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
they are significantly worse but are far easier to make
Cool, if we get them we'll arm the Helguard with them.
EDIT: Actually would they take Advanced Material or Exotic Material?

But volkite weapons were replaced by bolters due to the latter's versatility and impalers are objectively better than bolters. How could they be that much worse if volkites were willingly replaced by bolters?
Logistics. The Mechanicus simply couldn't arm the entirety of the rapidly expanding Adeptus Astartes with them and so went with Bolters instead. Then the Horus Heresy happened and the tech got lost.
 
Last edited:
Cool, if we get them we'll arm the Helguard with them.
EDIT: Actually would they take Advanced Material or Exotic Material?


Logistics. The Mechanicus simply couldn't arm the entirety of the rapidly expanding Adeptus Astartes with them and so went with Bolters instead. Then the Horus Heresy happened and the tech got lost.
they would take AM
 
Apparently we actually set aside a whole bunch of reserves (it states 2,000 Guard Regiments, 200 Grenadier Drop Trooper Regiments, 2,000 Drop Trooper Regiments, 4,000 PDF Regiments) - I don't think they've been used yet.

So if we find we don't have enough numbers maybe we can reinforce.
 
Apparently we actually set aside a whole bunch of reserves (it states 2,000 Guard Regiments, 200 Grenadier Drop Trooper Regiments, 2,000 Drop Trooper Regiments, 4,000 PDF Regiments) - I don't think they've been used yet.

So if we find we don't have enough numbers maybe we can reinforce.
The drop troopers are of limited use in urban combat due to prevalence of AA threats.
 
Current tally.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1090 | Sufficient Velocity
##### NetTally 1.1.26

[X] Defensive- 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] Defensive- Target the outer city.- Firing into the outer 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 will make future assaults on the outer city easier and should be seriously considered.
[X] Aggressive- 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] Aggressive- 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 will make it far easier to take ground and deal with the hit and run attacks and ambushes that so plagued your previous advances.
[X] Wait One Day before attacking – This will allow a decent amount of preparatory bombardment before you begin your attack without sacrificing to much time. - This is the moderate option and can work with any army composition or attack plan.
[X] Pause for a day after attacking – By pausing for a full day after attacking you will be able to take the time to better fortify the ground you hold and for your artillery to soften up the next section of the city at the cost of time. - This option should be taken with either a small wait before your first attack or an aggressive attack plan.
[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 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.
[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.
No. of Votes: 9

[X] Defensive- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Defensive- 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 will be needed before attacking the inner city but should be a minor priority until then.
[X] Defensive- Target the outer city.- Firing into the outer 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 will make future assaults on the outer city easier and should be seriously considered.
[X] Aggressive- 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] Aggressive- 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 will make it far easier to take ground and deal with the hit and run attacks and ambushes that so plagued your previous advances.
[X] Wait One Day before attacking – This will allow a decent amount of preparatory bombardment before you begin your attack without sacrificing to much time. - This is the moderate option and can work with any army composition or attack plan.
[X] Do Not pause after attacking – By continuing to to attack until you have claimed the entire outer city you will ensure that you maintain any momentum and quickly take the outer city but will leave your forces vulnerable to being overextended and ambushes.
[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 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.
[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.
No. of Votes: 4

[X] Defensive- 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] Defensive- Target the outer city.- Firing into the outer 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 will make future assaults on the outer city easier and should be seriously considered.
[X] Aggressive- 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] Aggressive- 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 will make it far easier to take ground and deal with the hit and run attacks and ambushes that so plagued your previous advances.
[X] Wait One Day before attacking – This will allow a decent amount of preparatory bombardment before you begin your attack without sacrificing to much time. - This is the moderate option and can work with any army composition or attack plan.
[X] Pause for a day after attacking – By pausing for a full day after attacking you will be able to take the time to better fortify the ground you hold and for your artillery to soften up the next section of the city at the cost of time. - This option should be taken with either a small wait before your first attack or an aggressive attack plan.
[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] 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.
No. of Votes: 1

