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
We missed a hell of a show. If only the Angel of Betrayal had come to Avernus instead of Midgard...
Then again Xavier is on Avernus, so maybe the revenge invasion will come for Avernus instead?
The fools will regret embarassing me, the Angel of Betreyal. I will have my revenge.
...
Ahah, clearly they haven't properly explored their planet or they would have noticed the two unsealed warp rifts. We shall lead a horde of deamons through here and destroy their planet.
...
Muahahaha, the plan is perfect nothing can stop us now. . . . Whys that penguin looking at me like that.
 
"Wark Wark Wark Wark Wark Wark Wark Wark Wark Wark Wark" *Why, mister angel of betrayal, would you like some more tea?*
"When I get out of here I'm going to- hrrk"
" Wark Wark Wark Wark Wark Wark Wark Wark Wark Wark" *Now, that wasn't very polite. Care to try again?*
*Sigh* "Yes, I would love more tea, mister Sealslayer."
" Wark Wark Wark Wark Wark Wark" *Here you go! Made with fresh seal blubber.*
 
Most of the time, our PDF's minimum is greater than our enemies maximum rolls. I find it actually kinda refreshing that we have a fair fight now.
 
That is the curest emote ever Andres. *Hugs Emote*

I'm with Ramble our PDF is pretty hardcore and with the equipment that's being produced then all the better. Also I think our Army officers are actually nurtured in universities which is also nice.
 

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1095 | Sufficient Velocity
##### NetTally 1.1.26

[X] Scattered randomly around the inner walls – Allows for several locations of attack and a degree of support, maximises confusion for the Dark Eldar
No. of Votes: 12

[X] Dispatch 50 Governor's Own to guard each of our surviving Lieutenant-Generals.
No. of Votes: 1

[X] Have the Phase-Tigers infiltrate our camps from the outside so we can learn what holes are in our defences. Tell the troops what we're doing so they don't accidentally shoot them.
No. of Votes: 1


Total No. of Voters: 13
 
I'm not saying we should seek them out, it's just that a fair fight, though stupid, is somewhat more interesting than the one sided massacres that our troops tend to be involved in.
Relax, I was joking. :p But to be honest, I actually like the tendency of our troops to roflstomp our enemies. We fought a lot of enemies, survived Avernus for multiple decades, and spent Emperor knows how many turns on research, diplomacy, and production to get where we are. Seeing the fruits of our labour in the exclusive blood of our enemies is quite gratifying. Going completely without challenge is boring, but it's enjoyable to see that some of our enemies can be easily beaten as a direct result of our efforts and decisions.

Of course, this'll only remain until the warp storms go down. We're like the Tau were in that we're only powerful relative to our size. Compared to the great powers of the galaxy, we're a just piece of gum on the sidewalk. Also like the Tau, we're going to have lots of problems when the warp storms isolating us from the galaxy's nastiest go down.
 
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It is. It is also somewhat routine.

If we keep it up, it'll get to the point where a hundred regiments of Avernus PDF would make the planet eligible for the status: "heavily fortified"
Well our planet is considered "very heavily fortified" despite not even covering 1% of the planet's surface. It's all relative, y'see.
 
Well our planet is considered "very heavily fortified" despite not even covering 1% of the planet's surface. It's all relative, y'see.
that is partly due to the fact that the areas where you are not are filled with ludicrously dangerous flora and fauna, they are not areas that an invading army can easily stage in and prepare to attack you
 
I wonder what would have happened if they landed at the poles.
The invasion would have been very short. The reason we live where we are is that it's the safest part of the planet and our neighbors still kicked Necron ass. The poles on the other hand are by far the most dangerous parts of the planet we've been able to identify.

Remember: on most planets the presence of large numbers of Enslavers is an exterminatus level threat. On Avernus' poles they're the bottom of the godamn food chain.
 
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The invasion would have been very short. The reason we live where we are is that it's the safest part of the planet and our neighbors still kicked Necron ass. The poles on the other hand are by far the most dangerous parts of the planet we've been able to identify.

