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
Doing some math and as it stands if we leave the AA, Artillery, etc. etc. etc. forted up we have 893 non front line Regiments that need to be guarded or the Dark Eldar will use the tunnels to wreak them when all our troops are on the attack. We have 25.45 Siege Infantry Brigades or 127.25 Siege Infantry Regiments if we leave them behind to guard the support units. Not enough for me with 1 Siege Infantry Regiment per 7 other types. Leave the Iron Guard Light Infantry Regiments and a third of the Iron Guard MI and Armor as well and we get 301 more Regiments a 1 to 2 ratio for the the guard force. Now if we use a three prong assulte like I outlined earlier then we have 170 Black Irons Regiments (80 Helltrooper, 90 PDF) plus 547 Iron Guard on one side, 190 Helltroopers lead by 16 Helguard Regiments on another, and 570 Avernite PDF troops with 22 Specialist Regiments on the third.

Also noting that of the 2,000-5,000 Dark Eldar Regiments and 3,000-6,000 Slave Soldier regiments we have killed 1,818.5 Dark Eldar Regiments and 4,816 Slave-Soldiers. At max that leaves 3181.5 Dark Eldar Regiments and 1,184 Slave-Soldiers which is.... unlikely to say the least. More likely is in the range of 50 to 250 Dark Eldar Regiments and 1,000+ Slave-Soldiers.
 
Doing some math and as it stands if we leave the AA, Artillery, etc. etc. etc. forted up we have 893 non front line Regiments that need to be guarded or the Dark Eldar will use the tunnels to wreak them when all our troops are on the attack. We have 25.45 Siege Infantry Brigades or 127.25 Siege Infantry Regiments if we leave them behind to guard the support units. Not enough for me with 1 Siege Infantry Regiment per 7 other types. Leave the Iron Guard Light Infantry Regiments and a third of the Iron Guard MI and Armor as well and we get 301 more Regiments a 1 to 2 ratio for the the guard force. Now if we use a three prong assulte like I outlined earlier then we have 170 Black Irons Regiments (80 Helltrooper, 90 PDF) plus 547 Iron Guard on one side, 190 Helltroopers lead by 16 Helguard Regiments on another, and 570 Avernite PDF troops with 22 Specialist Regiments on the third.

Also noting that of the 2,000-5,000 Dark Eldar Regiments and 3,000-6,000 Slave Soldier regiments we have killed 1,818.5 Dark Eldar Regiments and 4,816 Slave-Soldiers. At max that leaves 3181.5 Dark Eldar Regiments and 1,184 Slave-Soldiers which is.... unlikely to say the least. More likely is in the range of 50 to 250 Dark Eldar Regiments and 1,000+ Slave-Soldiers.
We don't have to worry terribly much of being flanked as a result of capturing the outer city and destroying their tunnels every time we fort up. They probably have a lot more than 250 DE regiments or their commander would've been much more careful after losing so many of his soldiers. Heck, he'd probably have been killed and replaced by a subordinate if he'd honestly suffered 87-97% casualties as per your estimates.
 
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Doing some math and as it stands if we leave the AA, Artillery, etc. etc. etc. forted up we have 893 non front line Regiments that need to be guarded or the Dark Eldar will use the tunnels to wreak them when all our troops are on the attack. We have 25.45 Siege Infantry Brigades or 127.25 Siege Infantry Regiments if we leave them behind to guard the support units. Not enough for me with 1 Siege Infantry Regiment per 7 other types. Leave the Iron Guard Light Infantry Regiments and a third of the Iron Guard MI and Armor as well and we get 301 more Regiments a 1 to 2 ratio for the the guard force. Now if we use a three prong assulte like I outlined earlier then we have 170 Black Irons Regiments (80 Helltrooper, 90 PDF) plus 547 Iron Guard on one side, 190 Helltroopers lead by 16 Helguard Regiments on another, and 570 Avernite PDF troops with 22 Specialist Regiments on the third.