[X] Defensive- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Defensive- 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 will be needed before attacking the inner city but should be a minor priority until then.
[X] Defensive- 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 will make it far easier to hold your ground and when there are no attacks it will be split between the other options chosen.
[X] Aggressive- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Aggressive- 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 will be needed before attacking the inner city but should be a minor priority until then.
[X] Defensive- 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 will make it far easier to take ground and deal with the hit and run attacks and ambushes that so plagued your previous advances.
[X] Wait Two Days before attacking – This will allow a massive amount of preparatory bombardment before you begin your attack by sacrificing a lot amount time. - This should be taken with a very aggressive attack plan.
[X] Pause for a day after attacking – By pausing for a full day after attacking you will be able to take the time to better fortify the ground you hold and for your artillery to soften up the next section of the city at the cost of time. - This option should be taken with either a small wait before your first attack or an aggressive attack plan.
[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 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.
[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.
No. of Votes: 1

[X] Defensive- 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] Defensive- Target the outer city.- Firing into the outer 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 will make future assaults on the outer city easier and should be seriously considered.
[X] Aggressive- 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] Aggressive- 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 will make it far easier to take ground and deal with the hit and run attacks and ambushes that so plagued your previous advances.
[X] Wait Two Days before attacking – This will allow a massive amount of preparatory bombardment before you begin your attack by sacrificing a lot amount time. - This should be taken with a very aggressive attack plan.
[X] Pause for two days after attacking – By pausing for two days after attacking you will be able to take the time to heavily fortify the ground you hold and for your artillery to significantly soften up the next section of the city at the cost of a lot of time. - This option should be taken with very aggressive attack plan.
[X] 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.
[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] 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.
No. of Votes: 1

[X] Defensive- 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] Defensive- Target the outer city.- Firing into the outer 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 will make future assaults on the outer city easier and should be seriously considered.
[X] Aggressive- 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] Aggressive- 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 will make it far easier to take ground and deal with the hit and run attacks and ambushes that so plagued your previous advances.
[X] Wait One Day before attacking – This will allow a decent amount of preparatory bombardment before you begin your attack without sacrificing to much time. - This is the moderate option and can work with any army composition or attack plan.
[X] Do Not pause after attacking – By continuing to to attack until you have claimed the entire outer city you will ensure that you maintain any momentum and quickly take the outer city but will leave your forces vulnerable to being overextended and ambushes.
[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] 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.
No. of Votes: 1

Total No. of Voters: 17

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1090 | Sufficient Velocity
##### NetTally 1.1.26

[X] Defensive- Target the outer city.- Firing into the outer 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 will make future assaults on the outer city easier and should be seriously considered.
No. of Votes: 16

[X] Aggressive- 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 will make it far easier to take ground and deal with the hit and run attacks and ambushes that so plagued your previous advances.
No. of Votes: 16

[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.
No. of Votes: 16

[X] Aggressive- 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.
No. of Votes: 16

[X] Wait One Day before attacking – This will allow a decent amount of preparatory bombardment before you begin your attack without sacrificing to much time. - This is the moderate option and can work with any army composition or attack plan.
No. of Votes: 15

[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.
No. of Votes: 14

[X] 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.
No. of Votes: 14

[X] Defensive- 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.
No. of Votes: 12

[X] Pause for a day after attacking – By pausing for a full day after attacking you will be able to take the time to better fortify the ground you hold and for your artillery to soften up the next section of the city at the cost of time. - This option should be taken with either a small wait before your first attack or an aggressive attack plan.
No. of Votes: 11

[X] Defensive- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
No. of Votes: 5

[X] Defensive- 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 will be needed before attacking the inner city but should be a minor priority until then.
No. of Votes: 5

[X] Do Not pause after attacking – By continuing to to attack until you have claimed the entire outer city you will ensure that you maintain any momentum and quickly take the outer city but will leave your forces vulnerable to being overextended and ambushes.
No. of Votes: 5