Remember: on most planets the presence of large numbers of Enslavers is an exterminatus level threat. On Avernus' poles they're the bottom of the godamn food chain.
not quite the bottom, there are several types of fish and more ordinary seals that are below them
 
Assault on Fjol IV Part Nineteen: Sustained Bombardment
Assault on Fjol IV Part Nineteen: Sustained Bombardment
T=21:05:15-28:24:00


After the night of assassins you spend a day reorganising your forces and continuing the artillery barrage at ten randomly selected locations on the inner wall. The randomly selected locations include one cluster of three in a five kilometre stretch but are otherwise distrusted evenly. Due in part to the disorder your Midgardian artillery was in and in part to the reorganisation process not much damage was inflicted over the first day of firing.
T=21:05:15-22:24:00
Random locations
10, 18, 33, 40, 41, 45, 58, 64, 84, 95

180 Artillery Regiments vs Inner Walls d100=7+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)-20(disorder)-10(reorganising)=161
Elite Slave Soldier Defence d100=79 +50(skill)+168(Defences)+43(Martial)=340
Kills 4d6=9 Regiments of Elite Slave-Soldiers killed, -5 to Inner Walls defensive quality

41 Elite Slave-Soldiers Regiments left in target area

179 Artillery Regiments vs Dark Eldar City d100=79+56(skill)+35(Theatre Commander)+83(Local Commander)-20(disorder)-10(reorganising)=223
Dark Eldar Defence d100=81+50(skill)+150(Defences)+43(Martial)=324
kills 3d6=12 Regiments of Elite Slave-Soldiers killed
d6/2=6/2=3 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d4=1 (now 39)

The next days bombardment caused significantly more damage, killing most of the Slave-Soldiers left on the target sections of the walls and causing noticeable structural damage. The artillery firing into the inner city continues to have a moderate at best impact but damage is stating to add up.
T=22:24:00-23:24:00
180 Artillery Regiments vs Inner Walls d100=97+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)-10(disorder)=271
Elite Slave Soldier Defence d100=23 +50(skill)+163(Defences)+43(Martial)=279
Kills 5d6=22 Regiments of Elite Slave-Soldiers killed, -11 to Inner Walls defensive quality

19 Elite Slave-Soldiers Regiments left in target area

179 Artillery Regiments vs Dark Eldar City d100=60+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=242
Dark Eldar Defence d100=52+50(skill)+150(Defences)+43(Martial)=295
kills 5d6=29 Regiments of Elite Slave-Soldiers killed
d6=1 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d6=4 (now 35)

It took another two days for your artillery to totally wipe out the Slave-Soldiers in the target area of the walls. In this time significant damage had been done to the target sections of the walls which while still strong are starting to show major damage and are becoming easier to damage as void shield generators start being destroyed. The inner city is now starting to become ruined over large areas and you are sure that many of the Dark Eldar's secret tunnels and traps have been destroyed.
T=22:24:00-24:24:00
180 Artillery Regiments vs Inner Walls d100=21+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)-10(disorder)=195
Elite Slave Soldier Defence d100=57 +50(skill)+152(Defences)+43(Martial)=302
Kills 3d6=11 Regiments of Elite Slave-Soldiers killed, -7 to Inner Walls defensive quality

8 Elite Slave-Soldiers Regiments left in target area

179 Artillery Regiments vs Dark Eldar City d100=55+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=237
Dark Eldar Defence d100=11+50(skill)+150(Defences)+43(Martial)=254
kills 7d6=21 Regiments of Elite Slave-Soldiers killed
3d6/2=8/2=4 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d8=2 (now 33)


180 Artillery Regiments vs Inner Walls d100=59+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)-10(disorder)=233
Elite Slave Soldier Defence d100=61 +50(skill)+145(Defences)+43(Martial)=299
Kills 3d6=8 Regiments of Elite Slave-Soldiers killed, -9 to Inner Walls defensive quality

Elite Slave-Soldiers wiped out in target area

179 Artillery Regiments vs Dark Eldar City d100=8+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=190
Dark Eldar Defence d100=26+50(skill)+150(Defences)+43(Martial)=269
kills 5d6=13 Regiments of Elite Slave-Soldiers killed
d6=6 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d6=6 (now 27)

The fifth and sixth days of bombardment see major damage being done to the target sections of the outer walls and several small breaches forming in them. These breaches while currently too small to attack though are signs that the walls are on the verge of collapsing under the weight of your firepower. The inner city has also suffered significant damage with most of the building at least partially demolished and over a million Slave-Soldiers having been killed.
T=24:24:00-26:24:00
180 Artillery Regiments vs Inner Walls d100=77+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)-10(disorder)=249
Elite Slave Soldier Defence d100=39 +50(skill)+136(Defences)+43(Martial)=248
-15 to Inner Walls defensive quality

179 Artillery Regiments vs Dark Eldar City d100=5+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=187
Dark Eldar Defence d100=1+50(skill)+150(Defences)+43(Martial)=244 Critical fail, suffer double damage
kills 6d6*2=15*2=30 Regiments of Elite Slave-Soldiers killed
d6*2=3*2=6 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d6*2=2*2=4 (now 23)


