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
I can not figure out how these combat rolls work at all!
Seriously can someone please translate so I can try and figure out durin's combat system

1,000 Mechanised Infantry and Armour Regiments vs Slave Soldiers d100=71+95(skill)+35(Theatre Commander)+83(Local Commander)-25(terrain)+20(cautious)=279
342 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=44 -50(skill)+95(Defences)+43(Martial)=132
Avernite kills 10d6*40=39*40=1,560 Slave Soldiers wiped out, reduce kills by 78%
Slave-Soldier kills 11d6*2*0.22=40*0.44=9 Regiments of Iron Guard Mechanised Infantry killed

Was this a good roll or a bad roll for us?

P.S. How do I use the spoilers?

There are a whole bunch of hidden modifiers so you can't make complete sense of it, but in this case, yes, things went very well. We rolled significantly better than they did, and overkilled their numbers, which reduced the amount of damage they could inflict. If they had dealt full damage, we would have lost 80 regiments, instead we lost only 9. So that's over three million dead slaves for only 90,000 of our own.
 
I can not figure out how these combat rolls work at all!
Seriously can someone please translate so I can try and figure out durin's combat system

1,000 Mechanised Infantry and Armour Regiments vs Slave Soldiers d100=71+95(skill)+35(Theatre Commander)+83(Local Commander)-25(terrain)+20(cautious)=279
342 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=44 -50(skill)+95(Defences)+43(Martial)=132
Avernite kills 10d6*40=39*40=1,560 Slave Soldiers wiped out, reduce kills by 78%
Slave-Soldier kills 11d6*2*0.22=40*0.44=9 Regiments of Iron Guard Mechanised Infantry killed

Was this a good roll or a bad roll for us?

P.S. How do I use the spoilers?
I believe that Durin is deliberatly obtuse on the secret's of his combat system, so as to prevent meta-gaming with it (I think, no guarentee).

That said, it appears that both sides made a roll, had a bunch of modifiers added on, and that produced two numbers that opposed each other. The winning roll has advantage when dealing casualties or receiving casualties.

As for spoilers, I have the code to do it at the bottom of my signature. If you want to use it alot, I suggest you do something similar.

1213
 
Assault on Fjol IV Part Fourteen: Silencing the Guns
Assault on Fjol IV Part Fourteen: Silencing the Guns
T=12:24:00-13:24:00


As your troops hunkered down for another night of harassment they were surprised to find that the Dark Eldar were far more cautious tonight then they had been in the past. Were no previous nights there had been a near constant stream of attack on large portions of the battle line tonight, despite the increased area that you had to defend there were around as many attacks as there were last night, despite attacks continuing throughout the night rather then stopping at midnight. The Dark Eldar inflicted as nearly many kills as they did last night and suffered significantly less casualties, signs that their more cautious approach is effective.
T=12:24:00-13:12:00
Dark Eldar harassment d100=79+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+20(home ground)+20(caution)=422
Imperial Defence d100=21+220(skill)+35(Theatre Commander)+83(Local Commander)-40(night)+50(defensive positions)=369
Dark Eldar kills 4d6*10=12*10=120 Iron Guard Mechanised Infantry Regiments killed
7d6/10=19/10=1.9 PDF Siege Infantry Brigades killed
5d6=20 PDF Heavy Infantry Regiments killed
Imperial kills 4d6*5=19*5=95 Regiments of Dark Eldar Warriors killed

The artillery duel continues though the night with your guns destroying the majority of the surviving Dark Eldar artillery while the Dark Eldar Macrocannons and artillery continued to reap a blooding toll on your men. However you can see the impact of your artillery and improved fortifications in the fact that half the number of men fell to artillery fire tonight as did last night. You can hear the thinning level of fire directed at your troops as gun emplacement after gun emplacement falls silent and the corresponding reduction in your fire as the Dark Eldar fire seeks to wipe out your artillery in turn.
T=12:24:00-13:12:00
487 Artillery Regiments vs Dark Eldar artillery d100=7+57(skill)+35(Theatre Commander)+83(Local Commander)=260
Dark Eldar Defence d100=60+120(skill)+120(Defences)+43(Martial)=343
kills 6d6*2=23*2=46 Regiments of Dark Eldar artillery killed