[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.
No. of Votes: 3

[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.
No. of Votes: 2

[X] Wait Two Days before attacking – This will allow a massive amount of preparatory bombardment before you begin your attack by sacrificing a lot amount time. - This should be taken with a very aggressive attack plan.
No. of Votes: 2

[X] Aggressive- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
No. of Votes: 1

[X] Aggressive- 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 will be needed before attacking the inner city but should be a minor priority until then.
No. of Votes: 1

[X] Defensive- 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 will make it far easier to hold your ground and when there are no attacks it will be split between the other options chosen.
No. of Votes: 1

[X] Defensive- 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 will make it far easier to take ground and deal with the hit and run attacks and ambushes that so plagued your previous advances.
No. of Votes: 1

[X] Pause for two days after attacking – By pausing for two days after attacking you will be able to take the time to heavily fortify the ground you hold and for your artillery to significantly soften up the next section of the city at the cost of a lot of time. - This option should be taken with very aggressive attack plan.
No. of Votes: 1

[X] 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.
No. of Votes: 1

[X] 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.
No. of Votes: 1


Total No. of Voters: 17
 
Assault on Fjol IV Part Seventeen: Advancing with fire support
Assault on Fjol IV Part Seventeen: Advancing with fire support
T=14:24:00-20:12:00


After a bit of thought you decided on a attack plan that makes full use of your artillery to help seize the outer city. For the first day this consists of your artillery bombarding the outer city in an attempt to pave the way for the net assault while an ever more cautious Dark Eldar force harasses your lines to little effect. One trend that you notice is that the number of Dark Eldar harassing your lines is halving every night as each individual attacking becomes better targeted and planned which you believe is a combination of the Dark Eldar adjusting to your capabilities and running low on men.
T=14:24:00-15:12:00
Dark Eldar harassment d100=71+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+20(home ground)+60(caution)=454
Imperial Defence d100=61+220(skill)+35(Theatre Commander)+83(Local Commander)-40(night)+60(defensive positions)=419
Dark Eldar kills 9d6=34 Iron Guard Mechanised Infantry Regiments killed
d6/10=5/10=0.5 PDF Siege Infantry Brigades killed
2d6=5 PDF Heavy Infantry Regiments killed
Imperial kills 6d6=36 Regiments of Dark Eldar Warriors killed

Over the night your artillery pounded the areas of the outer city outside of your control, killing a few hundred thousand enemies and levelling many of the buildings. You are pretty sure that most of the Dark Eldar's nasty tricks have been either destroyed or limited by this bombardment which should make your next attack easier.
T=14:24:00-15:12:00
359 Artillery Regiments vs Dark Eldar City d100=25+56(skill)+35(Theatre Commander)+83(Local Commander)=199
Dark Eldar Defence d100=5+50(skill)+100(Defences)+43(Martial)=198
kills 5d6*3=10*3=30 Regiments of Slave-Soldiers killed
7d6/4=32/4=8 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d6=6 (now 14)
reduce defences by 2d6=2 (now 98)

As the sun rises the Dark Eldar attacks once more come to an end, allowing your troops a chance to rest as the artillery continues to pound away at the city, killing over a million foes and bringing down even more of the buildings. The city is beginning to deteriorate into the unrecognisable ruin that you are told most cities turn into after a period of city-fighting and that your troops are trained to fight in.
T=15:12:00-15:24:00
359 Artillery Regiments vs Dark Eldar City d100=88+56(skill)+35(Theatre Commander)+83(Local Commander)=262
Dark Eldar Defence d100=15+50(skill)+98(Defences)+43(Martial)=216
kills 7d6*3=33*3=99 Regiments of Slave-Soldiers killed
5d6/2=22/2=11 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d8=4 (now 10)
reduce defences by 3d6=8 (now 90)

