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
Or they have been trying, but ran into the fact that Dark Eldar traps don't compare to teleporting instadeath spiders. Fucking Avernus, man.
The Midgardians have been the ones fighting the Dark Eldar pretty much the entire time since we entered the city. The Avernites only showed up at the very end. War never changes, it seems.
 
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Just realized something - Vlad the Explorer, the ancient who discovered the Black Crystal items, nature-explored Avernus and fought the suped up natives to get the items.

Was he a Kryptonian?
 
Heh. The imperial guard trust should have the ground forces separated into two groups. The Army consisting of everyone else, and the Avernites who become Marines.
 
I think I may have found a small loop hole in the Imperial Trust Constitution.
A Planetary Government is required to give half of any warp-capable ship acquisition, rounded down, to the Imperial Trust Navy, correct?
So then could a world feasibly skip this specific tithe by building/buying one warp-capable ship at a time, until it can rival the Trust Navy and thus become a threat? Should we place some sort of limited timespan on warp-capable ship tithes, so as to force worlds to pay up?

For instance, every couple decades the Imperial Navy takes note of new ships and take half, rounded down.
 
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I think I may have found a small loop hole in the Imperial Trust Constitution.
A Planetary Government is required to give half of any warp-capable ship acquisition, rounded down, to the Imperial Trust Navy, correct?
So then could a world feasibly skip this specific tithe by building/buying one warp-capable ship at a time, until it can rival the Trust Navy and thus become a threat? Should we place some sort of limited timespan on warp-capable ship tithes, so as to force worlds to pay up?

For instance, every couple decades the Imperial Navy takes note of new ships and take half, rounded down.
I read that to mean that the planet must tithe one ship to the Imperial Trust for every two ships of that class it buys or builds whether they are built at the same time or with a decades gap
 
I read that to mean that the planet must tithe one ship to the Imperial Trust for every two ships of that class it buys or builds whether they are built at the same time or with a decades gap

That's correct based on what I intended. If you build one new ship, you tithe nothing. If you build a second ship later on, that goes to the tithe. Though IIRC there's a clause that exempts replacements for combat losses.
 
Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1109 | Sufficient Velocity
##### NetTally 1.1.26

[X] Maintain the bombardment for a week before attacking- This will allow you to inflict a large amount of damage to any target but the inner wall and to create some small breaches in the inner walls.
[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] 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.
[X] 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.
No. of Votes: 5

[X] Maintain the bombardment for a week before attacking- This will allow you to inflict a large amount of damage to any target but the inner wall and to create some small breaches in the inner walls.
[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
-[X]First Two Days
--[X] Target the current breaches.- This will enlarge the breaches in the inner walls allowing more men to attack them when the time comes.
--[X] 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.
-[X]Last 5 Days
--[X] 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.
--[X] 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.
No. of Votes: 4

[X] Maintain the bombardment for a week before attacking- This will allow you to inflict a large amount of damage to any target but the inner wall and to create some small breaches in the inner walls.
[X] Split fire between two targets. This will allow your artillery to target multiple areas while still having a significant impact.
-[X]First Two Days
--[X] Target the current breaches. This will enlarge the breaches in the inner walls allowing more men to attack them when the time comes.
--[X] 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.
-[X]Last 5 Days
--[X] 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.
--[X] 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.
No. of Votes: 2

[X] Maintain the bombardment for four days before attacking- This will allow you to inflict a massive amount of damage to the areas on the other side of the breaches and greatly expand the breaches as well as inflict major damage to the inner city in general but will not be enough time to create any new breaches in the outer wall.
[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] 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.
[X] 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.
No. of Votes: 1

Total No. of Voters: 12

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1109 | Sufficient Velocity
##### NetTally 1.1.26

[X] Maintain the bombardment for a week before attacking- This will allow you to inflict a large amount of damage to any target but the inner wall and to create some small breaches in the inner walls.
No. of Votes: 11

[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
No. of Votes: 10

--[X] 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.
No. of Votes: 10

--[X] 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.
No. of Votes: 10

-[X]First Two Days
No. of Votes: 6

-[X]Last 5 Days
No. of Votes: 6

--[X] Target the current breaches.- This will enlarge the breaches in the inner walls allowing more men to attack them when the time comes.
No. of Votes: 4

[X] Split fire between two targets. This will allow your artillery to target multiple areas while still having a significant impact.
No. of Votes: 2

--[X] Target the current breaches. This will enlarge the breaches in the inner walls allowing more men to attack them when the time comes.
No. of Votes: 2

