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
Medieval nobles also sometimes got reactions like Richard the third and his overdeveloped right arm and possible spinal problems.

We have a medical system used to treating far more horrific injuries than that. I'm sure that with regular checkups they could catch something like that early and prevent it from becoming an issue.
 
We have a medical system used to treating far more horrific injuries than that. I'm sure that with regular checkups they could catch something like that early and prevent it from becoming an issue.

Seeing as developmental problems are not injuries I still think it safer to save the advanced combat training for later rather then trying to force her body to deal with the strain. Its not like there is a lack of other things for her to learn.
 
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Could I maybe try to get rid of Syr's A Bit Spoiled trait by writing an omake? The idea of an Avernite tutored by the Last Saint himself being spoiled just bugs me. I'm not very good at writing but I'm willing to try just to get rid of that annoying trait.
a good omake has a chance of getting rid of it as does time, I am rolling every turn to see if the trait is reduced or removed
 
I have a few questions for @durin.

1. Is it possible for us to find Panacea when going through STCs?

2. There have been a few Adeptus Ministorum actions (or were they Arbite actions?) that deal with the Witch Hunters. This seems very strange to me because the Witch Hunters - also known as the Ordo Hereticus - were part of the Inquisition, not the Ecclesiarchy (nor the Adeptus Arbites). Did something change in between the millennia between the 41st and 44th? Do they happen to have any cyclonic torpedoes we can borrow?

3. The Eye of Terror is huge enough to see with the naked eye in the night sky. If an Eye of Order or something popped up on Terra, would we be able to visibly see it?
 
I have a few questions for @durin.

1. Is it possible for us to find Panacea when going through STCs?

2. There have been a few Adeptus Ministorum actions (or were they Arbite actions?) that deal with the Witch Hunters. This seems very strange to me because the Witch Hunters - also known as the Ordo Hereticus - were part of the Inquisition, not the Ecclesiarchy (nor the Adeptus Arbites). Did something change in between the millennia between the 41st and 44th? Do they happen to have any cyclonic torpedoes we can borrow?

3. The Eye of Terror is huge enough to see with the naked eye in the night sky. If an Eye of Order or something popped up on Terra, would we be able to visibly see it?
I can answer the second one.

Our witch hunters are just generic, off-brand hunters of pykers, and are in no way affiliated with the Ordo Hereticus, who are sometimes informally referred to as such.
 
I have a few questions for @durin.

1. Is it possible for us to find Panacea when going through STCs?

2. There have been a few Adeptus Ministorum actions (or were they Arbite actions?) that deal with the Witch Hunters. This seems very strange to me because the Witch Hunters - also known as the Ordo Hereticus - were part of the Inquisition, not the Ecclesiarchy (nor the Adeptus Arbites). Did something change in between the millennia between the 41st and 44th? Do they happen to have any cyclonic torpedoes we can borrow?

3. The Eye of Terror is huge enough to see with the naked eye in the night sky. If an Eye of Order or something popped up on Terra, would we be able to visibly see it?
1. It is theoretically possible but ridiculously unlikely
2. They are not dealing with Inquisitorial Witch Hunters but a group founded on Avernus to fulfill a similar purpose, therefore they do not have any equipment you can not produce on Avernus
3. Not for a few tens of thousands of years, light from The Eye of Terror still travels at the speed of light
 
Current tally. Top plan has a clear majority.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1068 | Sufficient Velocity
##### NetTally 1.1.26

[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.
No. of Votes: 11

[X] Plan Minimal Casualties
No. of Votes: 3

[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.
No. of Votes: 1

[X] Plan Minimal Casualties
[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.
No. of Votes: 1

[X] Plan Portec. (Still in support of the idea but instead of splitting fire up we should focus it entirely on the artillery.
No. of Votes: 1

[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.
No. of Votes: 1

Total No. of Voters: 18
 
Assault on Fjol IV Part Eleven: Taking Ground
Assault on Fjol IV Part Eleven: Taking Ground
T=11:12:00-11:24:00


You decide to spend the day getting your forces into the city and preparing for a attack on the inner city tomorrow. To do this you will slowly expand your currently held territory until you have seized everything within around ten kilometres of your initial breaches, around fifteen percent of the outer city which you expect to have between three and six divisions of Slave-Soldiers defending it along side the Dark Eldar.