Also noting that of the 2,000-5,000 Dark Eldar Regiments and 3,000-6,000 Slave Soldier regiments we have killed 1,818.5 Dark Eldar Regiments and 4,816 Slave-Soldiers. At max that leaves 3181.5 Dark Eldar Regiments and 1,184 Slave-Soldiers which is.... unlikely to say the least. More likely is in the range of 50 to 250 Dark Eldar Regiments and 1,000+ Slave-Soldiers.

If the numbers are especially low that means that the number of casualties the groups from Avernus take is likely to be low.

If that is the case and we want to avoid a drop in our relations with Midgard we'll need a way to inflate the number of deaths. Perhaps once we're done here we can go over to the central objective to help the Guard army (They were stalling in the last update and likely will be by the next if there is a low number of enemy troops left; by reinforcing them we can speed them along).
 
If the numbers are especially low that means that the number of casualties the groups from Avernus take is likely to be low.

If that is the case and we want to avoid a drop in our relations with Midgard we'll need a way to inflate the number of deaths. Perhaps once we're done here we can go over to the central objective to help the Guard army (They were stalling in the last update and likely will be by the next if there is a low number of enemy troops left; by reinforcing them we can speed them along).
I think a better way is to have our troops attack aggressively in the next stage of fighting. The last thing we need is for contempt to fester in our Midgardians in the weeks we're marching to the IG. It's a gateway to many different avenues of pain. If we keep it simple by having the Midgardians take the outer city and the Avernites take the inner city, we should be able to avoid psychological and political problems entirely.

EDIT: If we really want to avoid problems, storming the central stronghold should be done by our Space Marines Governor's Own while being led by us personally: saving the hardest men to take the hardest objectives.
 
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We don't have to worry terribly much of being flanked as a result of capturing the outer city and destroying their tunnels every time we fort up. They probably have a lot more than 250 DE regiments or their commander would've been much more careful after losing so many of his soldiers. Heck, he'd probably have been killed and replaced by a subordinate if he'd honestly suffered 87-97% casualties as per your estimates.
Last update said this
.... 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..... 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.....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. ....
So yeah it looks like we've gutted most of their regiments. Unfortunately what's left is more than likely the Elites.
 
Last update said this
So yeah it looks like we've gutted most of their regiments. Unfortunately what's left is more than likely the Elites.
Yeah, no doubt we killed most of their regiments. I'm just disputing the idea that they'd exhausted so many troops as to not put up a decent fight in the inner city.
 
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If the numbers are especially low that means that the number of casualties the groups from Avernus take is likely to be low.

If that is the case and we want to avoid a drop in our relations with Midgard we'll need a way to inflate the number of deaths. Perhaps once we're done here we can go over to the central objective to help the Guard army (They were stalling in the last update and likely will be by the next if there is a low number of enemy troops left; by reinforcing them we can speed them along).

:facepalm:
Are we seriously discussing making military plans less effective so as to deliberately cause our men to die in a larger number in order to do better politically and maintain higher popularity with a populace that isn't even our own planet?
 
Ok, so our Governor's Own are equal to or slightly better than Dark Eldar elites, as per durin's statement.
the Governor's Own, the only power armored troops you have in your force should be able to match or beat mos Dark Eldar elites short of Incubi (which you haven't seen anything of)
Unless I'm wrong, that's enough to put them as equal to bonafide Space Marines. What I'm thinking is we start using them as we would actual Space Marines and have them perform surgical strikes on the enemy to soften them up for our main forces. Considering we have the equivalent of a full chapter of Space Marines, we could probably do a lot with them.

We also shouldn't hesitate to have our Black Irons take the strongest of the enemy objectives considering their...unique mentality. Seriously, the dudes are basically Slayers.
After the Massacre, the survivors of the Blacktyde Garrison dyed their uniforms black and their gloves red so they would never forget killing their own people and swore never to fail their charges again, taking the name The Black Irons. Since then they have thrown themselves into the fray, always asking to be assigned the most dangerous positions and never fleeing.
 