--[X] 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.
No. of Votes: 2

--[X] 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.
No. of Votes: 2

[X] Maintain the bombardment for four days before attacking- This will allow you to inflict a massive amount of damage to the areas on the other side of the breaches and greatly expand the breaches as well as inflict major damage to the inner city in general but will not be enough time to create any new breaches in the outer wall.
No. of Votes: 1

Total No. of Voters: 12
 
a just flipped a coin, the following plan won
[X] Maintain the bombardment for a week before attacking- This will allow you to inflict a large amount of damage to any target but the inner wall and to create some small breaches in the inner walls.
[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
-[X]First Two Days
--[X] Target the current breaches.- This will enlarge the breaches in the inner walls allowing more men to attack them when the time comes.
--[X] 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.
-[X]Last 5 Days
--[X] 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.
--[X] 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.
No. of Votes: 4
 
Assault on Fjol IV Part Twenty-Two: Continuous Fire
Assault on Fjol IV Part Twenty-Two: Continuous Fire
T=27:18:00-34:24:00


Now that you have plenty of ammunition you are ready for another weeks bombardment of the inner city. You expect that by the end of the week the city should be sufficiently softened up to take by storm. To begin with you will start with a bit over two days splitting your fire between the inner wall and the inner city to widen the breaches. After this you will spend five days splitting fire between the inner wall and the area just past the breaches which will make the initial assault far easier.


The first two days bombardment inflicted major damage to the inner city and further opened the breaches in the walls. The breaches now average a bit over nine hundred meters wide and should be able to fit a decent sized force of men though it at a time, around a regiment per minute in combat conditions. The inner city on the other hand has been damaged enough that you do not expect that the Dark Eldar's home ground advantage will really count for anything, removing one of their key advantages.
T=27:18:00-29:24:00
180 Artillery Regiments vs Inner Walls d100=16+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)-10(disorder)=190
Elite Slave Soldier Defence d100=47 +50(skill)+56(Defences)+43(Martial)=196
-20 to Inner Walls defensive quality

179 Artillery Regiments vs Dark Eldar City d100=74+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=256
Dark Eldar Defence d100=16+50(skill)+150(Defences)+43(Martial)=259
kills 8d6=30 Regiments of Elite Slave-Soldiers killed
2d6=5 Regiments of Dark Eldar Warriors killed
reduce home ground advantage by d10=10 (now 4)


180 Artillery Regiments vs Inner Walls d100=15+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)-10(disorder)=189
Elite Slave Soldier Defence d100=99 +50(skill)+36(Defences)+43(Martial)=230
-19 to Inner Walls defensive quality

179 Artillery Regiments vs Dark Eldar City d100=73+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=255
Dark Eldar Defence d100=49+50(skill)+150(Defences)+43(Martial)=292
kills 5d6=18 Regiments of Elite Slave-Soldiers killed
d8=1 Regiment of Dark Eldar Warriors killed
reduce home ground advantage by d8=4 (now 0)

Now that you have opened the wall sufficiently that portion of the artillery switched to firing at the sections of the city within two kilometres of the breeches. This area, around nine percent of the total inner city will be the first area taken in the assault and therefore is likely to be reinforce by the Dark Eldar. The other half of your artillery will target the rest of the inner city to keep the Dark Eldar's heads down and prepare for subsequent assaults. After four days of bombardment the area within two kilometres of the breaches had been cleared of Elite-Slave-Soldiers and every fortified position within it had been destroyed. This should make taking this area trivial and will allow for more bombardment of the rest of the city before the assault is launched. By the time that the artillary bombardment was finished a third of the fortifications had been destroyed and you had killed around half of the Elite Slave-Soldiers manning them.
T=29:24:00-34:24:00
180 Artillery Regiments vs Far Side of Breaches d100=78+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=260
Dark Eldar Defence d100=43+50(skill)+150(Defences)+43(Martial)=286
kills 4d6=16 Regiments of Elite Slave-Soldiers killed
d6=6 Regiments of Dark Eldar Warriors killed
reduce defences by 8d6=40 (now 110)

179 Artillery Regiments vs Dark Eldar City d100=24+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=206
Dark Eldar Defence d100=32+50(skill)+150(Defences)+43(Martial)=275
kills 4d6=11 Regiments of Elite Slave-Soldiers killed
d4=1 Regiment of Dark Eldar Warriors killed
reduce defences by d8=5 (now 145)


180 Artillery Regiments vs Far Side of Breaches d100=83+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=265
Dark Eldar Defence d100=7+50(skill)+110(Defences)+43(Martial)=210
kills 6d6=14 Regiments of Elite Slave-Soldiers killed
2d6=10 Regiments of Dark Eldar Warriors killed
reduce defences by 7d6*2=20*2=40 (now 70)