46/60 Dark Eldar Inner Artillery killed

208 Regiments of Dark Eldar Artillery and 10 Macrocannons d100=23+50(skill)+50(Dark Eldar)+43(Martial)=166
Imperial Defence d100=38+148(skill)+35(Theatre Commander)+83(Local Commander)+50(fortifications)-15(crowding)=337
Kills 6d6*7=30*7=210 Regiments killed
40 Iron Guard Mechanised Infantry Regiments
36 Iron Guard Armour Regiments
9 Iron guard AA regiments
60 Iron Guard Artillery Regiments
0.1 Iron Guard Siege Infantry Brigade
1 Iron Guard Light Infantry Regiments
1 Iron Guard Sentinel Regiments

1 Helguard Armour Regiment

1 Helltrooper Infantry Regiment
1 Helltrooper Light Infantry Regiment
1 Helltrooper Heavy Infantry Regiment
1 Helltrooper Armour Regiment
1 Helltrooper Drop Infantry Regiment
0.3 Helltrooper Siege Infantry Brigades

2 Helltrooper Artillery Regiments
1 Helltrooper Sentinel Regiment
1 Combat Engineer Regiment
3 PDF Transport Regiments

1 PDF Infantry Regiments
3 PDF Mechanised Infantry Regiments
5 PDF Light Infantry Regiments
2 PDF Heavy Infantry Regiments
0.6 PDF Siege Infantry Brigades
12 PDF Armour Regiments
4 PDF Artillery Regiments

1 Black Iron Helltrooper Heavy Infantry Regiments
1 Black Iron Helltrooper Drop Infantry Regiments
1 Black Iron PDF Light Infantry Regiments
1 Black Iron PDF Heavy Infantry Regiments
1 Black Iron PDF Armour Regiments

20 Militia AA Regiments

As the sun rose your Midgardian forces once more begun their attack, this time along your entire battle line. While they once more wiped out the Slave-Soldiers with little issue, killing eight for every man they lost the Dark Eldar, growing desperate in the face of your seemingly unstoppable advance killed almost five million Midgardians in a combination of thousands of ambushes and countless hit and run attacks. By midday your men had pushed two kilometres deeper in the city, not daring to push any further due to the direct fire weapons mounted on the inner walls and had seized another sixteen kilometres of the outer walls. You now hold a third of the outer city and almost half of the outer wall, an area that is easily large enough to hold your forces without overcrowding. After midday your forces once more set to preparing for the coming night, seeking out secret passages, clearing ground and erecting fortifications which you expect will be expanded in the coming days.
T=13:12:00-13:24:00
1,900 Mechanised Infantry and Armour Regiments vs Slave Soldiers d100=10+95(skill)+35(Theatre Commander)+83(Local Commander)-25(terrain)+20(cautious)=218
543 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=92 -50(skill)+95(Defences)+43(Martial)=180
Avernite kills 10d6*40=54*40=2,160 Slave Soldiers wiped out, reduce kills by 75%
Slave-Soldier kills 7d6*8*0.25=39*2=39 Regiments of Iron Guard Mechanised Infantry killed
39 Regiments of Iron Guard Armour killed

Dark Eldar harassment d100=12+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+20(home ground)=327
Iron Guard Defence d100= 63+95(skill)+35(Theatre Commander)+83(Local Commander)-20(distracted)+20(cautious)=276
Dark Eldar kills 11d6*12=39*12=234 Regiments of Iron Guard Mechanised Infantry killed
234 Regiments of PDF Mechanised Infantry killed
Imperial kills 3d6=14 Regiments of Dark Eldar Warriors killed

currently hold an area 85km by 12km

The artillery duel continues into te day with your guns developing a major lead, wiping out the Dark Eldar artillery within an hour of sunrise and spending the rest of the day slowly wearing their way thought the starship grade defences protecting the Macrocannons from incoming fire. Despite the massive defence that the Macrocannons had your artillery managed to bring down four of them by sunset, with each Macrocannon taking tens of millions of Basilisk shells to destroy. This has really helped drive home how useful the Melta shells for Basilisks that Archmagos Explorator Tranth once mentioned being possible to rediscover would be as with them the massive defences of the Macrocannons would be far less problematic.
T=13:12:00-13:24:00
417 Artillery Regiments vs Dark Eldar artillery d100=36+55(skill)+35(Theatre Commander)+83(Local Commander)=209
Dark Eldar Defence d100=1+120(skill)+170(Defences)+43(Martial)=332 Critical fail, suffere double casualties +99
kills 8d6*2*2=41*4=164 Regiments of Dark Eldar artillery killed
14/14 Dark Eldar Inner Artillery killed
4/10 Dark Eldar Macrocannons desroyed