Over the first eight hours of the day your forces slowly expand though the Dark Eldar city, clearing the fortifications held by the Slave-Soldiers with little issue, despite a few major blunders late in the day, but suffering heavy losses to the hit and run attacks and ambushes that the Dark Eldar Warriors conducted. Despite this by the end of the day an area covering almost three hundred square kilometres had been claimed by your army allowing tens of millions of Imperial soldiers to flow into the city. One observation that your men make in this conflict is that the Dark Eldar that are harassing them are generally not as well equipped as those that were encountered on the approach to the city, leaving you to suspect that they are second or third line troops and the elites are waiting in the inner city.
T=11:12:00-11:20:00
500 Mechanised Infantry Regiments vs Slave Soldiers d100= d100= 7+128(skill)+35(Theatre Commander)+83(Local Commander)-5(terrain)+20(cautious)=268
150 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=29 -50(skill)+95(Defences)+43(Martial)=117
Avernite kills 10d6*20=53*20=150 Slave Soldiers wiped out, reduce kills by 86%
Slave-Soldier kills 9d6*0.14=40*0.14=5 Regiments of Iron Guard Mechanised Infantry killed
0.5 Regiments of PDF Mechanised Infantry killed

Dark Eldar harassment d100=90+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+20(home ground)=405 +51
PDF Mechanised Infantry Defence d100= 44+128(skill)+35(Theatre Commander)+83(Local Commander)-20(distracted)+20(cautious)=341 -64
Dark Eldar kills 7d6*4=26*4=95 Regiments of Iron Guard Mechanised Infantry killed
9 Regiments of PDF Mechanised Infantry killed
Imperial kills 4d6=18 Regiments of Dark Eldar Warriors killed

500 Mechanised Infantry Regiments vs Slave Soldiers d100= d100=60+128(skill)+35(Theatre Commander)+83(Local Commander)-5(terrain)+20(cautious)=321
150 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=98 -50(skill)+95(Defences)+43(Martial)=184
Avernite kills 9d6*20=27*20=150 Slave Soldiers wiped out, reduce kills by 62%
Slave-Soldier kills 10d6*0.28=37*0.28=9 Regiments of Iron Guard Mechanised Infantry killed
1.5 Regiments of PDF Mechanised Infantry killed

Dark Eldar harassment d100=40+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+20(home ground)=405 -50
PDF Mechanised Infantry Defence d100= 42+128(skill)+35(Theatre Commander)+83(Local Commander)-20(distracted)+20(cautious)=341 -2
Dark Eldar kills 5d6*4=30*4=110 Regiments of Iron Guard Mechanised Infantry killed
10 Regiments of PDF Mechanised Infantry killed
Imperial kills 6d6=31 Regiments of Dark Eldar Warriors killed

500 Mechanised Infantry Regiments vs Slave Soldiers d100= d100=1+128(skill)+35(Theatre Commander)+83(Local Commander)-5(terrain)+20(cautious)= 262 Critical fail, halve kills and double losses
150 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=57 -50(skill)+95(Defences)+43(Martial)=143
Avernite kills 8d6*20/2=29*10=150 Slave Soldiers wiped out, reduce kills by 48%
Slave-Soldier kills 11d6*2*0.52=44*1.04=40 Regiments of Iron Guard Mechanised Infantry killed
5.5 Regiments of PDF Mechanised Infantry killed

Dark Eldar harassment d100=11+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+20(home ground)=376 -50
PDF Mechanised Infantry Defence d100= 18+128(skill)+35(Theatre Commander)+83(Local Commander)-20(distracted)+20(cautious)=317 -2
Dark Eldar kills 5d6*4=23*4=85 Regiments of Iron Guard Mechanised Infantry killed
7 Regiments of PDF Mechanised Infantry killed
Imperial kills 6d6=36 Regiments of Dark Eldar Warriors killed

Throughout the day your artillery continues to exchange fire with the Dark Eldar Macrocannons and artillery. The inner walls, which seem to be currently manned by better equipped and trained Slave-Soldiers suffered moderate damage from the concentrated fire of half of your artillary but will most likely take another day or two for even a small breach to be made unless you can bring more fire-power to bear. You have discovered that the inner wall is significantly better made then the outer wall with defences that are most likely as effective as the latest cities of Svartalfhiem's primary walls. The other half of your artillery wiped out almost all of the Dark Eldar artillery remaining outside of the inner walls as return fire killed several million men. That artillery is eating away at your forces and you will have to deal with it as soon as you can.
T=11:12:00-11:24:00
354 Artillery Regiments vs Dark Eldar artillery d100=20+56(skill)+35(Theatre Commander)+83(Local Commander)=194 -80
Dark Eldar Defence d100=87+120(skill)+120(Defences)+43(Martial)=370
kills 7d6=32 Regiments of Dark Eldar outer artillery killed
8/200 Regiments of Dark Eldar outer artillery remaining,