180 Artillery Regiments vs Inner Walls d100=96+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)-10(disorder)=270
Elite Slave Soldier Defence d100=30 +50(skill)+121(Defences)+43(Martial)=244
-20 to Inner Walls defensive quality

179 Artillery Regiments vs Dark Eldar City d100=23+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=205
Dark Eldar Defence d100=21+50(skill)+150(Defences)+43(Martial)=264
kills 6d6=21 Regiments of Elite Slave-Soldiers killed
d6=2 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d8=4 (now 19)

As expected the next two days see the creation of several large breaches in the target sections of the walls. These breaches range from three hundred meters to five hundred meters and are large enough to send a decent sized attack force though, though as things stand you will have issues sending large groups though the breaches and will be outnumbered for a while. The inner city have being ruined by your sustained artillery bombardment and you are confident that the Dark Eldar will gain far less benefit from their local knowledge then they would have before your bombardment.
T=26:24:00-28:24:00
180 Artillery Regiments vs Inner Walls d100=62+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)-10(disorder)=234
Elite Slave Soldier Defence d100=62 +50(skill)+101(Defences)+43(Martial)=234
-20 to Inner Walls defensive quality

179 Artillery Regiments vs Dark Eldar City d100=82+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=264
Dark Eldar Defence d100=84+50(skill)+150(Defences)+43(Martial)=327
kills 6d6=14 Regiments of Elite Slave-Soldiers killed
d6=2 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d6=3 (now 16)


180 Artillery Regiments vs Inner Walls d100=59+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)-10(disorder)=233
Elite Slave Soldier Defence d100=56 +50(skill)+81(Defences)+43(Martial)=230
-25 to Inner Walls defensive quality

179 Artillery Regiments vs Dark Eldar City d100=57+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=239
Dark Eldar Defence d100=95+50(skill)+150(Defences)+43(Martial)=338
kills 4d6=24 Regiments of Elite Slave-Soldiers killed
d6=3 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d4=2 (now 14)

As the eighth day of bombardment finishes you pause to decide whether to continue the bombardment for another day, which will use up half of your remaining Basilisk shells and should greatly expand the size of the breaches in the inner wall and will allow you to create a cleared area on the other side or whether you should begin the assault immediately, possibly by deploying some of your remaining Deathstrikes. You should also decide whether you want to request a resupply immediately and either have to escort it a reasonable distance to the city or lose a good portion of it to AA. You could easily wait until you have seized a large portion of the inner city before requesting a resupply which would greatly reduce the amount of AA you would have to deal with but would leave your artillery running dry.
Note my next update will be covering the rest of the campaign and will go into more detail on the options selected

[] Begin an assault immediately. - Allows you to quickly take a section of the inner city while you still have artillery shells to provide fire support. - Best taken with do not request resupply
[] Spend more time bombarding inner city and walls. - Further weaken the inner walls at the expense of at least half of your remaining artillery shells. - Best taken with request resupply

[] Request Resupply – Get access to more artillery shells but will have to either dispatch a powerful force to escort it though the badlands or lose a portion of your resupply, and cargo shuttles to AA fire.
[] Do not request re-supply – Wait until you have cleared a larger portion of the AA before requesting a resupply to the city. You will likely run out of artillery shells before having a good opportunity to resupply.

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

1,541 Fighter Wings
338 Elite Fighter Wings
2,000 Bomber Wings
200 Scout Wings
1,517 Armed Cargo Wings
235 Razorwing Fighter Wings
252 Voidraven Bomber Wings

Total: 5,100 Midgardian Regiments
1,700 Iron Guard Regiments

3,400 PDF Regiments

Total: 1,870 Vanaheim Drop Trooper Regiments
170 Grenadier Drop Trooper Regiments
1,700 Drop Trooper Regiments

Total: 1,800 Avernite PDF Regiments
300 PDF Infantry Regiments
200 PDF Light Infantry Regiments
350 PDF Heavy Infantry Regiments
250 PDF Armour Regiments
100 PDF Rough Rider Regiments
60 PDF Siege Infantry Brigades
 
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[X] Spend more time bombarding inner city and walls. - Further weaken the inner walls at the expense of at least half of your remaining artillery shells. - Best taken with request resupply

[X] Request Resupply – Get access to more artillery shells but will have to either dispatch a powerful force to escort it though the badlands or lose a portion of your resupply, and cargo shuttles to AA fire.

our decisive advantage has been that we can shell the hell out of them, we should maximize that. as for having supplies brought in through the badlands, well every dark eldar warband we kill out in the badlands is one less we have to root out from there own city.
 
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