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:facepalm:
Are we seriously discussing making military plans less effective so as to deliberately cause our men to die in a larger number in order to do better politically and maintain higher popularity with a populace that isn't even our own planet?

This, all of this. This war isn't even close to over and people are discussing deliberately killing more of our men on purpose thru bad planning to cover up bad planning in the past? That's f&*%ed up. Our goal should be to limit our casualties as much as possible so we can ensure victory. This war is not a guaranteed win yet. Furthermore, we do not know when some new menace will come knocking over the next few years, so it would be advisable to keep as many veterans alive as possible.

If, at the end of the day, our Avernite forces do not take heavy casualties and thus piss off the Migardian forces we will face that problem. We will give them what restitution we can, and honor their sacrifice, but we should not plot to kill our own people to cover up for our strategic and tactical errors.
 
I will overrule any vote that includes you sacrificing your men for this reason, the governor is smarter then that
having them lead the assaults for the rest of the campaign yes but not deliberately choosing options that will get more killed then need to be killed
 
I counted this by hand (and Christ what a pain it was), but I'm pretty sure it's correct.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1092 | Sufficient Velocity
##### NetTally 1.1.26

[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
No. of Votes: 7

[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] 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.
[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.
No. of Votes: 4

[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] 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.
No. of Votes: 2

[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
No. of Votes: 1


[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.
No. of Votes: 1

[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
No. of Votes: 1

[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
No. of Votes: 1

[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] 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
No. of Votes: 1

I'd rather not do By Line but I'm willing to do it if necessary.
 
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Just in case durin wants the plans by line; @Enjou, we need you!

Here ya go.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1092 | Sufficient Velocity
##### NetTally 1.1.26

[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.
No. of Votes: 16

[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.
No. of Votes: 14

[X]Do Not Fire any Deathstrikes- Save them for use on future targets
No. of Votes: 12

[X] 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.
No. of Votes: 6

[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.
No. of Votes: 5

[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.
No. of Votes: 2

[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.
No. of Votes: 2

[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.
No. of Votes: 1

[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.
No. of Votes: 1


Total No. of Voters: 18

@Andres110 - when you post a tally please make sure you don't remove the invisible text - the tally program relies on that to ensure it doesn't count tallies that are posted as votes.


As for the rest of you, you can just download the tally program yourselves here if you want to use it.
 
Assault on Fjol IV Part Eighteen: Knives in the Dark
Assault on Fjol IV Part Eighteen: Knives in the Dark
T=21:02:00-21:05:15



Nine hours after your forces gained control over the outer section of Objective Alpha-Two you are woken by the sounds of combat outside your quarters, well within the command bunker. After quickly grabbing your sword, and thanking the experience that led to you sleeping in your armour uncomfortable as it may be as you stood Menestheus and Phorkys, your current bodyguards moved beside you and inform you that Dark Eldar Mandrake assassins have been detected in the command bunker and have engaged the Governor's Own in several locations. As you moved from your quarters towards the main barracks of the Governor's Own you noticed a trio of shadows that were moving wrong. As you saw them Dark Eldar Mandrakes leapt out of them, covering the five meter gap between you as with inhuman speed. Despite this Menestheus and Phorkys brought their Impalar Rifles to bear and fired their first shots as the Mandrakes closed, killing one by bisecting it at the waist with automatic fire. As the Mandrakes reached melee range you engaged, moving faster then should be humanly possible as you quickly dispatched them both in a pair of blows, with the only hit they got in glancing off your armour. A minute later you met a platoon of Governor's Own who quickly escorted you to the main barracks where you remained until the last assassins were killed and the area had been thoroughly searched for both any remaining assassins and for clues of their means of entry. After an hour of searching the few surviving assassins had been killed but no clues to their means of entry had been found.
T=21:02:00-21:02:15
Governor's Own vs Dark Eldar Mandrakes d100=63+90(skill)+37(Martial)+20(position)=210
Dark Eldar Mandrakes vs Governor's Own d100=3+84(skill)+20(Dark Eldar)+100(Mandrakes)+14(Martial)=211
Imperial kills 4d6=22 Mandrakes killed
Dark Eldar kills 8d6=42 members of the Governor's Own killed
3 Mandrakes reaches Governor Rotbart

detection roll d100=67+25(equipment)+93(combat)+37(martial)+20(Guards)=242
Stealth Roll d100=79+84(skill)+20(Dark Eldar)+100(Mandrakes)+14(Martial)=287
Mandrakes get with 5 meters
+45 to first combat roll, -135 to first shot against them

