killed
Imperial kills 3d6=5 Regiments of Dark Eldar Warriors killed

Imperial morale check d100=39+55(skill)+60(traits)-43(casualties)-50(Dark Eldar)-10(night)+9(fortifications)+10(Omake)=68: Hold

Once the siege infantry were in place the combat engineer regiments begun work on expanding the holes that you had blasted in the walls and clearing the breaches of rubble. This work will take the rest of the night but should be able to almost triple the rate at which you can move forces into the city. As work begun the Dark Eldar harassment of your forces continued, with the Midgardian portion of your forces proving to be simply unable to survive the close quarter night fighting with the Dark Eldar, losing over sixty percent of their numbers in the first four hours. These heavy casualties caused several weaknesses in your defensive lines which your slightly rested vanguard was deployed to close.
T=11:01:00-11:05:00
Dark Eldar harassment d100=39+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)40(terrain)+30(home ground)=392
PDF Mechanised Infantry Defence d100= 7+181(skill)+35(Theatre Commander)+83(Local Commander)-40(night)+30(defensive positions)-5(fatigue)=291
Dark Eldar kills 8d6/5=33/5=6.6 Iron Guard Siege Infantry Brigades killed
4d6/10=10/10=1 PDF Siege Infantry Brigade killed
Imperial kills 3d6=11 Regiments of Dark Eldar Warriors killed

Morale check d100=52+45(skill)+60(traits)-76(casualties)-50(Dark Eldar)-10(night)+15(fortifications)+10(Omake)=46: Slightly Disorganised (-10 to all rolls)

With the addition of units from your vanguard and the reduction in the portion of Midgardians on the front lines your defensive lines managed to hold far better and despite being slowly driven back were able to hold a perimeter one and a half kilometres from the breach and avoid suffering many more casualties, as well as kill another few hundred thousand Dark Eldar. As dawn rises the breaches, now expanded to over three hundred meters wide and cleared of debris, remain safely in Imperial hands and are ready to begin letting your forces into the city by the million.
T=11:05:00-11:12:00
Dark Eldar harassment d100=25+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial40(terrain)+30(home ground)=378
PDF Mechanised Infantry Defence d100=62+228(skill)+35(Theatre Commander)+83(Local Commander)-40(night)+30(defensive positions)-5(fatigue)-10(slightly disorganised)=383
Dark Eldar kills 3d6/5=6/5=1.2 Iron Guard Siege Infantry Brigades killed
2d6/10=8/10=0.8 PDF Siege Infantry Brigades killed
2d6=9 PDF Mechanised Infantry Regiments killed
Imperial kills 6d6=18 Regiments of Dark Eldar Warriors killed

Morale check d100=83+47(skill)+60(traits)-39(casualties)-50(Dark Eldar)-10(night)+15(fortifications)+10(Omake)-5(Slightly Disorganised)=107: Hold

Dark Eldar harassment d100=16+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)40(terrain)+30(home ground)=369
PDF Mechanised Infantry Defence d100=42+229(skill)+35(Theatre Commander)+83(Local Commander)-40(night)+30(defensive positions)-5(fatigue)=374
Dark Eldar kills 3d6/5=6/5=1.2 Iron Guard Siege Infantry Brigades killed
2d6/10=3/10=0.3 PDF Siege Infantry Brigades killed
2d6=5 PDF Mechanised Infantry Regiments killed
Imperial kills 6d6=18 Regiments of Dark Eldar Warriors killed

Once the walls had been breached you split your artillery between firing at Dark Eldar artillery and firing into the nearer sections of the outer city. Due to some incredible accuracy from your artillery crews eighty percent of the artillery in the outer city, almost a hundred thousand guns, was destroyed before the end of the night. The crews targeting the city in general managed to reduce entire districts to rubble and cause enough incidental damage to the city that the Dark Eldars secret passages and knowledge of the city will not prove to be as reliable as they once were. The return fire from the Dark Eldar Macrocannons and artillery pounded the positions of your main force, killing over four divisions of troops, consisting of millions of men and hundreds of thousands of tanks. Despite this as the sun rises your army is ready to press the attack on Objective Alpha-Two.
T=10:21:00 -11:12:00
381 Artillery Regiments vs Dark Eldar artillery d100=100+56(skill)+35(Theatre Commander)+83(Local Commander)=274 Critical success double kills
Dark Eldar Defence d100=62+120(skill)+120(Defences)+43(Martial)=345
kills 11d6*4=40*4=160/200 Regiments of Dark Eldar outer artillery killed,