The next night the Dark Eldar attacks prove to be unusually effective killing a similar number of men while suffering far less casualties and using half the number of men. Your artillery was also not especially effective killing a few hundred thousand Slave-Soldiers and causing a bit more damage to the outer city. As the sun begun to rise you gathered attack forces consisting of a mix of your Avernite and Midgardian troops to continue the efforts to take the city.
T=15:24:00-16:12:00
Dark Eldar harassment d100=99+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+10(home ground)+80(caution)=490
Imperial Defence d100=17+220(skill)+35(Theatre Commander)+83(Local Commander)-40(night)+65(defensive positions)=380
Dark Eldar kills 8d6=33 Iron Guard Mechanised Infantry Regiments killed
d6/10=4/10=0.4 PDF Siege Infantry Brigades killed
d6=3 PDF Heavy Infantry Regiments killed
Imperial kills 2d6=2 Regiments of Dark Eldar Warriors killed

359 Artillery Regiments vs Dark Eldar City d100=22+56(skill)+35(Theatre Commander)+83(Local Commander)=196
Dark Eldar Defence d100=43+50(skill)+90(Defences)+43(Martial)=226
kills 11d6=39 Regiments of Slave-Soldiers killed
d6=3 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d4=3 (now 7)
reduce defences by d10=1 (now 89)

Your attack force managed to quickly smash though the Slave-Soldiers and the Dark Eldar warriors who attempted to harass them, in large part due to the fire support provided by your artillary regiments. By the time that they stopped they had advanced over twenty kilometres in both directions, taking control of forty percent of the Dark Eldar territory in the outer city. In this advance your troops killed almost ten million Slave-Soldiers and a bit over a million Dark Eldar warriors at the cost of one point six million Midgardian Iron Guardsmen and three quarters of a million Avernites, an exchange you can easily afford to pay.
T=16:12:00-16:24:00
1,800 Mixed Regiments vs Slave Soldiers d100=53+162(skill)+35(Theatre Commander)+83(Local Commander)-25(terrain)+35(artillery)=343
966 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=43 -50(skill)+89(Defences)+43(Martial)=126
Avernite kills 12d6*101=35*101=3,535 Slave Soldiers wiped out, reduce kills by 73%
Slave-Soldier kills 7d6*7*0.27=34*1.89= 64 Regiments killed
15 Regiments of Iron Guard Mechanised Infantry killed
25 Regiments of Iron Guard Armour killed
5 PDF Mechanised Infantry Regiments
10 PDF Light Infantry Regiments
9 PDF Heavy Infantry Regiments

Dark Eldar harassment d100=18+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+7(home ground)=318
Mixed Regiments Defence d100= 100+162(skill)+35(Theatre Commander)+83(Local Commander)+35(artillery)-20(distracted)=395 Critical Success Double kills and halve losses
Dark Eldar kills 4d6*17/2=20*8.5=170 Regiments killed
45 Regiments of Iron Guard Mechanised Infantry killed
75 Regiments of Iron Guard Armour killed
10 PDF Mechanised Infantry Regiments
5 PDF Mechanised Infantry Regiments
10 PDF Light Infantry Regiments
5 PDF Heavy Infantry Regiments
20 PDF Armour Regiments
Imperial kills 5d6*3*2=18*6 =108 Regiments of Dark Eldar Warriors killed

currently hold an area 131km by 12km

That night the Dark Eldar harassed your troops in the newly taken territory where your men managed to hold their ground despite the inferior defences until they once more stopped their assaults at dawn. The number of Dark Eldar attacking stayed low which you believe indicates that your troops have inflicted major losses on the Dark Eldar and that they are being very conservative with their remaining troops. Your artillery continued to pound away at the city killing over a million Slave-Soldiers and over a hundred thousand Dark Eldar as well as causing major damage to the remaining fortified positions. The following night their harassment continued though t proved to be less effective against your better dug in men.
T=16:24:00-18:12:00
Dark Eldar harassment d100=38+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+7(home ground)+80(caution)=430
Imperial Defence d100=31+220(skill)+35(Theatre Commander)+83(Local Commander)-40(night)+40(defensive positions)=369
Dark Eldar kills 6d6=32 Iron Guard Mechanised Infantry Regiments killed
d6/10=5/10=0.5 PDF Siege Infantry Brigades killed
d6/2=5/2=2.5 PDF Heavy Infantry Regiments killed
Imperial kills 3d6=7 Regiments of Dark Eldar Warriors killed