14 Regiments of Dark Eldar Artillery and 10 Macrocannons d100=72+50(skill)+50(Dark Eldar)+43(Martial)=205
Imperial Defence d100=92+148(skill)+35(Theatre Commander)+83(Local Commander)+50(fortifications)-10(crowding)=398 -33
Kills 8d6*3=26*3=78 Regiments killed
11 Iron Guard Mechanised Infantry Regiments
15 Iron Guard Armour Regiments
4 Iron guard AA regiments
16 Iron Guard Artillery Regiments
1 Iron Guard Light Infantry Regiment
1 Iron Guard Sentinel Regiment

1 Helguard Light Infantry Regiment

1 Helltrooper Light Infantry Regiment
1 Helltrooper Armour Regiment
1 Helltrooper Drop Infantry Regiment
0.1 Helltrooper Siege Infantry Brigades

1 Helltrooper Artillery Regiment
1 Combat Engineer Regiment
1 PDF Transport Regiment

2 PDF Mechanised Infantry Regiments
2 PDF Light Infantry Regiments
2 PDF Heavy Infantry Regiments
0.2 PDF Siege Infantry Brigades
6 PDF Armour Regiments
1 PDF Artillery Regiment

1 Black Iron Helltrooper Drop Infantry Regiment
1 Black Iron PDF Light Infantry Regiment

5 Militia AA Regiments

As the sun sets on your fourteenth day since reaching the Fjol system your forces are positioned for a short siege, with enough supplies to last another fortnight before needing resupply, a large enough section of the city under your control to easily house your forces and the vast majority of the enemy artillery silenced. You estimate that the final Macrocannons will be destroyed sometime tomorrow if you continue to focus your fire on them leaving you with the ability to pound on the cities defenders without them being able to reply in kind, a great position to be in. The best thing to do now would be dig in, wipe out the remaining Macrocannons and begin to process of breaching the inner walls, as well as any other long term strategies that you can thing of.
First vote for how many targets you want and then vote for targets.

[] Night- 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.
[] Night- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[] Night- Split fire between three targets.- This will inflict a moderate at best amount of damage to most the the targets.
[] Night- 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.


[] Night- 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.
[] Night- 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.
[] Night- 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.
[] Night- 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
First vote for how many targets you want and then vote for targets.

[] Day- 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.
[] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[] Day- Split fire between three targets.- This will inflict a moderate at best amount of damage to most the the targets.
[] Day- 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.


[] Day- 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.
[] Day- 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.
[] Day- 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.
[] Day- 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 Deathstrikes- Save them for use on future targets
[] Write in option
[] 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.
[] Do Not Attack- You could have your forces concentrate on further fortifying the ground that they already hold, better preparing them for the nights harassment and saving you from suffering any more losses for the moment.
Does not apply if Do Not Attack is chosen
[] 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 minor 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 moderate 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 major 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.
[] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
[] Write in
Does not apply if Do Not Attack is chosen
[] 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
Does not apply if Do Not Attack is chosen
[] Have your Midgardians lead the attack- This will allow your more expendable troops to take the brunt of the fighting saving your elites for later use. - This option would be best if you are not in a hurry and are avoiding the inner walls.
[] Have a mix of Midgardians and Avernites lead the attack– 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 the casualties concentrated over your worst men or having the fire-power to make an attempt on the inner walls. - This option would be best if you are quickly taking the outer area.
[] Have your Avernites lead the attack. - This would give you a very powerful attack force that would be capable of either taking the majority of the outer city or attacking the inner walls but any casualties taken would be from your best men.- This option would be best if you are trying to seize the entire outer city today or are attacking the inner walls.
[] Write in
[] Write in