Governor's Own vs Mandrakes d100= 95+431(skill)+10(Elite)+183(Martial)-135(timing)=564
Mandrakes dodge d100=7+421(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=608
damage 5d6*2=25*2=50 1 Mandrake killed

Mandrakes vs Governor Rotbart d100=43+421(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)+45(ambush)=691
Governor Rotbart vs Mandrakes d100= 7+590(skill)+70(equipment)+177(black crystal)++183(Martial)+50(Master of the Blade)=1,077
Mandrakes damage (d6-4)*0.16=(2-4)*0.16=0 No damage
Governor Rotbarts damage 5d6*33=19*33=627 kill both Mandrakes, reduce damage suffered by 84%

Once you reached a safer location you begun to get reports that you were not the only one targeted by assassins this night. From what you can tell there were thousands of assassins active in Objective Alpha-Two tonight, though only a small fraction of them were Mandrakes. The assassins have been targeting every officer over the rank of major in your army with more and better assassins targeting the senior officers. You have also received word that the other armies have come under attack in a similar manner, you will receive more information later once the chaos has died down but have already received confirmation that Governor-General Aelfric and Champion Surt have survived.
T=21:02:15

While most of your officers were attacked by ordinary Dark Eldar assassins your Lieutenant- Generals and General Drago wee attacked by the far more deadly Mandrakes. The combination of the Elite Power armour your senior-most officers wear, their combat skills and their elite bodyguards was the only reason that any survived, though the deadly poison on their blades caused issues. General Drago killed both the the Mandrakes that reached him in exchange for a minor cut from a poisoned blade. Lieutenant- General Vosk's large number of guards proved to be insufficient to save him though they did kill the Mandrakes who claimed his life while Lieutenant-General Richards managed to dispatch the one Mandrake which reached her, though not without being cut by a poisoned throwing knife. Five Mandrakes reached Lieutenant- General Khol whose mastery of the blade proved to be sufficient to kill them while only suffering several minor wounds. The four Mandrakes that reached Lieutenant- General Volkov were quickly overwhelmed by his loyal men but not before inflicting major wounds on him. The Mandrakes who attempted to reach Lieutenant- General Agni were ambushed by the Phase-Tigers that she was using as bodyguards and wiped out in an instant. The four Mandrakes that reached Lieutenant-General Christianson were killed in short order by his guards but not before inflicting several deep cuts.
T=21:02:00-21:02:15
Dark Eldar Mandrakes vs General Drago's Guards d100=38+64(skill)+20(Dark Eldar)+100(Mandrakes)+14(Martial)=236
Helguard defence d100=40+82(skill)+20(position)+55(Martial)=197
Imperial kills 6d6/3=32/3=10 Mandrakes killed
2 Mandrakes reach General Drago

Mandrakes vs General Dargo d100=94+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=595
General Drago vs Mandrakes d100= 68+375(skill)+20(equipment)+42(Martial)+100(bodyguards)+50(Master Rifleman)=765
Mandrakes damage d6-3*0.52=(6-3)*0.52=1.56 damage
General Drago's damage 6d6*4=24*4=96 kill both Mandrakes, reduce damage suffered by 48%


Dark Eldar Mandrakes vs Lieutenant-General Vosk 's Guards d100=47+64(skill)+20(Dark Eldar)+100(Mandrakes)+14(Martial)=245
Helguard defence d100=22+82(skill)+25(position)+51(Martial)=180
Imperial kills 5d6/3=24/3=8 Mandrakes killed
4 Mandrakes reach Lieutenant-General Vosk