355 Artillery Regiments vs Inner Walls d100=34+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)=218
Elite Slave Soldier Defence d100=32 +50(skill)+175(Defences)+43(Martial)=300
Kills 8d6=30 Regiments of Elite Slave-Soldiers killed, -14 to Inner Walls defensive quality

240 Regiments of Dark Eldar Artillery and 10 Macrocannons d100=36+50(skill)+50(Dark Eldar)+43(Martial)=169
Imperial Defence d100=19+148(skill)+35(Theatre Commander)+83(Local Commander)+20(fortifications)=305
Kills 11d6*7=48*7=336 Regiments killed
79 Iron Guard Armour Regiments
75 Iron Guard Mechanised Infantry Regiments
19 Iron Guard AA Regiments
38 Iron Guard Artillery Regiments
0.1 Iron Guard Siege Infantry Brigades
3 Iron Guard Light Infantry Regiments
3 Iron Guard Sentinel Regiments

1 Helguard Rough Rider Regiment

1 Helltrooper Infantry Regiment
2 Helltrooper Light Infantry Regiments
3 Helltrooper Heavy Infantry Regiments
1 Helltrooper Armour Regiment
1 Helltrooper Drop Infantry Regiments
0.4 Helltrooper Siege Infantry Brigades

1 Helltrooper Artillery Regiment
7 PDF Transport Regiments

3 PDF Infantry Regiments
10 PDF Light Infantry Regiments
8 PDF Heavy Infantry Regiments
25 PDF Armour Regiments
1 PDF Rough Rider Regiment
1.6 PDF Siege Infantry Brigades
3 PDF Artillery Regiments

1 Black Irons Helltrooper Heavy Infantry Regiments
1 Black Irons Helltrooper Drop Infantry Regiments
1 Black Irons PDF Infantry Regiments
2 Black Irons PDF Light Infantry Regiments
1 Black Irons PDF Heavy Infantry Regiments

26 Militia AA Regiments

Four hours before sunset you had your forces begin to fortify the ground that they currently hold as teams of infantry and engineers attempted to locate and close as many of the Dark Eldar secret passages as possible. Many were found allowing your people to be more confident in the security of their current positions. When this is combined with the killing fields created around many of your fortifications you are confident that your men are as ready as they can be for the Dark Eldar tonight. The Dark Eldar harassment halted as soon as you stopped pushing forward with their general obviously having decided that harassing you in fixed positions in the daylight is not worth the time.
T=11:20:00-11:24:00


As the sun begin to set you thin over how you should target your artillery tonight, whether you should continue to move forces into the city over the night and several other issues. You should also seriously consider using one of your few remaining Deathstrike Batteries to help open a whole in the inner walls.
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.
[] Write in target
[] Fire One Battery of Deathstrikes at the Inner Wall at the beginning of the night- This will give the Dark Eldar warning that you are going to be able to break down the walls quicker and where you will break down the walls but will weaken the walls early allowing your artillery to cause more damage. You will most likely be able to open a small breach and widen it a bit with artillery allowing an attack to be launched sometime late tomorrow.
[] Fire Two Batteries of Deathstrikes at the Inner Wall at the beginning of the night- This will give the Dark Eldar warning that you are going to be able to break down the walls quicker and where you will break down the walls but will weaken the walls early allowing your artillery to cause more damage. This will open a small to medium breach which will be expanded slightly by the artillery allowing an attack to be leached early tomorrow.
[] Fire Two Battery of Deathstrikes at the Inner Wall at the end of the night- This will allow you to surprise the Dark Eldar by opening up a small breach in the walls allowing for an attack to be launched early in the day. One the other hand the breach will be smaller then if you fire the Deathstrikes earlier.
[]Do Not Fire any Deathstikes- Save them for use on future targets
[] Write in option
[] Stop moving your forces into the city- This prevents your forces from being exposed to harassment attacks over the night but extends the amount of time in which your army is in the open more vulnerable to bombardment.
[] 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.