381 Artillery Regiments vs Dark Eldar City d100=47+56(skill)+35(Theatre Commander)+83(Local Commander)=221
Dark Eldar Defence d100=21+50(skill)+100(Defences)+43(Martial)=214
kills 8d6*2=44*2=88 Regiments of Slave-Soldiers killed
4d6=7 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by 2d6=10 (now 20)

400 Regiments of Dark Eldar Artillery and 10 Macrocannons d100=17+50(skill)+50(Dark Eldar)+43(Martial)=150
Imperial Defence d100=79+148(skill)+35(Theatre Commander)+83(Local Commander)+20(fortifications)=365
Kills 12d6*7=65*7=455 Regiments killed
100 Iron Guard Armour Regiments
100 Iron Guard Mechanised Infantry Regiments
25 Iron Guard AA Regiments
50 Iron Guard Artillery Regiments
5 Iron Guard Light Infantry Regiments

5 Helltrooper Infantry Regiments
5 Helltrooper Light Infantry Regiments
5 Helltrooper Heavy Infantry Regiments
5 Helltrooper Armour Regiments

1 Helltrooper Hellhound/Devil Dog Regiments
1 Helltrooper AA Regiments
2 Helltrooper Artillery Regiments
9 PDF Transport Regiments

15 PDF Light Infantry Regiments
10 PDF Heavy Infantry Regiments
35 PDF Armour Regiments
1.5 PDF Siege Infantry Brigades
5 PDF Artillery Regiments

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

47 Militia AA Regiments

As the first rays of sunlight peek over the horizon you and your generals discuss the best way of taking the city. Multiple plans are suggested ranging for both how to take the city and what forces you should use, as well as how aggressive you should be. From what your scouts have determined the main defenders of the outer city will be low ranking Dark Eldar warriors supporting tens of millions of Slave-Soldiers in countless small defensive positions. In daylight even your Midgardian Iron Guard should be able to overcome these foes, though not without losses.
[] Begin the attack immediately- This will involve leading the attack with your slightly fatigued Avernite vanguard which should be able to easily drive back the enemy and capture large areas, though their fatigue and low numbers will mean that they suffer significant casualties until other forces can be brought forward to relieve them.
[] Wait two hours before attacking- This will allow the attack force to consist of forces sent though the breach allowing you to use fresh forces. On the other hand it will reduce the amount of time that you have to take the city before nightfall by a significant amount.
[] Wait four hours before attacking- This will allow the attack force to be significantly larger and be able to overwhelm defences quickly without suffering many casualties, on the other hand it will greatly reduce the amount of time available for combat before dark.
[] Only attack as much as needed to clear room for your forces. - You could focus on getting your main army within the city and fortifying your position as much as possible rather then taking ground. This option would be best if you plan to attack the inner city without first clearing the outer city.
[] Write in
[] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.
[] Attack as normal- You can have your forces attack using their standard operating procedures, which will have them gain ground at a moderate rate and suffer moderate casualties.
[] Attack cautiously- You could have your forces slowly and carefully advance, reducing the amount of enemy territory that they can take but reducing both your total casualties and the kill to loss ratio of your troops.
[] Continue to attack until dark- This is the most aggressive option and will allow you to secure a large amount of territory but you will have trouble securing it.
[] Begin to fortify one hour before dark- This will reduce the amount of territory that you take by a small amount but will allow your forces to begin fortifying their positions before dark making it harder for the Dark Eldar night forces.
[] Begin to fortify two hours before dark- This will reduce the amount of territory that you take by a moderate amount but will allow your forces to erect basic fortifications at their positions before dark making it harder for the Dark Eldar night forces.
[] Begin to fortify three hours before dark- This will reduce the amount of territory that you take by a major amount but will allow your forces to erect basic fortifications at their positions and clear killing fields before dark making it even harder for the Dark Eldar night forces.
[] Begin to fortify four hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect basic fortifications at their positions, clear killing fields and search for secret passages before dark making it very hard for the Dark Eldar night forces.
[] Write in
[] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the outer walls of the city fist, which will allow you to either cut of or reduce the chance of forces in the city escaping or being reinforced but leave your forces spread out. This should not be selected if you are being aggressive as it will leave your forces vulnerable to counter attack.
[] Expand your currant beachheads in all directions creating an more even zone of control- This reduces the length of the front in comparison to the amount of area that you have taken and would be the best option if you are trying to seize as much territory as possible.
[] Fight your way to the inner walls and begin the process of taking them- This is an high risk option and will require that you use your artillery to weaken the defences and have either a large or an elite force to attempt to take the walls. Note this is a high risk option and you should think carefully before selecting it.
[] Write in
[] 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 but will easily kill the Slave-Soldiers and take the outer city.
[] 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 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.
[] Write in
You will also have to decided whether to continue to split your fire between the artillery and the outer city in general or redirect it. You know that at some point you will have to take the inner city and that artillery bombardment will be essential for that, the longer the better and that having some artillery support would also be useful for your ground forces.
[] 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 and are not planning to attack aggressively today.
[] 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 trying to aggressively seize territory.
[] Write in target

