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
[X] 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
-[X] Use one battery of Deathstrikes to support the attack.
-[X] Black Irons will lead the attack in the three breaches close to each other

[X] 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.

We have Deathstrikes, time to use them.

We can call in resupply after we've taken out some of the enemy anti-aircraft forces.
 
I want to see more wilderness survival types and rural settlements. I doubt those living in the climate controlled Hive Cities get the full Avernus experience.

The biggest problem they have to deal with on a regular basis are Blink Spiders.

Actually, I think the only place that is possible is maybe the forests of Lorien. Not as many Blink Spiders. Main threats are Carniflowers and Phase Tigers.

We don't actually have any rural settlements. And while we do have people who deliberately go out to harvest the few useful things found in the wilderness, and capture live specimens for whatever reason*, they either die young or retire early.

* Why do we have zoos? Who thought this was a good idea?

I don't think there is anyone who lives like that on Avernus, the wildlife is simply too deadly, and too good at demolition work for anything short of a full on military compound to survive. Honestly living on Avernus is probably closer to a constant war or fluctuating intensity than a typical deathworld.
 
Assault on Fjol IV Part Twenty: Elsewhere …
Assault on Fjol IV Part Twenty: Elsewhere …
T=14:24:00-26:24:00


It took a mere two days for the Imperial Trust Guard to cover the final hundred kilometres to the central fortress, Objective Beta-Two, during which they suffered many losses to the Dark Eldar harassment forces and artillery. Once they reached the fortress Marshal Stefansson had his forces concentrate on digging in and preparing for an extended siege. Over the following five days his men threw back several major raids until the local general decided that they were no longer worthwhile.
T=14:24:00- 21:02:00

The Imperial Trust Guard was the army least prepared for the night of knives and lost over half of their senior officers to the Dark Eldar assassins, a loss that threw the army into confusion for several days. The Dark Eldar took full advantage over this disorganisation to launch a series of well planned raids which killed severe million men for little loss. However once the Imperial Trust Army finished reorganising Marshal Stefansson further fortified the front lines and begun to carefully probe the ever weakened defences of the fortress, managing to take the outer defences within a another few days and making continues progress against the ever smaller numbers of defenders. He estimates that it will take another one or two weeks to finish taking Objective Beta-Two but is confident that he will succeed.
T=21:02:00-26:24:00

Sixteen days after arriving in the system the Timeless army begun its advance on Objective Alpha-One. There were several attempts at night attacks and raids which were utterly annihilated by either Task Force Hammer or Primaris Xavier who had been leading his Choir to hunt down all Dark Eldar scouts and infiltrators to major effect. It took four days for the Timeless Army to reach the walls of Objective Alpha-One during which the Dark Eldar Macrocannons and artillery focused its fire on Task Force Anvil. This fire inflicted major damage to the Task Force Anvil including destroying an irreplaceable Leviathan and all of the Macharius Vanquishers. They had only just completed their siege lines around Objective Alpha-One and begun a sustained bombardment when the Dark Eldar Assassins attacked en mass.
T=16:12:00- 20:24:00

The Dark Eldar assassins attacked the Timeless Army in larger numbers then either of the other armies but despite this had the least effect due to a combination of circumstances. The largest of them was the presence of both Task Force Hammer, who provided power armoured guard to the senior officers and Primaris Xavier and his Choir whose abilities have proved to be very useful against infiltrators. The sheer experience and skill that the veterans of the Timeless Army posses, including experience dealing with Dark Eldar assassins in the past was the final nail on the coffins of the Dark Eldar assassins who killed under five percent of the senior officers, a number kept low by the efforts of the Biomancers to heal those poisoned.
T=21:02:00-21:05:00

For several days after the night of knives the Timeless Army continued to lay siege to Objective-Alpha-One, slowly battering both the outer walls and the artillery into rubble with a combination of accurate artillery fire and the massive weaponry that the superheavies of Task Force Anvil are equipped with. After two days of this Governor-General Aelfric launched his attack, with veteran troops attacking the outer city from over a dozen different directions and quickly seizing control of a large portion of the outer city. Within two days of launching his attack the outer city was under imperial control and he was setting up siege lines around the inner city. During this time he had Primaris Xavier and his choir stealthily explore and map the underground passages under the inner city and keep. It will take at least another week for the underground passages to be sufficiently mapped for the next stage of the plan to be put in action.
T=21:05:00-26:24:00

Admiral Freyr has continued to slowly take out the Orbital Weapons Platforms and has destroyed all them at the cost of a cruiser and two escorts. Now that the he has gained orbital superiority you will be able to request orbital fire support, though he would prefer to keep what is left of his fleet outside the fire arcs of the remaining Dark Eldar anti-orbital weaponry.