359 Artillery Regiments vs Dark Eldar City d100=56+56(skill)+35(Theatre Commander)+83(Local Commander)=230
Dark Eldar Defence d100=68+50(skill)+89(Defences)+43(Martial)=250
kills 6d6*2=30*2=60 Regiments of Slave-Soldiers killed
d6=1 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d4=1 (now 6)
reduce defences by 3d6=18 (now 71)

359 Artillery Regiments vs Dark Eldar City d100=21+56(skill)+35(Theatre Commander)+83(Local Commander)=195
Dark Eldar Defence d100=17+50(skill)+71(Defences)+43(Martial)=191
kills 7d6*2=28*2=56 Regiments of Slave-Soldiers killed
3d6/2=10/2=5 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d3=2 (now 4)
reduce defences by 3d6=18 (now 53)

Dark Eldar harassment d100=52+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+4(home ground)+80(caution)=451
Imperial Defence d100=58+220(skill)+35(Theatre Commander)+83(Local Commander)-40(night)+55(defensive positions)=411
Dark Eldar kills 5d6=23 Iron Guard Mechanised Infantry Regiments killed
d6/20=6/20=0.3 PDF Siege Infantry Brigades killed
d6/2=6/2=3 PDF Heavy Infantry Regiments killed
Imperial kills 4d6=11 Regiments of Dark Eldar Warriors killed

359 Artillery Regiments vs Dark Eldar City d100=67+56(skill)+35(Theatre Commander)+83(Local Commander)=241
Dark Eldar Defence d100=7+50(skill)+53(Defences)+43(Martial)=143
kills 6d6*3=20*3=60 Regiments of Slave-Soldiers killed
3d6/2=10/2=5 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d2=2 (now 2)
reduce defences by 4d6=15 (now 38)

Once again yourattack force, now over half Avernite begun its assault after dawn to great success. Due to the great ease with which the fortified positions held by the fell the casualties remained similar to the last attack at a bit over two million. The Dark Eldar warriors preformed far better suffering halve the losses but failed to prevent you taking a bit over half of the remaining area with a slice of the city little over thirty kilometres wide at the outer wall being all that remains in Dark Eldar hands, along with everything within three kilometres of the inner wall which is to close to the inner wall to take until you begin planning your assault on it.
T=18:12:00-18:24:00
1,800 Mixed Regiments vs Slave Soldiers d100=43+189(skill)+35(Theatre Commander)+83(Local Commander)-25(terrain)+35(artillery)=360 +64
756 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=57 -50(skill)+38(Defences)+43(Martial)=88
Avernite kills 10d6*195=44*195=8,580 Slave Soldiers wiped out, reduce kills by 91%
Slave-Soldier kills 6d6*4*0.09=23*0.36= 8 Regiments killed
2 Regiments of Iron Guard Mechanised Infantry killed
3 Regiments of Iron Guard Armour killed
1 PDF Mechanised Infantry Regiment
1 PDF Light Infantry Regiment
1 PDF Heavy Infantry Regiment