You could also use your elite such a the Governor's Own, Phase-Tigers or Deathstrikes to carry out a mission,, though none spring to mind.
[] Write in


Total: 3,600 Midgardian Regiments
1,289 Iron Guard Mechanised Infantry Regiments
1,347 Iron Guard Armour Regiments
518 Iron Guard Artillery Regiments (641 when you detach other Basilisks)
325 Iron guard AA regiments
3.2 Iron Guard Siege Infantry Brigades
54 Iron Guard Light Infantry Regiments
45 Iron Guard Sentinel Regiments

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

Total: 297 Helltrooper Regiments
42 Helltrooper Infantry Regiments
1.5 Helltrooper Mechanised Infantry Regiments
42.5 Helltrooper Light Infantry Regiments
51 Helltrooper Heavy Infantry Regiments
43 Helltrooper Armour Regiments
6 Helltrooper Rough Rider Regiments
31 Helltrooper Drop Infantry Regiments
8.7 Helltrooper Siege Infantry Brigades

Total: 203 Specialist Regiments
6 Helltrooper Vanquisher Regiments
8 Helltrooper Hellhound/Devil Dog Regiments
8 Helltrooper Bane Wolf Regiments
4 Helltrooper Sentinel Regiments
8 Helltrooper AA Regiments
14 Helltrooper Artillery Regiments (23 when you detach other Basilisks)
2 Deathstrike Batteries
1 Life Eater Fungus Deathstrike Battery
32 Combat Engineer Regiments
120 PDF Transport Regiments

Total: 1,257 PDF Regiments
42 PDF Infantry Regiments
127 PDF Mechanised Infantry Regiments
175 PDF Light Infantry Regiments
133 PDF Heavy Infantry Regiments
430 PDF Armour Regiments
11 PDF Rough Rider Regiments
34.8 PDF Siege Infantry Brigades
-5 PDF Artillery Regiments (49 PDF Artillery Regiments can be detached)

Total: 190 Black Irons Regiments
17 Helltrooper Infantry Regiments
19 Helltrooper Mechanised Infantry Regiments
15 Helltrooper Heavy Infantry Regiments
13 Helltrooper Light Infantry Regiments
3 Helltrooper Armour Regiments
20 Helltrooper Drop Infantry Regiments
19 PDF Infantry Regiments
36 PDF Light Infantry Regiments
27 PDF Heavy Infantry Regiments
22 PDF Armour Regiments

455 Militia AA Regiments
 
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Plan 'Move in'
We need to move our forces outside (or to close to make them usable) the DE Macro-Cannons. By slowly advancing in a fashion that grants us the most new area to bring our troops in as well the most easily defendable (smallest front). We want as many troops in the city as possible to start pushing the next day so fortifications need to be errected to protect our troops during the night.
By targeting the remaining artillery as well as to further remove the Home Advantage we prepare for a prolonged siege.