179 Artillery Regiments vs Dark Eldar City d100=30+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=212
Dark Eldar Defence d100=38+50(skill)+145(Defences)+43(Martial)=276
kills 4d6=14 Regiments of Elite Slave-Soldiers killed
d4=3 Regiments of Dark Eldar Warriors killed
reduce defences by d8=7 (now 138)


180 Artillery Regiments vs Far Side of Breaches d100=32+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=214
Dark Eldar Defence d100=28+50(skill)+70(Defences)+43(Martial)=192
kills 4d6=11 Regiments of Elite Slave-Soldiers killed
d6=1 Regiment of Dark Eldar Warriors killed
reduce defences by 10d6=32 (now 38)

179 Artillery Regiments vs Dark Eldar City d100=91+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=274
Dark Eldar Defence d100=88+50(skill)+138(Defences)+43(Martial)=319
kills 5d6=28 Regiments of Elite Slave-Soldiers killed
d6=1 Regiment of Dark Eldar Warriors killed
reduce defences by d10=5 (now 133)


180 Artillery Regiments vs Far Side of Breaches d100=90+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=262
Dark Eldar Defence d100=7+50(skill)+38(Defences)+43(Martial)=139
kills 10d6=55 Regiments of Elite Slave-Soldiers killed
2d6=2 Regiments of Dark Eldar Warriors killed
reduce defences by 7d6*3=22*3=66 (now 0)
Elite Slave-Soldiers in target area wiped out, defences razed

179 Artillery Regiments vs Dark Eldar City d100=61+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=244
Dark Eldar Defence d100=26+50(skill)+133(Defences)+43(Martial)=376 +37
kills 8d6=30 Regiments of Elite Slave-Soldiers killed
2d6=10 Regiments of Dark Eldar Warriors killed
reduce defences by 2d6=1 (now 122)


359 Artillery Regiments vs Dark Eldar City d100=9+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=192
Dark Eldar Defence d100=74+50(skill)+122(Defences)+43(Martial)=424 -89
kills 10d6*3=39*3=108 Regiments of Elite Slave-Soldiers killed
6d6=26 Regiments of Dark Eldar Warriors killed
reduce defences by 8d6=27 (now 95)

As the night sets on your seventh day of bombardment you go start to consider how to best launch an attack on the city tomorrow, and whether to attack tomorrow or wait a few days. You will have to attack using a Avernite force as the combination of heavy casualties and the assassination of officers has left the Midgardian Iron Guard to disorganised for offensive operations. Also Governor-General Aelfric has requested that you send him the Phase-Tigers to take part in a stealth operation that he is currently planning.
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.

[] Target the keep.- This will make the keep easier to take when the time comes but will not have any effect on the current fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the keep.
[] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take your time in seizing the inner city.
[] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.
[] Write in target
[] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.
[] Attack as normal- You can have your forces attack using their standard operating procedures, which will have them gain ground at a moderate rate and suffer moderate casualties.
[] Attack cautiously- You could have your forces slowly and carefully advance, reducing the amount of enemy territory that they can take but reducing both your total casualties and the kill to loss ratio of your troops.
[] Do not attack -Instead bombard the city fr another few days.
[] Continue to attack until dark- This is the most aggressive option and will allow you to secure a large amount of territory but you will have trouble securing it.
[] Begin to fortify one hour before dark- This will reduce the amount of territory that you take by a small amount but will allow your forces to begin fortifying their positions before dark making it harder for the Dark Eldar night forces.
[] Begin to fortify two hours before dark- This will reduce the amount of territory that you take by a minor amount but will allow your forces to erect basic fortifications at their positions before dark making it harder for the Dark Eldar night forces.
[] Begin to fortify three hours before dark- This will reduce the amount of territory that you take by a moderate amount but will allow your forces to erect basic fortifications at their positions and clear killing fields before dark making it even harder for the Dark Eldar night forces.
[] Begin to fortify four hours before dark- This will reduce the amount of territory that you take by a major amount but will allow your forces to erect basic fortifications at their positions, clear killing fields and search for secret passages before dark making it very hard for the Dark Eldar night forces.
[] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
[] Write in
[] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the inner walls of the city first allowing you to form a ring around the remaining Dark Eldar presence. This would allow your different beachheads to link faster but would take more time to seize the inner city.
[] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.
[] Write in
[] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conducting their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
[] Do Not Send Phase-Tigers to Governor-General Alefric- Keep the Phase-Tigers at hand but the Timeless Army will have to cope without them.
[] 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

Air Force
720 Fighter Wings
42.2 Scout Wings
426 Armed Cargo Wings
 
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[X] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take your time in seizing the inner city.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.
[X] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.
[X] Begin to fortify six hours before dark- This will reduce the amount of territory that you take by a massive amount but will allow your forces to erect good fortifications at their positions, clear killing fields and search for secret passages before dark making it near impossible for the Dark Eldar night forces.
[X] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the inner walls of the city first allowing you to form a ring around the remaining Dark Eldar presence. This would allow your different beachheads to link faster but would take more time to seize the inner city.
[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.