[] Move everything but the artillery and their guards into the city- This will allow you to continue firing your artillery all night without interruption but will leave your artillery a bit exposed by the morning
[] Move everything into the city- Reduces your artilleries effect by a small amount but prevents it from being exposed tomorrow.
[] Write in option

Total: 2,127 Midgardian Regiments
720 Iron Guard Mechanised Infantry Regiments
1,118 Iron Guard Armour Regiments
206 Iron guard AA regiments
1 Iron Guard Siege Infantry Brigade
41 Iron Guard Light Infantry Regiments
32 Iron Guard Sentinel Regiments

18 Helguard Regiments (7 Light Infantry, 6 Armour, 5 Rough Rider)

Total: 237.5 Helltrooper Regiments
41 Helltrooper Infantry Regiments
40.5 Helltrooper Light Infantry Regiments
48 Helltrooper Heavy Infantry Regiments
22 Helltrooper Armour Regiments
6 Helltrooper Rough Rider Regiments
10 Helltrooper Drop Infantry Regiments
8.3 Helltrooper Siege Infantry Brigades

Total: 66 Specialist Regiments
6 Helltrooper Vanquisher Regiments
8 Helltrooper Hellhound/Devil Dog Regiments
8 Helltrooper Bane Wolf Regiments
4 Helltrooper Sentinel Regiments
32 Combat Engineer Regiments

Total: 830.5 PDF Regiments
93.5 PDF Mechanised Infantry Regiments
7.9 PDF Siege Infantry Brigades
140 PDF Light Infantry Regiments
100 PDF Heavy Infantry Regiments
15.3 PDF Siege Infantry Brigades
263 PDF Armour Regiments

Total: 183 Black Irons Regiments
17 Helltrooper Infantry Regiments
19 Helltrooper Mechanised Infantry Regiments
14 Helltrooper Heavy Infantry Regiments
13 Helltrooper Light Infantry Regiments
3 Helltrooper Armour Regiments
19 Helltrooper Drop Infantry Regiments
18 PDF Infantry Regiments
34 PDF Light Infantry Regiments
26 PDF Heavy Infantry Regiments
22 PDF Armour Regiments
Total: 1,044 Midgardian Regiments
150 Iron Guard Mechanised Infantry Regiments
150 Iron Guard Armour Regiments
480 Iron Guard Artillery Regiments (603 when you detach other Basilisks)
100 Iron guard AA regiments
2.1 Iron Guard Siege Infantry Brigades
10 Iron Guard Light Infantry Regiments
10 Iron Guard Sentinel Regiments

Total: 47.5 Helltrooper Regiments
1.5 Helltrooper Mechanised Infantry Regiments
20 Helltrooper Armour Regiments
6 Helltrooper Rough Rider Regiments
20 Helltrooper Drop Infantry Regiments

Total: 129 Specialist Regiments
13 Helltrooper Artillery Regiments (22 when you detach other Basilisks)
2 Deathstrike Batteries
1 Life Eater Fungus Deathstrike Battery
113 PDF Transport Regiments

Total: 382 PDF Regiments
39 PDF Infantry Regiments
25 PDF Light Infantry Regiments
25 PDF Heavy Infantry Regiments
142 PDF Armour Regiments
10 PDF Rough Rider Regiments
10 PDF Siege Infantry Brigades
-8 PDF Artillery Regiments (49 PDF Artillery Regiments can be detached)

429 Militia AA Regiments
 
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Mmm, could we get a status update on the other two armies and how they are doing? It would help us decide whether we can afford an extended siege.
 
@durin: Your last sentence got cut-off, and has typos:
As the sun begin to set you thin over how you should target your artillery tonight, whether you should continue to move forces into the city over the night and several other issues. You should also seroisly conisder using one of your few remaining
 
[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.
[X] Fire Two Batteries of Deathstrikes at the Inner Wall at the beginning of the night- This will give the Dark Eldar warning that you are going to be able to break down the walls quicker and where you will break down the walls but will weaken the walls early allowing your artillery to cause more damage. This will open a small to medium breach which will be expanded slightly by the artillery allowing an attack to be leached early 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] Move everything into the city- Reduces your artilleries effect by a small amount but prevents it from being exposed tomorrow.
 
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[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.
[X] Fire Two Batteries of Deathstrikes at the Inner Wall at the beginning of the night- This will give the Dark Eldar warning that you are going to be able to break down the walls quicker and where you will break down the walls but will weaken the walls early allowing your artillery to cause more damage. This will open a small to medium breach which will be expanded slightly by the artillery allowing an attack to be leached early tomorrow.
[X] Move everything into the city- Reduces your artilleries effect by a small amount but prevents it from being exposed tomorrow.

Focus on wiping out the rest of the DE artillery on the outer walls, open a breach on the inner walls that we can take advantage of tomorrow, and get everyone inside to prepare for hitting said breach.
 
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