[X] Only attack as much as needed to clear room for your forces. - You could focus on getting your main army within the city and fortifying your position as much as possible rather then taking ground. This option would be best if you plan to attack the inner city without first clearing the outer city.
[X] Attack cautiously- You could have your forces slowing and carefully advance, reducing the amount of enemy territory that they can take but reducing both your total casualties and the kill to loss ratio of your troops.
[X] Begin to fortify four hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect basic fortifications at their positions, clear killing fields and search for secret passages before dark making it very hard for the Dark Eldar night forces.
[X] Expand your currant beachheads in all directions creating an more even zone of control- This reduces the length of the front in comparison to the amount of area that you have taken and would be the best option if you are trying to seize as much territory as possible.
[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.
[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 and are not planning to attack aggressively today.
 
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[X] Plan Minimal Casualties
My plan is focused on minimising our casualties as much as possible in an effort to win a war of attrition.

We'll need the Avernites to battle the enemy elites once they come out. If we don't have enough, the enemy will go right through our forces at the worst possible time. For this reason, we'll send in the Midgards in first.
The Midgards will be vulnerable to enemy harrassment. To combat this, we'll set up fortifications as soon as we can. This has the added benefit of preventing assassination attempts on us by locating the tunnels they'd use to reach us.
An optimal strategy is to minimise the contact the Midgards have with harrassment forces as much as possible. To do this, we'll wait the full four hours before we send them in. The time between the initial assault and the fortification-building will be small so they won't have to suffer for too long. Due to having so many forces massed, we should still be able to get a fairly decent amount of territory despite the short amount of time to get it.
Our artillery should focus all their fire on taking out the enemy artillery. The enemy's artillery barrage resulted in dreadful losses to our own army and they're the only threat not covered by the rest of this plan; the slaves killed by the Midgards and the Dark Elves taken care of by the forts. After we've silenced the enemy artillery, we can safely send out mechanised infantry or rough riders to patrol the outsides of the walls to destroy escapees or warn us of enemy reinforcements. Most importantly, it'll prevent the enemy artillery from destroying our own which could very well lose us the war.

[X] Wait four hours before attacking- This will allow the attack force to be significantly larger and be able to overwhelm defences quickly without suffering many casualties, on the other hand it will greatly reduce the amount of time available for combat before dark.
[X] Attack cautiously- You could have your forces slowing and carefully advance, reducing the amount of enemy territory that they can take but reducing both your total casualties and the kill to loss ratio of your troops.
[X] Begin to fortify four hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect basic fortifications at their positions, clear killing fields and search for secret passages before dark making it very hard for the Dark Eldar night forces.
[X] Expand your currant beachheads in all directions creating an more even zone of control- This reduces the length of the front in comparison to the amount of area that you have taken and would be the best option if you are trying to seize as much territory as possible.
[X] 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 but will easily kill the Slave-Soldiers and take the outer city.
[X] 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.
[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.


Once we've made ourselves unbreakable, the real fun can begin. As soon as day breaks, we'll immediately make a move with most of our army to take the inner city. To survive this attack, the enemy will have to play as defensively as they can, forgoing the usual harassment for fear of their spread out troops being overwhelmed by the blitzkrieg. This means any enemy troops in the tunnels will be siphoned away to help in the frontal defence, providing an ample opportunity for our more elite troops to sneak behind enemy lines and destroy them from behind.

Worst case scenario is they'll send in some of their troops through these tunnels in an effort to envelop our rapidly advancing army. If that's the case, they'll be met by our most elite troops in an area where the Dark Eldar can't use their far superior agility and manoeuvrability.
 
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I believe we should focus on taking the inner city and eliminate the commanders first. Then the conquering of the rest of the city should be easier. Focus should be on getting our army inside. Eliminating enemy artillery, and begin pounding the inner walls. Since we are taking it easy today on attacking we should use the Midgard troops.

[X] Only attack as much as needed to clear room for your forces. - You could focus on getting your main army within the city and fortifying your position as much as possible rather then taking ground. This option would be best if you plan to attack the inner city without first clearing the outer city.
[X] Attack cautiously- You could have your forces slowing and carefully advance, reducing the amount of enemy territory that they can take but reducing both your total casualties and the kill to loss ratio of your troops.
[X] Begin to fortify four hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect basic fortifications at their positions, clear killing fields and search for secret passages before dark making it very hard for the Dark Eldar night forces.
[X] Expand your currant beachheads in all directions creating an more even zone of control- This reduces the length of the front in comparison to the amount of area that you have taken and would be the best option if you are trying to seize as much territory as possible.