Mandrakes vs Lieutenant-General Vosk d100=94+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=595
Lieutenant-General Vosk vs Mandrakes d100= 71+165(skill)+20(equipment)+38(Martial)+200(bodyguards)=494
Mandrakes damage 4d6*2=7*2=14 damage
Lieutenant-General Vosk damage 2d6*4=6*4=24 kill 1 Mandrake,

Mandrakes vs Lieutenant-General Vosk d100=88+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=589
Lieutenant-General Vosk vs Mandrakes d100= 6+165(skill)+20(equipment)+38(Martial)+300(bodyguards)=529
Mandrakes damage 4d6*2=14*2=28 damage, 42 total Lieutenant-General Vosk is killed
Lieutenant-General Vosk damage 4d6*2=15*2=30 kill 1 Mandrake, 2 more killed escaping


Dark Eldar Mandrakes vs Lieutenant-General Richards 's Guards d100=33+64(skill)+20(Dark Eldar)+100(Mandrakes)+14(Martial)=231
Helguard defence d100=18+82(skill)+25(position)+68(Martial)=193
Imperial kills 6d6/3=35/3=11 Mandrakes killed
1 Mandrake reach Lieutenant-General Richards

Mandrake vs Lieutenant-General Richards d100=91+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=592
Lieutenant-General Richards vs Mandrakes d100= 80+300(skill)+20(equipment)+55(Martial)+100(bodyguards)+30(Skilled Marksman)=585
Mandrakes damage d6/2=6/2=3 damage
Lieutenant-General Richards damage 6d6=28 kill the Mandrake,


Dark Eldar Mandrakes vs Lieutenant-General Khol 's Guards d100=46+64(skill)+20(Dark Eldar)+100(Mandrakes)+14(Martial)=244
Helguard defence d100=61+82(skill)+20(position)+55(Martial)=218 +12
Imperial kills 7d6/3=21/3=7 Mandrakes killed
5 Mandrakes reach Lieutenant-General Khol

Mandrakes vs Lieutenant-General Khol d100=22+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=523
Lieutenant-General Khol vs Mandrakes d100= 2+350(skill)+20(equipment)+42(Martial)+100(bodyguards)+50(Master of the Blade)=534
Mandrakes damage 3d6/2=14/2=7 damage
Lieutenant-General Khol damage 9d6=29 kill 1 Mandrake

Mandrakes vs Lieutenant-General Khol d100=28+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=529
Lieutenant-General Khol vs Mandrakes d100= 23+350(skill)+20(equipment)+42(Martial)+200(bodyguards)+50(Master of the Blade)=655 +111
Mandrakes damage d6/2=3/2=1.5 damage (8.5 total)
Lieutenant-General Khol damage 10d6*2=47*2=94 kill all three Mandrakes


Dark Eldar Mandrakes vs Lieutenant-General Volkov 's Guards d100=76+64(skill)+20(Dark Eldar)+100(Mandrakes)+14(Martial)=275
Helguard defence d100=39+82(skill)+15(position)+40(Martial)=176
Imperial kills 4d6/3=24/3=8 Mandrakes killed
4 Mandrakes reach Lieutenant-General Volkov

Mandrakes vs Lieutenant-General Volkov d100=79+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=571
Lieutenant-General Volkov vs Mandrakes d100= 17+250(skill)+20(equipment)+27(Martial)+200(bodyguards)=414
Mandrakes damage 3d6=18 damage
Lieutenant-General Volkov damage 5d6=23 kill 1 Mandrake

Mandrakes vs Lieutenant-General Volkov d100=92+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=584
Lieutenant-General Volkov vs Mandrakes d100= 26+250(skill)+20(equipment)+27(Martial)+300(bodyguards)=523
Mandrakes damage d6=4 damage, 22 total
Lieutenant-General Volkov damage 9d6*2=45*2=90 kill all three Mandrakes