Dark Eldar harassment d100=26+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+2(home ground)=321
Mixed Regiments Defence d100= 89+189(skill)+35(Theatre Commander)+83(Local Commander)+35(artillery)-20(distracted)=411
Dark Eldar kills 6d6*10=22*10=220 Regiments killed
50 Regiments of Iron Guard Mechanised Infantry killed
90 Regiments of Iron Guard Armour killed
20 PDF Mechanised Infantry Regiments
10 PDF Mechanised Infantry Regiments
10 PDF Light Infantry Regiments
10 PDF Heavy Infantry Regiments
30 PDF Armour Regiments
Imperial kills 4d6*4=10*4=40 Regiments of Dark Eldar Warriors killed

currently hold an area 167km by 12km

The next night the Dark Eldar harassment slowed even further, with only a few dozen regiments attacking and a third of them falling to your men. In response to this defeat the Dark Eldar attack halted the next night, with their general obviously having decided that they were no longer worthwhile. During this time your artillery continued to pound at the Dark Eldar, killing a few million Slave-Soldiers and reducing most of the remaining fortified positions to little more than rubble and craters.
T=18:24:00-20:12:00
Dark Eldar harassment d100=16+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+2(home ground)+100(caution)=423
Imperial Defence d100=88+220(skill)+35(Theatre Commander)+83(Local Commander)-40(night)+40(defensive positions)=426
Dark Eldar kills 2d6=3 Iron Guard Mechanised Infantry Regiments killed
d6/20=1/20=0.005 PDF Siege Infantry Brigades killed
Imperial kills 2d6=12 Regiments of Dark Eldar Warriors killed

359 Artillery Regiments vs Dark Eldar City d100=69+56(skill)+35(Theatre Commander)+83(Local Commander)=243
Dark Eldar Defence d100=86+50(skill)+35(Defences)+43(Martial)=214
kills 6d6*3=21*3=63 Regiments of Slave-Soldiers killed
d6=2 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by 1 (now 1)
reduce defences by 3d6=18 (now 20)

359 Artillery Regiments vs Dark Eldar City d100=44+56(skill)+35(Theatre Commander)+83(Local Commander)=195
Dark Eldar Defence d100=65+50(skill)+20(Defences)+43(Martial)=188
kills 9d6*2=28*2=56 Regiments of Slave-Soldiers killed
2d6=7 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by 1 (now 0)
reduce defences by 3d6=11 (now 9)

359 Artillery Regiments vs Dark Eldar City d100=76+56(skill)+35(Theatre Commander)+83(Local Commander)=250
Dark Eldar Defence d100=66+50(skill)+9(Defences)+43(Martial)=168
kills 8d6*2=34*2=68 Regiments of Slave-Soldiers killed
2d6=4 Regiments of Dark Eldar Warriors killed
reduce defences by 3d6=6 (now 3)

Twenty days after reaching the Fjol system your combined force, now primarily Avernite, begun the final push to secure the outer regions of Objective Alpha-Two. With the support of your artillery they managed to seize the target area after seven hours of combat and taking another two million casualties. Despite the heavy losses that the Dark Eldar hit and run attacks and ambushes inflicted the over half a million losses that they suffered in return were almost worth it.
T=18:12:00-18:19:00
1,800 Mixed Regiments vs Slave Soldiers d100=87+195(skill)+35(Theatre Commander)+83(Local Commander)-25(terrain)+35(artillery)=360
589 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=92 -50(skill)+3(Defences)+43(Martial)=88
Avernite kills 9d6*300=32*300=9,600 Slave Soldiers wiped out, reduce kills by 94%
Slave-Soldier kills 7d6*2*0.06=32*0.12= 4 Regiments killed
1 Regiments of Iron Guard Mechanised Infantry killed
1 Regiments of Iron Guard Armour killed
1 PDF Mechanised Infantry Regiment
1 PDF Light Infantry Regiment


Dark Eldar harassment d100=18+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)=311
Mixed Regiments Defence d100= 73+195(skill)+35(Theatre Commander)+83(Local Commander)+35(artillery)-20(distracted)=411
Dark Eldar kills 6d6*10=20*10=200 Regiments killed
40 Regiments of Iron Guard Mechanised Infantry killed
80 Regiments of Iron Guard Armour killed
30 PDF Mechanised Infantry Regiments
10 PDF Light Infantry Regiments
10 PDF Heavy Infantry Regiments
30 PDF Armour Regiments
Imperial kills 4d6*4=13*4=52 Regiments of Dark Eldar Warriors killed

currently hold an area 200km by 12km

As you receive reports that the final sliver of the outer city away from the walls has been taken and that your forces are beginning to fortify themselves you wonder how you should conduct the next part of the siege.