[X] 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 but will easily kill the Slave-Soldiers and take the outer city.

[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] 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] Plan Portec. (Still in support of the idea but instead of splitting fire up we should focus it entirely on the artillery.

Eldar Haman where exactly is their leadership located? If we knew that then I'd order the heaviest load of artillery fire on their heads asap to force the DE out of the city. To my knowledge once the Archon is dead the others start fighting over who takes over next or just leave to set up their own faction (deserting).

EDIT: I'm not supporitng splitting up fire but instead to focus fire on the Dark Eldars Artillery. We shall win this duel yet and then we shall show them why God favors the side with Artillery!

(Napoleon was so cool IMO)
 
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Eldar Haman where exactly is their leadership located? If we knew that then I'd order the heaviest load of artillery fire on their heads asap to force the DE out of the city. To my knowledge once the Archon is dead the others start fighting over who takes over next or just leave to set up their own faction (deserting).

Presumably in the fortress in the middle of the city.
 
We lost 62.9 regiments to enemy ground forces and a 455 regiments to their artillery. We could've lost 7 times as many men to DE harassment and slave soldiers and we'd still have lost less men than we lost to their artillery. To make it worse, that was them rolling a 17 on a d100 for accuracy and our defence roll rolling more than double their artillery roll. Our taking out a third of their artillery doesn't matter much.

I'd say having our artillery completely focus on destroying the enemy artillery is the best thing we can do out of all other options. Once that's done, we can have them target the inner walls tomorrow or rely on our siege infantry to break them if we have to. We'll likely suffer less casualties than we would by going up against their artillery.
 
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Presumably. Could they have left the city? Could they be in a invisible Dark Eldar ship? Perhaps in a underground room? Theirs just too many places for them to hide and no way to diviniate where they will go/are. Meaning it can be a hit or miss.

If only we could have spied on them..

What we need to do is break their arms and reduce harassment. Be cautious and take little ground and fortify strongly. Have the Artillery take out more macros and destroy more of the city. Not only does it kill their slaves soldiers/Warriors but it will also reduce the harassment. Whenever we've turtle up we've been able to stop their attacks/force them to not engage. I'm confident after this turn we can get a majority of our forces inside and push the city hard during the day.

EDIT: Ya Andres has a point. The amount of losses we've sustained is astounding. I think we need to have a on field study to know what the heck can be done. Besides turtleing up.
 
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What we need to do is break their arms and reduce harassment. Be cautious and take little ground and fortify strongly. Have the Artillery take out more macros and destroy more of the city. Not only does it kill their slaves soldiers/Warriors but it will also reduce the harassment. Whenever we've turtle up we've been able to stop their attacks/force them to not engage. I'm confident after this turn we can get a majority of our forces inside and push the city hard during the day.

It looks like this is not an option. Last update had the arty crit and kill 160 regiments of arty, but didn't even touch the macro-cannons. The new options for arty this round does not even suggest the Macro-cannons will be targeted, only mentioning continued focus on arty. Unless Macro-cannons are included in arty?
 
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[X] Only attack as much as needed to clear room for your forces. - You could focus on getting your main army within the city and fortifying your position as much as possible rather then taking ground. This option would be best if you plan to attack the inner city without first clearing the outer city.
[X] Attack cautiously- You could have your forces slowing and carefully advance, reducing the amount of enemy territory that they can take but reducing both your total casualties and the kill to loss ratio of your troops.
[X] Begin to fortify four hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect basic fortifications at their positions, clear killing fields and search for secret passages before dark making it very hard for the Dark Eldar night forces.
[X] Expand your currant beachheads in all directions creating an more even zone of control- This reduces the length of the front in comparison to the amount of area that you have taken and would be the best option if you are trying to seize as much territory as possible.

[X] 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 but will easily kill the Slave-Soldiers and take the outer city.

[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] 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.
 
It looks like this is not an option. Last update had the arty crit and kill 160 regiments of arty, but didn't even touch the macro-cannons. The new options for arty this round does not even suggest the Macro cannons will be targeted, only mentioning continued focus on arty. Unless Macro-cannons are included in arty?
the Macrocannons are far better sheilded and will only be targeted when most of the other artillery has been destroyed
 
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