Anyway now that you have decided to continue bombarding the inner city for a bit longer and requesting a re-supply there are several more decisions you have to make. First you will have to decide where to request the resupply, the further away from the city the landing zone is the more time it will take for you to get the new supplies and the more time the Dark Eldar harassment force will have to attack your convoy. On the other hand the closer the landing zone is to the city the likelier that the Dark Eldar AA in the inner city will be able to inflict damage on your air-force and landers.
[] Have the landing zone be just outside the outer walls, 15-30 km from the AA. - This will allow your forces to receive the resupply almost immediately and make it trivial to prevent harassment but the lander will suffer heavy losses from Dark Eldar AA. Another advantage is that your AA will be able to provide covering fire reducing the impact that Dark Eldar fighters can have. - Will suffer heavy losses from AA and reduced losses from fighters, best taken with suppressive fire artillery choice.
[] Have the landing zone be 35 km from the outer walls, 50-65 km from the AA. - This will be close enough that your forces will be able to reach the city before dark greatly reducing the amount of harassment that the Dark Eldar can undertake but is still within the expected coverage of the Dark Eldar AA so your forces will suffer heavy losses to the combination of Dark Eldar AA and fighters. - Will suffer moderate losses form AA, full losses from fighters, and light damage from harassment
[] Have the landing zone be 85 km from the outer walls, 100-115 km from the AA. - This will be far enough that your forces would have to push to reach the safety of the city and would be vulnerable to ambushes and harassment. However this is far enough from the city that most of the Dark Eldar AA will be out of range greatly reducing the damage that your airforce will take landing the supplies. - Will suffer light losses form AA, full losses from fighters, and moderate damage from harassment
[] Have the landing zone be 135 km from the outer walls, 150-165 km from the AA. - This will be far enough that your forces will take two days to reach the safety of the city and therefore suffer more damage from ambushes and other harassment. However this is far enough from the city that almost all of the Dark Eldar AA will be out of range greatly reducing the damage that your airforce will take landing the supplies. - Will suffer very light losses form AA, full losses from fighters, and heavy damage from harassment, will take two days
[] Have the landing zone be 185 km from the outer walls, 200-215 km from the AA. - This will be far enough that your forces will take two days hard travel to reach the safety of the city and therefore suffer more damage from ambushes and other harassment. However this is far enough from the city that all of the Dark Eldar AA will be out of range greatly reducing the damage that your airforce will take landing the supplies. - Will suffer no losses form AA, full losses from fighters, and heavy damage from harassment, will take two days
[] Write in

You will also have to decide on who to use to escort the supplies from among your surviving armour and Mechanised Infantry. The simple option would be to send all of your PDF mechanised infantry and armour which is a large force that should be more then enough to protect the convoy from most attacks but would prevent you from launching a major attack on the walls until it is back. You could also replace some of your Avernite units with Midgardians in enough numbers to do the job, though on second thoughts the Midgardian portion of your forces has suffered disproportionate casualties already and you should try to avoid losing too many more.
Does not apply if landing zone just outside the walls is chosen

[] All PDF Mechanised Infantry and Armour- This force of almost a million men and twenty thousand tanks should be large enough to protect the convoy. - Will suffer less casualties but will take away a large enough force that you can't launch a major attack until the convoy is back
[] Half PDF and Iron Guard Mechanised Infantry and Armour – Replace half of the Avernite Armour with double its number of Midgardian Armour. - Will suffer more casualties but will lose less Avernites, will still have enough forces to launch an attack before it returns
[] Write in
As usual you will need to decide how to target your artillery for the next few days, with the main targets being the inner walls and the area of city just on the other side of the breaches that you are forming. Another option would be to use your artillery to provide fire support to the supply convoy as long as it is within range of the city, which is around thirty kilometers thanks to Archmagos Tranth's finds.
First vote for how many targets you want and then vote for targets.

[] Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
[] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[] Split fire between three targets.- This will inflict a moderate at best amount of damage to most the the targets.
[] Split fire between four targets- This will cause even less damage to four targets.
[] Split fire between all five targets- This will cause the least damage to all possible targets.
[] Write In

[] Target the inner walls.- This will enlarge the breaches in the inner walls allowing more men to attack them when the time comes.
[] Target the inner city.- Firing into the inner 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 taking and holding the inner city easier when the time comes for it.
[] Target far side of the breaches.- Firing into the far side of the breaches in the inner walls will make it far easier to take a small section of the inner city and make it harder for the Dark Eldar to build additional layers of fortification on the other side of the breaches.
[] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to the convoy when it is close enough to the city. This option will aid the defence of your supply convoy and when there are no attacks it will be split between the other options chosen.
[] Suppressive fire- When the Dark Eldar AA opens fire have all artillery target their locations, or your best estimate of their locations in a bid to reduce the volume and accuracy of the Dark Eldar AA and reduce the amount of losses that your air force will suffer.
[] Write in target
As always you could use some of your elites or your Deathstrikes in an plan though you will have to consider their use carefully
[] Write In


command crippled, -15 to all rolls
500 Grenadier Regiments
1,700 Elite Guard Regiments
2,500 Guard Regiments
7,900 Elite Grenadier Regiments

3 Fire Giant Regiments
82 Svartalfar Guard regiments
21 Avernite Helguard Regiments

3 Warlord Titans
7 Reaver Titans (1 destroyed, 2 repairable)
12 Warhound Titans (2 destroyed, 1 repairable)
10 Knight Titan Maniples
4 Leviathans (1 destroyed, 1 repairable)
37 Baneblade Squadrons
7 Macharius Regiments
15 Skitrii Regiments
64 Tech-Guard Regiments
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

2 Battleships
2 Grand Cruisers
1 Heavy Cruiser
3 Battlecruisers
16 Cruisers
81 Escorts

3 Mass Convoyers
41 Troop Transports
183 Merchantmen
3 Cruisers
20 Escorts
 
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Assault on Fjol IV Part Twenty: Elsewhere …
T=14:24:00-26:24:00


It took a mere two days for the Imperial Trust Guard to cover the final hundred kilometres to the central fortress, Objective Beta-Two, during which they suffered many losses to the Dark Eldar harassment forces and artillery. Once they reached the fortress Marshal Stefansson had his forces concentrate on digging in and preparing for an extended siege. Over the following five days his men threw back several major raids until the local general decided that they were no longer worthwhile.
T=14:24:00- 21:02:00

The Imperial Trust Guard was the army least prepared for the night of knives and lost over half of their senior officers to the Dark Eldar assassins, a loss that threw the army into confusion for several days. The Dark Eldar took full advantage over this disorganisation to launch a series of well planned raids which killed severe million men for little loss. However once the Imperial Trust Army finished reorganising Marshal Stefansson further fortified the front lines and begun to carefully probe the ever weakened defences of the fortress, managing to take the outer defences within a another few days and making continues progress against the ever smaller numbers of defenders. He estimates that it will take another one or two weeks to finish taking Objective Beta-Two but is confident that he will succeed.
T=21:02:00-26:24:00

Sixteen days after arriving in the system the Timeless army begun its advance on Objective Alpha-One. There were several attempts at night attacks and raids which were utterly annihilated by either Task Force Hammer or Primaris Xavier who had been leading his Choir to hunt down all Dark Eldar scouts and infiltrators to major effect. It took four days for the Timeless Army to reach the walls of Objective Alpha-One during which the Dark Eldar Macrocannons and artillery focused its fire on Task Force Anvil. This fire inflicted major damage to the Task Force Anvil including destroying an irreplaceable Leviathan and all of the Macharius Vanquishers. They had only just completed their siege lines around Objective Alpha-One and begun a sustained bombardment when the Dark Eldar Assassins attacked en mass.
T=16:12:00- 20:24:00

The Dark Eldar assassins attacked the Timeless Army in larger numbers then either of the other armies but despite this had the least effect due to a combination of circumstances. The largest of them was the presence of both Task Force Hammer, who provided power armoured guard to the senior officers and Primaris Xavier and his Choir whose abilities have proved to be very useful against infiltrators. The sheer experience and skill that the veterans of the Timeless Army posses, including experience dealing with Dark Eldar assassins in the past was the final nail on the coffins of the Dark Eldar assassins who killed under five percent of the senior officers, a number kept low by the efforts of the Biomancers to heal those poisoned.
T=21:02:00-21:05:00

For several days after the night of knives the Timeless Army continued to lay siege to Objective-Alpha-One, slowly battering both the outer walls and the artillery into rubble with a combination of accurate artillery fire and the massive weaponry that the superheavies of Task Force Anvil are equipped with. After two days of this Governor-General Aelfric launched his attack, with veteran troops attacking the outer city from over a dozen different directions and quickly seizing control of a large portion of the outer city. Within two days of launching his attack the outer city was under imperial control and he was setting up siege lines around the inner city. During this time he had Primaris Xavier and his choir stealthily explore and map the underground passages under the inner city and keep. It will take at least another week for the underground passages to be sufficiently mapped for th net stage of the plan to be put in action.
T=21:05:00-26:24:00

Admiral Freyr has continued to slowly take out the Orbital Weapons Platforms and has destroyed all them at the cost of a cruiser and two escorts. Now that the he has gained orbital superiority you will be able to request orbital fire support, though he would prefer to keep what is left of his fleet outside the fire arcs of the remaining Dark Eldar anti-orbital weaponry.