@durin: There doesn't seem to be artillery options for the night.
 
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[X] Day- Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.

[X] Target the keep.- This will make the keep easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the keep.

[X] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.

[X] Begin to fortify one hour before dark- This will reduce the amount of territory that you take by a small amount but will allow your forces to begin fortifying their positions before dark making it harder for the Dark Eldar night forces.

[X] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.

[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
 
[X] Day- Split firebetween two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take your time in seizing the inner city.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.

[X] Attack cautiously- You could have your forces slowly and carefully advance, reducing the amount of enemy territory that they can take but reducing both your total casualties and the kill to loss ratio of your troops.

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

[X] Attempt to gain control of the walls first before slowing moving inwards- This option will involve taking control of the inner walls of the city first allowing you to form a ring around the remaining Dark Eldar presence. This would allow your different beachheads to link faster but would take more time to seize the inner city.

[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
--------
Artillery is our biggest advantage and we should definitely make the most of it, but right now the area we're attacking is completely unfortified and devoid of slave soldiers. It's better to take that territory before they can refortify and reinforce the area. Despite that, we'll want to be cautious because we're moving into the inner city now and we don't know what it's going to be like.
 
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[X] Day- Concentrate fire on one target.- This will allow your artillery to have a major impact on the selected target at the expense of have no effect on the other targets.

[X] Target the keep.- This will make the keep easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the keep.

[X] Begin to fortify one hour before dark- This will reduce the amount of territory that you take by a small amount but will allow your forces to begin fortifying their positions before dark making it harder for the Dark Eldar night forces.

[X] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.

[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.

We end this part of the siege as quickly as possible. The Dark Eldar have little room for maneuverability in their rubbled city and have no fortifications to hold us back (except the keep). Also with half of their elite slave soldiers dead they'd gone and lost their last source of troops. All they have left is remnants of the DE (who have been chickening out on attacking us because of their major losses) and more slaves who really aren't a problem. I expect to take this city by the next update tbh.

Also at night focus fire on the city and the keep.
 
[X] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
-[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take your time in seizing the inner city.
-[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.

[X] Attack as normal- You can have your forces attack using their standard operating procedures, which will have them gain ground at a moderate rate and suffer moderate casualties.

[X] Begin to fortify two hours before dark- This will reduce the amount of territory that you take by a minor amount but will allow your forces to erect basic fortifications at their positions before dark making it harder for the Dark Eldar night forces.

[X] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.

[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.
 
We end this part of the siege as quickly as possible. The Dark Eldar have little room for maneuverability in their rubbled city and have no fortifications to hold us back (except the keep). Also with half of their elite slave soldiers dead they'd gone and lost their last source of troops. All they have left is remnants of the DE (who have been chickening out on attacking us because of their major losses) and more slaves who really aren't a problem. I expect to take this city by the next update tbh.
This is OBSCENELY hubristic. We're fighting the enemy in the heart of their territory, they're desperate, this is new and unfamiliar territory for us, they still have dozens if not hundreds of Dark Eldar regiments to fight us, the majority of the inner city is still well fortified (+95 defence bonus), and you expect us to take the city in a DAY!?!? No way. Can't happen. Even if we could pull it off, we'd lose nearly all of our men doing so.

Let's just play it safe for this first round inside the inner city, just to see what it's like. Playing it safe is what's worked best for us during the entire war.
 
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[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.

[X] Target the keep.- This will make the keep easier to take when the time comes but will not have any effect on the current fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the keep.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are trying to quickly sieze the inner city.

[X] Attack aggressively- You could order your forces to be aggressive and focus on taking ground quickly. This will allow you to kill more foes and seize more ground but at the cost of significantly higher casualties and a worse kill to loss ratio.

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

[X] Expand your beachheads in all directions- This option will allow you to take ground quicker but will leave you beachheads isolated for a longer period of time.

[X] Send Phase-Tigers to Governor-General Alefric- Will give the Timeless Army a boost in conduction their current operations but will lose you access to the Phase-Tigers skills for the immediate future.

I'm of the opinion that not only we have smashed enough of their forces that a good push could end this but that with how we have been attacking cautiously this whole time with the Iron Guard a fast assault with our best troops could easily catch them flat footed and do massive amounts of damage. durin in the next update do we choice how we want to breach and force arrangements?
 
I wonder if any of those Eldar casualties were from their heads exploding in pure frustration over the constant rain of artillery.
 
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