Inside City

Total: 2,094 Midgardian Regiments
455 Iron Guard Mechanised Infantry Regiments
775 Iron Guard Armour Regiments
262 Iron guard AA regiments
237 Iron Guard Artillery Regiments (360 when you detach other Basilisks)
2.5 Iron Guard Siege Infantry Brigade
46 Iron Guard Light Infantry Regiments
37 Iron Guard Sentinel Regiments

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

Total: 255 Helltrooper Regiments
1.5 Helltrooper Mechanised Infantry Regiments
39 Helltrooper Infantry Regiments
37.5 Helltrooper Light Infantry Regiments
45 Helltrooper Heavy Infantry Regiments
35 Helltrooper Armour Regiments
11 Helltrooper Rough Rider Regiments
23 Helltrooper Drop Infantry Regiments
7.7 Helltrooper Siege Infantry Brigades

Total: 163 Specialist Regiments
6 Helltrooper Vanquisher Regiments
8 Helltrooper Hellhound/Devil Dog Regiments
8 Helltrooper Bane Wolf Regiments
5 Helltrooper Artillery Regiments (14 when you detach other Basilisks)
2 Deathstrike Batteries
1 Life Eater Fungus Deathstrike Battery
2 Helltrooper Sentinel Regiments
29 Combat Engineer Regiments
83 PDF Transport Regiments

Total: 943.5 PDF Regiments
29 PDF Infantry Regiments
118 PDF Mechanised Infantry Regiments
148 PDF Light Infantry Regiments
89.5 PDF Heavy Infantry Regiments
7 PDF Rough Rider Regiments
17.5 PDF Siege Infantry Brigades
347 PDF Armour Regiments
-24 PDF Artillery Regiments (49 PDF Artillery Regiments can be detached)

Total: 169 Black Irons Regiments
17 Helltrooper Infantry Regiments
18 Helltrooper Mechanised Infantry Regiments
13 Helltrooper Heavy Infantry Regiments
12 Helltrooper Light Infantry Regiments
3 Helltrooper Armour Regiments
17 Helltrooper Drop Infantry Regiments
17 PDF Infantry Regiments
32 PDF Light Infantry Regiments
24 PDF Heavy Infantry Regiments
20 PDF Armour Regiments

291 Militia AA Regiments
 
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I can not figure out how these combat rolls work at all!
Seriously can someone please translate so I can try and figure out durin's combat system

1,000 Mechanised Infantry and Armour Regiments vs Slave Soldiers d100=71+95(skill)+35(Theatre Commander)+83(Local Commander)-25(terrain)+20(cautious)=279
342 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=44 -50(skill)+95(Defences)+43(Martial)=132
Avernite kills 10d6*40=39*40=1,560 Slave Soldiers wiped out, reduce kills by 78%
Slave-Soldier kills 11d6*2*0.22=40*0.44=9 Regiments of Iron Guard Mechanised Infantry killed

Was this a good roll or a bad roll for us?

P.S. How do I use the spoilers?
as a rule of the thumb each 100 you beat the enemy roll by, after modifiers doubles your kills and halves theirs
also if you kill the enemy twice over your halve their kills and so on
 
I believe that Durin is deliberatly obtuse on the secret's of his combat system, so as to prevent meta-gaming with it (I think, no guarentee).

That said, it appears that both sides made a roll, had a bunch of modifiers added on, and that produced two numbers that opposed each other. The winning roll has advantage when dealing casualties or receiving casualties.

As for spoilers, I have the code to do it at the bottom of my signature. If you want to use it alot, I suggest you do something similar.

1213
For most of the details yes but I am willing to tell you a few generalities
 
[X] Night- 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] Night- 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] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Day- 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] Day- 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]Do Not Fire any Deathstrikes- Save them for use on future targets
[X] 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.
[X] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
[X] 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.
[X] Have your Midgardians lead the attack- This will allow your more expendable troops to take the brunt of the fighting saving your elites for later use. - This option would be best if you are not in a hurry and are avoiding the inner walls.
 
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Iron Guard Defence d100= 63+95(skill)+35(Theatre Commander)+83(Local Commander)-20(distracted)+20(cautious)=359
This is supposed to equal 276, not 359.