Anyway now that you have decided to continue bombarding the inner city for a bit longer and requesting a re-supply there are several more decisions you have to make. First you will have to decide where to request the resupply, the closer to the city the landing zone is the less time it will take for you to get the new supplies and the more time the Dark Eldar harassment force will have to attack your convoy. On the other hand the closer the landing zone is to the city the likelier that the Dark Eldar AA in the inner city will be able to inflict damage on your air-force and landers.
[] Have the landing zone be just outside the outer walls, 15-30 km from the AA. - This will allow your forces to receive the resupply almost immediately and make it trivial to prevent harassment but the lander will suffer heavy losses from Dark Eldar AA. Another advantage is that your AA will be able to provide covering fire reducing the impact that Dark Eldar fighters can have. - Will suffer heavy losses from AA and reduced losses from fighters, best taken with suppressive fire artillery choice.
[] Have the landing zone be 35 km from the outer walls, 50-65 km from the AA. - This will be close enough that your forces will be able to reach the city before dark greatly reducing the amount of harassment that the Dark Eldar can undertake but is still within the expected coverage of the Dark Eldar AA so your forces will suffer heavy losses to the combination of Dark Eldar AA and fighters. - Will suffer moderate losses form AA, full losses from fighters, and light damage from harassment
[] Have the landing zone be 85 km from the outer walls, 100-115 km from the AA. - This will be far enough that your forces would have to push to reach the safety of the city and would be vulnerable to ambushes and harassment. However this is far enough from the city that most of the Dark Eldar AA will be out of range greatly reducing the damage that your airforce will take landing the supplies. - Will suffer light losses form AA, full losses from fighters, and moderate damage from harassment
[] Have the landing zone be 135 km from the outer walls, 150-165 km from the AA. - This will be far enough that your forces will take two days to reach the safety of the city and therefore suffer more damage from ambushes and other harassment. However this is far enough from the city that almost all of the Dark Eldar AA will be out of range greatly reducing the damage that your airforce will take landing the supplies. - Will suffer very light losses form AA, full losses from fighters, and heavy damage from harassment, will take two days
[] Have the landing zone be 185 km from the outer walls, 200-215 km from the AA. - This will be far enough that your forces will take two days hard travel to reach the safety of the city and therefore suffer more damage from ambushes and other harassment. However this is far enough from the city that all of the Dark Eldar AA will be out of range greatly reducing the damage that your airforce will take landing the supplies. - Will suffer no losses form AA, full losses from fighters, and heavy damage from harassment, will take two days
[] Write in

You will also have to decide on who to use to escort the supplies from among your surviving armour and Mechanised Infantry. The simple option would be to send all of your PDF mechanised infantry and armour which is a large force that should be more then enough to protect the convoy from most attacks but would prevent you from launching a major attack on the walls until it is back. You could
Does not apply if landing zone just outside the walls is chosen

[] All PDF Mechanised Infantry and Armour- This force of almost a million men and twenty thousand tanks should be large enough to protect the convoy. - Will suffer less casualties but will take away a large enough force that you can't launch a major attack until the convoy is back
[] Half PDF and Iron Guard Mechanised Infantry and Armour – Replace half of the Avernite Armour with double its number of Midgardian Armour. - Will suffer more casualties but will lose less Avernites, will still have enough forces to launch an attack before it returns
[] Write in
As usual you will need to decide how to target your artillery for the next few days, with the main targets being the inner walls and the area of city just on the other side of the breaches that you are forming. Another option would be to use your artillery to provide fire support to the supply convoy as long as it is within range of the city, which is around thirty kilometers thanks to Archmagos Tranth's finds.
First vote for how many targets you want and then vote for targets.

[] Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
[] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[] Split fire between all three targets.- This will inflict a moderate at best amount of damage to most the the targets.
[] Split fire between all four targets- This will cause even less damage to all four possible targets.
[] Write In

[] Target the inner walls.- This will enlarge the breaches in the inner walls allowing more men to attack them when the time comes.
[] Target the inner city.- Firing into the inner 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 taking and holding the inner city easier when the time comes for it.
[] Target far side of the breaches.- Firing into the far side of the breaches in the inner walls will make it far easier to take a small section of the inner city and make it harder for the Dark Eldar to build additional layers of fortification on the other side of the breaches.
[] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to the convoy when it is close enough to the city. This option will aid the defence of your supply convoy and when there are no attacks it will be split between the other options chosen.
[] Write in target
As always you could use some of your elites or your Deathstrikes in an plan though you will have to consider their use carefully
[] Write In


command crippled, -15 to all rolls
500 Grenadier Regiments
1,700 Elite Guard Regiments
2,500 Guard Regiments
7,900 Elite Grenadier Regiments

3 Fire Giant Regiments
82 Svartalfar Guard regiments
21 Avernite Helguard Regiments

3 Warlord Titans
7 Reaver Titans (1 destroyed, 2 repairable)
12 Warhound Titans (2 destroyed, 1 repairable)
10 Knight Titan Maniples
4 Leviathans (1 destroyed, 1 repairable)
37 Baneblade Squadrons
7 Macharius Regiments
15 Skitrii Regiments
64 Tech-Guard Regiments
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

2 Battleships
2 Grand Cruisers
1 Heavy Cruiser
3 Battlecruisers
16 Cruisers
81 Escorts

3 Mass Convoyers
41 Troop Transports
183 Merchantmen
3 Cruisers
20 Escorts
Is the 'Targets designated by ground forces' option the same as the Suppressive Fire option that the closest landing option suggests? Because I didn't see a choice explicitly for Suppressive Fire.
 
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@durin: This part seems cut off:
You will also have to decide on who to use to escort the supplies from among your surviving armour and Mechanised Infantry. The simple option would be to send all of your PDF mechanised infantry and armour which is a large force that should be more then enough to protect the convoy from most attacks but would prevent you from launching a major attack on the walls until it is back. You could
 
We should concentrate fire on Eldar AA while the resupply comes in.
 
I'm getting the feeling that we gave the Imperial Trust Army the shaft by putting all the bonuses on the Timeless Army. Marshal Stefansson is going to be a bitter man by the end of all this...

[X] Have the landing zone be just outside the outer walls, 15-30 km from the AA. - This will allow your forces to receive the resupply almost immediately and make it trivial to prevent harassment but the lander will suffer heavy losses from Dark Eldar AA. Another advantage is that your AA will be able to provide covering fire reducing the impact that Dark Eldar fighters can have. - Will suffer heavy losses from AA and reduced losses from fighters, best taken with suppressive fire artillery choice.
[X] Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
[X] Suppressive fire- When the Dark Eldar AA opens fire have all artillery target their locations, or your best estimate of their locations in a bid to reduce the volume and accuracy of the Dark Eldar AA and reduce the amount of losses that your air force will suffer.
 
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It will take at least another week for the underground passages to be sufficiently mapped for th net stage of the plan to be put in action.
'the next'

First you will have to decide where to request the resupply, the closer to the city the landing zone is the less time it will take for you to get the new supplies and the more time the Dark Eldar harassment force will have to attack your convoy. On the other hand the closer the landing zone is to the city the likelier that the Dark Eldar AA in the inner city will be able to inflict damage on your air-force and landers.
The first one should be 'further away from'.

The simple option would be to send all of your PDF mechanised infantry and armour which is a large force that should be more then enough to protect the convoy from most attacks but would prevent you from launching a major attack on the walls until it is back. You could
Sentence incomplete/should be removed.

[] Split fire between all three targets.- This will inflict a moderate at best amount of damage to most the the targets.
[] Split fire between all four targets- This will cause even less damage to all four possible targets.
If there are three targets, the latter option is redundant. If there are four targets, 'all' should not be used in "all three".
 
@HanEmpire, the escort options do not apply if the supplies are being landed just outside the walls.

[X] Have the landing zone be just outside the outer walls, 15-30 km from the AA. - This will allow your forces to receive the resupply almost immediately and make it trivial to prevent harassment but the lander will suffer heavy losses from Dark Eldar AA. Another advantage is that your AA will be able to provide covering fire reducing the impact that Dark Eldar fighters can have. - Will suffer heavy losses from AA and reduced losses from fighters, best taken with suppressive fire artillery choice.
[X] Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.
[X] Suppressive fire- When the Dark Eldar AA opens fire have all artillery target their locations, or your best estimate of their locations in a bid to reduce the volume and accuracy of the Dark Eldar AA and reduce the amount of losses that your air force will suffer.

[X] Have the Phase-Tigers look around for Dark Eldar scouts. Send in the Governor's Own if any are found that can't be easily dispatched.
 
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