To begin with you will have to focus at least half of your artillery on causing breaches in the inner wall and will have to decide how many breaches to make and how dispersed they should be. The main consideration here is that you only have eight days before you either need a resupply or begin to run short on ammunition for your Basilisks
[] Have all of your artillery focus on the inner wall. - This will allow for you to more quickly inflict major damage on the wall but will leave the inner city untouched.
[] Have three quarters of your artillery fire at the inner wall and one quarter fire a the inner city. - This will allow for the inner wall to suffer damage quickly while inflicting some damage to the inner city.
[] Split your fire evenly between the inner wall and the inner city. - This will increase the amount of time it takes to breach the outer wall while allowing you to inflict significant damage to the inner city.
[] Write in

[] Focus all of the fire at the inner walls at a single location. – This will allow you to create a larger breach faster but will make it obvious the direction that you are going to attack from and reduce your tactical options.
[] Split the fire at the inner walls between three locations. - This will allow you to create several large breaches without forcing you to attack from a single direction. It will however be easy for the enemy to predict were you will attack from.
[] Split the fire at the inner walls between ten locations. - This will allow you to create ten medium breaches allowing you to attack from many different directions. However the breaches will take a while to form and will not be very large, limiting the number of troops you can send though them at a time.
[] Split the fire at the inner walls between twenty-five locations. - This will allow you to create twenty-five small breaches allowing you to attack from many different directions. However the breaches will take a long time to form and you will only be able to send a small force to attack each one at a time.
[] Spread fire evenly along the inner wall. - This will given enough time allow you to assault any single location on the inner wall, particularly if you opened up with Deathstrikes, but it would take a very long time for any useful breaches to form in the walls.
[] Write in
One way you could make taking the inner city far easier is to fire some or all of your Deathstrikes at it, which would cause major structural damage that your artillery could work on to expand. You could also use your elite forces for any difficult mission you come up with.
[] Fire One Battery of Deathstrikes at the Inner Wall immediately- This will allow you to inflict significant damage on the inner walls which will allow your artillery to cause breaches faster.
[] Fire Two Batteries of Deathstrikes at the Inner Wall immediately- This will allow you to inflict major damage on the inner walls which will allow your artillery to cause breaches far faster.
[]Do Not Fire any Deathstrikes- Save them for use on future targets
[] Write in option
[] Write in

Inside City

Total: 1,588 Midgardian Regiments
187 Iron Guard Mechanised Infantry Regiments
580 Iron Guard Armour Regiments
258 Iron guard AA regiments
198 Iron Guard Artillery Regiments (321 when you detach other Basilisks)
2.5 Iron Guard Siege Infantry Brigade
46 Iron Guard Light Infantry Regiments
35 Iron Guard Sentinel Regiments

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

Total: 252 Helltrooper Regiments
1.5 Helltrooper Mechanised Infantry Regiments
39 Helltrooper Infantry Regiments
37.5 Helltrooper Light Infantry Regiments
44 Helltrooper Heavy Infantry Regiments
35 Helltrooper Armour Regiments
10 Helltrooper Rough Rider Regiments
23 Helltrooper Drop Infantry Regiments
7.6 Helltrooper Siege Infantry Brigades

Total: 161 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
81 PDF Transport Regiments

Total: 741.5 PDF Regiments
29 PDF Infantry Regiments
75 PDF Mechanised Infantry Regiments
126 PDF Light Infantry Regiments
41 PDF Heavy Infantry Regiments
7 PDF Rough Rider Regiments
15.35 PDF Siege Infantry Brigades
292 PDF Armour Regiments
-25 PDF Artillery Regiments (24 when you detach other Basilisks)

Total: 166 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
23 PDF Heavy Infantry Regiments
18 PDF Armour Regiments

286 Militia AA Regiments
 
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[X] Have all of your artillery focus on the inner wall. - This will allow for you to more quickly inflict major damage on the wall but will leave the inner city untouched.