Dark Eldar Mandrakes vs Lieutenant-General Agni's Guards d100=24+64(skill)+20(Dark Eldar)+100(Mandrakes)+14(Martial)-50(Phase-Tiger)=133
Phase-Tigers defence d100=66+104(skill)+15(position)+26(Martial)=216
Imperial kills 7d6/2=32/2=16 Mandrakes killed, reduce casualties by 33%
Mandrakes kills (d6*0.67)-3=(5*0.67)-3=0 No Phase-Tigers killed
No Mandrakes reach Lieutenant-General Agni


Dark Eldar Mandrakes vs Lieutenant-General Christianson's Guards d100=63+64(skill)+20(Dark Eldar)+100(Mandrakes)+14(Martial)=259
Helguard defence d100=6+82(skill)+15(position)+40(Martial)=143 -17
Imperial kills 4d6/3=24/3=8 Mandrakes killed
4 Mandrakes reach Lieutenant-General Christianson

Mandrakes vs Lieutenant-General Christianson d100=47+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=539
Lieutenant- General Volkov vs Mandrakes d100= 92+250(skill)+20(equipment)+27(Martial)+200(bodyguards)=489 +
Mandrakes damage 3d6/2=17/2=8.5 damage
Lieutenant-General Christianson damage 11d6=32 kill 1 Mandrake

Mandrakes vs Lieutenant-General Christianson d100=54+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=546
Lieutenant- General Volkov vs Mandrakes d100= 21+250(skill)+20(equipment)+27(Martial)+300(bodyguards)=518 +22
Mandrakes damage d6=3 damage (total 11.5)
Lieutenant-General Christianson damage 6d6*2=36*2=72 kill all three Mandrakes

The assassins targeting your force reaped a bloody toll on the Iron Guard and milita killing the majority of the senior officers and throwing them into confusion. The more alert Avernite regulars suffered far less casualties and lost only a fraction of their senior officers. You estimate that you will have to spend tomorrow reorganising your forces and that the Iron Guard and Militia will not be preforming at full capacity even after that.
T=21:02:00-21:02:30
Dark Eldar Assassins vs Iron Guard d100=87+50(skill)+20(Dark Eldar)+14(Martial)=171
Iron Guard defence d100=33+19(skill)+10(position)+37(Martial)=99
Imperial kills 6d6*32=25*32=800 Dark Eldar Assassins killed
Dark Eldar kills 5d6*102=17*102=1,734 Imperial Officers killed -20 to all Iron Guard rolls due to command issues, can be halved with one days inactivity

Dark Eldar Assassins vs Helguard d100=24+50(skill)+20(Dark Eldar)+14(Martial)=108
Helguard defence d100=67+72(skill)+10(position)+37(Martial)=186
Imperial kills 6d6=24 Dark Eldar Assassins killed
Dark Eldar kills 2d6=6 Imperial Officers killed, no effect

Dark Eldar Assassins vs Helltroopers d100=19+50(skill)+20(Dark Eldar)+14(Martial)=103
Helltrooper defence d100=75+59(skill)+10(position)+37(Martial)=181
Imperial kills 5d6*20=22*20=440 Dark Eldar Assassins killed
Dark Eldar kills 6d6*6=20*6=120 Imperial Officers killed -5 to all Helltroopers rolls due to command issues, can be removed with one days inactivity

Dark Eldar Assassins vs PDF d100=7+50(skill)+20(Dark Eldar)+14(Martial)=91
PDF defence d100=98+51(skill)+10(position)+37(Martial)=196
Imperial kills 11d6*28=30*28=840 Dark Eldar Assassins killed
Dark Eldar kills 7d6*10=39*10=390 Imperial Officers killed -5 to all PDF rolls due to command issues, can be removed with one days inactivity

Dark Eldar Assassins vs Black Irons d100=10+50(skill)+20(Dark Eldar)+14(Martial)=94
Black Irons defence d100=80+62(skill)+10(position)+37(Martial)=189
Imperial kills 8d6*8=40*8=320 Dark Eldar Assassins killed
Dark Eldar kills 8d6*2=22*2=44 Imperial Officers killed, no effect