@HanEmpire, if we're continuing the attack we'll want to split our artillery fire to provide fire on targets designated by ground troops. The enemy artillery can't do us a lot of damage any more. While harassment didn't hurt us as much while we were defending, while we were attacking we took massive casualties and killed few DE in return. The artillery should help in that regard.
 
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This is supposed to equal 276, not 359.

@HanEmpire, if we're continuing the attack we'll want to split our artillery fire to provide fire on targets designated by ground troops. The enemy artillery can't do us a lot of damage any more. While harassment didn't hurt us as much while we were defending, while we were attacking we took massive casualties and killed few DE in return. The artillery should help in that regard.
thanks
 
This is supposed to equal 276, not 359.

@HanEmpire, if we're continuing the attack we'll want to split our artillery fire to provide fire on targets designated by ground troops. The enemy artillery can't do us a lot of damage any more. While harassment didn't hurt us as much while we were defending, while we were attacking we took massive casualties and killed few DE in return. The artillery should help in that regard.
I want the Macrocannons gone, those are the real killers.
 
I want the Macrocannons gone, those are the real killers.
We're starting to see a shift in the Dark Eldar tactics. It's possible that he's finally cottoned on to the fact that we're Focusing Down on his artillery, and is going to take the opportunity to make larger scale attacks than he normally would against our fortifications.

Splitting our attention during the day section might catch more of his soldiers out in the open than usual, helping to balance out our own casualties against the Dark Eldar. And it will still be a full 1 and 1/2 of our forces attention trying to focus down those macro-cannons. Do we have a head count on those, incidentally?

1231
 
Their "real killers" killed 78 regiments while their day time harassment killed 468 regiments.
We're starting to see a shift in the Dark Eldar tactics. It's possible that he's finally cottoned on to the fact that we're Focusing Down on his artillery, and is going to take the opportunity to make larger scale attacks than he normally would against our fortifications.

Splitting our attention during the day section might catch more of his soldiers out in the open than usual, helping to balance out our own casualties against the Dark Eldar. And it will still be a full 1 and 1/2 of our forces attention trying to focus down those macro-cannons. Do we have a head count on those, incidentally?

1231
Fair enough, splitting day time artillery.
 
[X] Night- 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] Night- 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] Day- 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] Day- 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]Do Not Fire any Deathstrikes- Save them for use on future targets
[X] Do Not Attack- You could have your forces concentrate on further fortifying the ground that they already hold, better preparing them for the nights harassment and saving you from suffering any more losses for the moment.
----------
This plan is the same as HanEmpire's except it also uses the Phase-Tigers. It would be good to get some use out of them after all this time. It'll put their expert scouting and stealth abilities to task while also not putting them too much at risk.

Recent advice given by durin has made me change my mind about what we should do. We should go with the slow and steady route.
 
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[X] Night- 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] Night- 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] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Day- 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] Day- 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.

[X]Do Not Fire any Deathstrikes- Save them for use on future targets
[X] 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.
[X] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
[X] 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.
[X] Have your Midgardians lead the attack- This will allow your more expendable troops to take the brunt of the fighting saving your elites for later use. - This option would be best if you are not in a hurry and are avoiding the inner walls.

[X] Send the Phase-Tigers to spot choice targets for the artillery during the infantry assault.

This is Andres10 plan. I copy pasted because... Because.

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

[X] Night- 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] Night- 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.

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

[X] Day- 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] Day- 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]Do Not Fire any Deathstrikes- Save them for use on future targets

[X] 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.

[X] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.

[X] 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.

[X] Have a mix of Midgardians and Avernites lead the attack– 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 the casualties concentrated over your worst men or having the fire-power to make an attempt on the inner walls. - This option would be best if you are quickly taking the outer area.

[X] Send the Phase-Tigers to spot ambushes during the infantry assault.

So here's my take on this. Their artillery is all but dead but the night harassment is proving to be a real pain for us. So I'm wanting to split fire to both finish off the enemy artillery and give the poor sods in the trenches the ability to call down fire on the Dark Eldar harassment. During the day I want the shake it up a bit a split between killing the last of the Macrocannons and trick them with a bombardment of the Inter walls. Make them recall some of the outer city forces to defend them from our "push". While that is going on we hit hard with our Avernites in the mix which we haven't done yet and more aggressively than usual to cut off all the outer walls. Keep them both from fleeing and getting reinforcements. I'm still calling to keep the Deathstrikes for the inter Keep or the next fort.