[X] Focus all of the fire at the inner walls at a single location. – This will allow you to create a larger breach faster but will make it obvious the direction that you are going to attack from and reduce your tactical options.

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


@durin , What elites do we have available for deployment? Can we fire the Life Eater Fungus missiles?
 
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[X] Split your fire evenly between the inner wall and the inner city. - This will increase the amount of time it takes to breach the outer wall while allowing you to inflict significant damage to the inner city.
[X] Split the fire at the inner walls between ten locations. - This will allow you to create ten medium breaches allowing you to attack from many different directions. However the breaches will take a while to form and will not be very large, limiting the number of troops you can send though them at a time.
[X]Do Not Fire any Deathstrikes- Save them for use on future targets

We do not want the DE in prepared defence positions. By bombing the hell out of the inner city as well we will remove their homeground and stand a good chance to kill their remaining slave soldiers.
 
[X] Have all of your artillery focus on the inner wall. - This will allow for you to more quickly inflict major damage on the wall but will leave the inner city untouched.

[X] Focus all of the fire at the inner walls at a single location. – This will allow you to create a larger breach faster but will make it obvious the direction that you are going to attack from and reduce your tactical options.

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


@durin , What elites do we have available for deployment? Can we fire the Life Eater Fungus missiles?
You have several companies of the Governor's Own, the Phase-Tigers and the Black Irons
you can the Life Eater Fungus missiles as an elite write in
 
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[X] Split your fire evenly between the inner wall and the inner city. - This will increase the amount of time it takes to breach the outer wall while allowing you to inflict significant damage to the inner city.
[X] Split the fire at the inner walls between three locations. - This will allow you to create several large breaches without forcing you to attack from a single direction. It will however be easy for the enemy to predict were you will attack from.
[X]Do Not Fire any Deathstrikes- Save them for use on future targets

[X] Siege Infantry during the day with cover from artillery fire if needed begin clearing paths from our lines to the locations of the inner wall breaches so as to make it possible for mechanized infantry and armor to move more quickly to the breeches.

(Write-in by Elder Haman.)
 
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[X] Have three quarters of your artillery fire at the inner wall and one quarter fire a the inner city. - This will allow for the inner wall to suffer damage quickly while inflicting some damage to the inner city.

[X] Split the fire at the inner walls between ten locations. - This will allow you to create ten medium breaches allowing you to attack from many different directions. However the breaches will take a while to form and will not be very large, limiting the number of troops you can send though them at a time.

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

Can we spread the locations out around the wall and attack from more than one direction?
 
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[X] Have three quarters of your artillery fire at the inner wall and one quarter fire a the inner city. - This will allow for the inner wall to suffer damage quickly while inflicting some damage to the inner city.

[X] Split the fire at the inner walls between three locations. - This will allow you to create several large breaches without forcing you to attack from a single direction. It will however be easy for the enemy to predict were you will attack from.

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

Can we spread the locations out around the wall and attack from more than one direction?
yes they will be able to attack from multiple directions, I will have the spread of the fire a choice in the next update
 
Welp, let's use Avernites as frontline soldiers for the Inner City. The Dark Eldar are bound to have put their own elites behind the lower rung scrubs, so it will balance things out.
 
Just noting but my here is end game plan. First we have the Combat Engineers fort up the AA regiments, Artillery Regiments and other non front line units with the Siege Infantry Brigades to guard them from a Dark Eldar stab in the back when we assault their walls. Next is to bombard for four days. On the mourning of the fifth use a three prong assault. Prong One the Iron Guard lead by the Black Irons. Prong Two our PDF Regiments with the Specialist Regiments as shock troops. Prong Three is the Helltroopers. We hold back what's left of the Hellguard and the Governors Own to put out fires or on the Keep. Each hit a different section of wall and split the defenders.
 
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