Dark Eldar Assassins vs Militia d100=73+50(skill)+20(Dark Eldar)+14(Martial)=157
Militia defence d100=45+25(skill)+10(position)+37(Martial)=117
Imperial kills 8d6*5=30*5=150 Dark Eldar Assassins killed
Dark Eldar kills 8d6*10=47*10=470 Imperial Officers killed -30 to all Militia rolls due to command issues, can be halved with one days inactivity

All of your general bar Lieutenant-General Agni were poisoned by the Dark Eldar Mandrakes by a concoction that will almost certainly be lethal in time but seems to be designed more to inflict massive amounts of pain rather then work quickly. This combined with the small amounts that many of your generals received should prove to be enough to allow all of them to receive good medical treatment and many of them to be aided by Primaris Odysseus. Despite several scares only Lieutenant-General Volkov was killed by the poison, though it will take a few days for Lieutenant-General Khol to make a full recovery and a few weeks for Lieutenant-General Christianson. You had to make a rather hard decision in this period when both Lieutenant-General Volkov and Lieutenant-General Khol were likely to die over who to send Primaris Odysseus to help, while your decision most likely saved Lieutenant-General Khol's life it doomed Lieutenant-General Irwin Volkov, Avernus' expert on defensive warfare.
T=21:02:15-21:05:15
General Drago Initial symptoms d100= 53+60(STCs)+20(Medic skill)+100(Primaris Oddysues)-75(Dark Eldar Venom)-6(Damage suffered)=152: Poison removed

Lieutenant-General Richards Initial symptoms d100= 69+60(STCs)+20(Medic skill)-75(Dark Eldar Venom)-12(Damage suffered)=62: Stable

Lieutenant-General Khol Initial symptoms d100=32+15(tough)+60(STCs)+20(Medic skill)-75(Dark Eldar Venom)-34(Damage suffered)=18: Critical Symptoms, -75 to next roll

Lieutenant-General Volkov Initial symptoms d100=87+60(STCs)+20(Medic skill)-75(Dark Eldar Venom)-88(Damage suffered)=14: Near dead, -90 to next roll

Lieutenant-General Christianson Initial symptoms d100=95+15(tough)+60(STCs)+20(Medic skill)-75(Dark Eldar Venom)-46(Damage suffered)=69: Very Stable, +10 o next roll


Lieutenant-General Richards Secondary symptoms d100= 11+60(STCs)+20(Medic skill)-75(Dark Eldar Venom)-8(Damage suffered)=8: Critical Symptoms, -75 to next roll

Lieutenant-General Khol Secondary symptoms d100=39+15(tough)+60(STCs)+20(Medic skill)+100(Primaris Oddysues)-75(Dark Eldar Venom)-25(Damage suffered)-75(Critical Symptoms)=59: Stable

Lieutenant-General Volkov Secondary symptoms d100=96+60(STCs)+20(Medic skill)-75(Dark Eldar Venom)-66(Damage suffered)-90(near dead)=-45: Dead

Lieutenant-General Christianson Secondary symptoms d100=66+15(tough)+60(STCs)+20(Medic skill)-75(Dark Eldar Venom)-34(Damage suffered)+10(Very Stable)=62: Stable


Lieutenant-General Richards Tertiary symptoms d100= 28+60(STCs)+20(Medic skill)+100(Primaris Oddysues)-75(Dark Eldar Venom)-6(Damage suffered)-75(Critical Symptoms)=52: Full recovery

Lieutenant-General Khol Tertiary symptoms d100=37+15(tough)+60(STCs)+20(Medic skill)-75(Dark Eldar Venom)-17(Damage suffered)=40: Moderate damage will take 3 days to recover

Lieutenant-General Christianson Tertiary symptoms d100=32+15(tough)+60(STCs)+20(Medic skill)-75(Dark Eldar Venom)-23(Damage suffered)=29: Severe damage will take two weeks to recover