Edit: the Phase-Tigers was a good idea so I added it.
 
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So here's my take on this. Their artillery is all but dead but the night harassment is proving to be a real pain for us. So I'm wanting to split fire to both finish off the enemy artillery and give the poor sods in the trenches the ability to call down fire on the Dark Eldar harassment.
Their night harassment isn't actually killing our boys that bad. We lost 141.9 regiments to their 95. Against Dark Eldar, a K/D ratio of 1:1.49 is pretty damn good. Its their day harassment that's killing us.

Make them recall some of the outer city forces to defend them from our "push".
On the other hand, they might decide to kill as many of us as they can with harassment before we hit the walls. Or they might not change their tactics and then we're kinda wasting our artillery. It's a risky move. So far, risky hasn't worked out well for us.

Send the Phase-Tigers to spot choice targets for the artillery and ambushes during the infantry assault.
Actually having the Phase-Tigers go out on ambushes is a bit risky. The Dark Eldar, being the most tricksy of xeno scum, would be most able to identify them and counter them. They could do that by sending their infantry forces or by spotting them for the macrocannons. If they limit themselves to spotting, they can provide decent support while not drawing any aggro on themselves.
 
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[X] Night- 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] Night- 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] Day- 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] Day- 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.
@durin One our artillery is done with the Cannons they will start to pound the inner defences or can we declare a shift in targets by making the next one a supvote?

[X]Do Not Fire any Deathstrikes- Save them for use on future targets
[X] Do Not Attack
 
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Their night harassment isn't actually killing our boys that bad. We lost 141.9 regiments to their 95. Against Dark Eldar, a K/D ratio of 1:1.49 is pretty damn good. Its their day harassment that's killing us.
Saw that which why I'm sending out the mixed forces

On the other hand, they might decide to kill as many of us as they can with harassment before we hit the walls. Or they might not change their tactics and we're kinda wasting our artillery. It's a risky move. So far, risky hasn't worked out well for us.
Well it will either work or not but even if they don't fall for it we get a start on the wall. And it's not like our troop have been so desperate for help that it is all that is propping them up.

Actually having the Phase-Tigers go out on ambushes is a bit risky. The Dark Eldar, being the most tricksy of xeno scum, would be most able to identify them and counter them. They could do that by sending their infantry forces or by spotting them for the macrocannons. If they limit themselves to spotting, they can provide decent support while not drawing any aggro on themselves.
I had saw how in could be confused and changed it. Plus I'm hitting the walls and not the call fire so removed that part.
 
Their night harassment isn't actually killing our boys that bad. We lost 141.9 regiments to their 95. Against Dark Eldar, a K/D ratio of 1:1.49 is pretty damn good. Its their day harassment that's killing us.


On the other hand, they might decide to kill as many of us as they can with harassment before we hit the walls. Or they might not change their tactics and then we're kinda wasting our artillery. It's a risky move. So far, risky hasn't worked out well for us.


Actually having the Phase-Tigers go out on ambushes is a bit risky. The Dark Eldar, being the most tricksy of xeno scum, would be most able to identify them and counter them. They could do that by sending their infantry forces or by spotting them for the macrocannons. If they limit themselves to spotting, they can provide decent support while not drawing any aggro on themselves.
the reason that their day harassment is so dangerous is that you are sending your worst troops into their territory in an attempt to take it
I do not understand why all of the plans are to attack, given that you are about to wipe out the Dark Eldar artillery holding your ground and shelling them for a while should be seriously considered
 
[X] Night- 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] Night- 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] Day- 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] Day- 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] Day- 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.
@durin One our artillery is done with the Cannons they will start to pound the inner defences or can we declare a shift in targets by making the next one a supvote?

[X]Do Not Fire any Deathstrikes- Save them for use on future targets
[X] 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.
[X] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
[X] 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.
[X] Have your Midgardians lead the attack- This will allow your more expendable troops to take the brunt of the fighting saving your elites for later use. - This option would be best if you are not in a hurry and are avoiding the inner walls.
they will target the inner defences
 
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