As you start to reorganise your men you consider how despite this attack you will be able to continue your attack with little issues. Currently you are splitting your artillery evenly between the inner wall and the inner city in an attempt to both breach the outer defences and pave the way for an assault deeper into the inner city.
[] Scattered evenly around the inner all – Allows you to attack from ten directions but prevents your attack forces from supporting each other.
[] Scattered around the wall in pairs- Allows for five directions of attack while allowing for a level of mutual support.
[] Scattered randomly around the inner walls – Allows for several locations of attack and a degree of support, maximises confusion for the Dark Eldar
[] Split between three locations on the outer walls- Allows your attack forces to support each other while limiting the number of directions you can attack from.
[] Split between two locations on the inner walls- Allows your attack forces to support each other very well while greatly limiting the number of directions you can attack from.
[] Focus on one area of the inner walls -Maximises the support that your attack forces can provide while limiting your attack vectors to one region.
[] 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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A +1070 bonus? By the Emperor Rotbart is amazing in combat.

It's a shame so many of our generals and officers died, though.
 
Menestheus and Phorkys, your currant bodyguards
Thats currant, the fruit.
Mandrakes vs Governor Rotbart d100=43+421(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)+45(ambush)=691
Governor Rotbart vs Mandrakes d100= 7+590(skill)+70(equipment)+177(black crystal)++183(Martial)+50(Master of the Blade)=1,077
HAHAHAHHAHAHAH
Mandrakes vs General Dargo d100=94+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=595
General Drago vs Mandrakes d100= 68+375(skill)+20(equipment)+42(Martial)+100(bodyguards)+50(Master Rifleman)=765
AHAHAHAHHAHAHAHAH
Mandrakes vs Lieutenant-General Khol d100=22+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=523
Lieutenant-General Khol vs Mandrakes d100= 2+350(skill)+20(equipment)+42(Martial)+100(bodyguards)+50(Master of the Blade)=534
Mandrakes damage 3d6/2=14/2=7 damage
Lieutenant-General Khol damage 9d6=29 kill 1 Mandrake

Mandrakes vs Lieutenant-General Khol d100=28+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=529
Lieutenant-General Khol vs Mandrakes d100= 23+350(skill)+20(equipment)+42(Martial)+200(bodyguards)+50(Master of the Blade)=655 +111
Mandrakes damage d6/2=3/2=1.5 damage (8.5 total)
Lieutenant-General Khol damage 10d6*2=47*2=94 kill all three Mandrakes
AHAHHAHAHAH
Mandrakes vs Lieutenant-General Christianson d100=47+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=539
Lieutenant- General Volkov vs Mandrakes d100= 92+250(skill)+20(equipment)+27(Martial)+200(bodyguards)=489 +
Mandrakes damage 3d6/2=17/2=8.5 damage
Lieutenant-General Christianson damage 11d6=32 kill 1 Mandrake

Mandrakes vs Lieutenant-General Christianson d100=54+321(skill)+50(Dark Eldar)+100(Mandrakes) +30(Martial)=546
Lieutenant- General Volkov vs Mandrakes d100= 21+250(skill)+20(equipment)+27(Martial)+300(bodyguards)=518 +22
Mandrakes damage d6=3 damage (total 11.5)
AAHAHAHHAHAHA

The DE are going to be really surprised when they hear about this.
Mook: Archon there is news of Rotbart. Apparently he dismissed his bodyguard saying that he felt he could take around 600 assassins if they matched the quality of last night.
 
[X] Scattered randomly around the inner walls – Allows for several locations of attack and a degree of support, maximises confusion for the Dark Eldar

EDIT: Now I want to see what Champion Surt's melee bonuses are like.
Also kudos to @durin for dedicating so much effort into the mechanic and these rolls. This quest is great.
 
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[X] Scattered randomly around the inner walls – Allows for several locations of attack and a degree of support, maximises confusion for the Dark Eldar

EDIT: Now I want to see what Champion Surt's melee bonuses are like.
Also kudos to @durin for dedicating so much effort into the mechanic and these rolls. This quest is great.
from his combat between +1,145 and +1,235
that is only skill
 
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