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
Epsilon psykers are on the lower end of the spectrum, and though considered a threat aren't strong enough to cause millions of deaths like you're thinking of.
Besides Midgard is a Hive World, meaning it's got a lot of experience in tracking down and taking down psykers (relative to most Imperial Worlds, in any case).
 
They'll do as much damage as a battle-tank sized bear can, which is sizable. Plus they're blanks so people around them will either get nightmares or panic, which will add to the fun.
 
You know, the fact that there's fish at all for the Epsilon Penguins to eat is interesting in and of itself. Just what kinds of fish are capable of not getting eaten by epsilon level psykers specifically evolved to hunt and eat them?
 
You know, the fact that there's fish at all for the Epsilon Penguins to eat is interesting in and of itself. Just what kinds of fish are capable of not getting eaten by epsilon level psykers specifically evolved to hunt and eat them?
lets just say there is a reason that I am never going to give you the option of water ships
 
Really? I'd have figured something like 8-9 figure casualties or something.
Or is that the seals?
The true terror of the penguins is not any individual penguins (Although their greatest members may get up to alpha or something)

Every one of those is at least at the entry level of major psykerhood, and they know how to metaconcert/psychic choir/whatever you call it.
 
Assault on Fjol IV Part Twenty-Three: Take the Walls
Assault on Fjol IV Part Twenty-Three: Take the Walls
T=34:24:00-37:15:00


After a bit of thought you decided to have your forces aggressively attempt to seize the walls for the first half of the day before fortifying. You artillery will be split between providing fire support and continuing its bombardment of the inner city. You also agree to second the Phase-Tigers to the Timeless Army for the duration of the campaign and they are quickly redeployed.

For the entire night and day half of your artillery continued to bombard the inner city causing major damage to the remaining fortified positions and killing half a million foes. At this rate the last of the Dark Eldar fortification except the keep will be destroyed within another three or four days, greatly easing your efforts to take the inner city.
T=34:24:00-35:24:00
179 Artillery Regiments vs Dark Eldar City d100=55+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)+75(extra artillery)=313
Dark Eldar Defence d100=31+50(skill)+95(Defences)+43(Martial)=343
kills 8d6*2=27*2=54 Regiments of Elite Slave-Soldiers killed
4d6=17 Regiments of Dark Eldar Warriors killed
reduce defences by 4d6=19 (now 76)

The initial assault on the breaches goes well despite the unexpected presence of a minefield that the Dark Eldar had somehow put in the breaches and the large number of well trained slaves on the sections of the walls surrounding the breaches. This is in large part due to the fact that there were no Dark Eldar defending the breaches and the few Elite Slave-Soldiers were totally outclassed and killed almost instantly. There were no more forces within the two kilometre cleared zone which your men quickly seized control of.
T=35:12:00-35:13:00
Minefields vs PDF Mechanised Infantry Regiments d100= 38+50(Dark Eldar)+100(quality)+43(Martial)-50(artillery disruption)+100(surprise)=381
PDF Mechanised Infantry Defence d100= 9+261(skill)+35(Theatre Commander)+83(Local Commander)-20(aggression)=368
kills 5d6=16 Regiments of PDF Mechanised Infantry killed

100 Regiments of Elite Slave-Soldiers vs Avernite Armour Regiments d100=21 +50(skill)+175(Defences)+43(Martial)=291
250 PDF Armour Regiments vs Elite Slave-Soldiers dd100= 12+261(skill)+35(Theatre Commander)+83(Local Commander)-10(terrain)+30(artillery)=391
Slave-Soldier kills 6d6*0.49=19*0.49=9 Regiments of PDF Armour killed
Avernite kills 6d6*12=17*12=204 Elite Slave Soldiers wiped out, reduce kills by 51%

50 PDF Mechanised Infantry Regiments vs Elite Slave Soldiers d100= 93+261(skill)+35(Theatre Commander)+83(Local Commander)-5(terrain)=462
30 Elite Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=8 +50(skill)+17(Defences)+43(Martial)=118
Avernite kills 5d6*11=23*11=253 Elite Slave Soldiers wiped out, reduce kills by 88%
Slave-Soldier kills d6/2*0.12=4*0.06=0.25 Regiments of PDF Mechanised Infantry killed

Once enough of your forces managed to pass though the breaches they begun their attacks along the inner walls. They encountered a mix of Elite Slave-Soldiers and Dark Eldar veterans which proved to be dangerous foes in the confined spaces that most of the fighting occurred in. Despite this your well trained, veteran Avernites were able to make good progress and killed more then their own number of Slaves along with a few hundred thousand Dark Eldar. By midday your forces had seized control of another forty-six kilometres of wall, leaving only twenty-six kilometres of wall in the hands of the Dark Eldar.
T=35:13:00-35:18:00
160 PDF Mixed Infantry Regiments vs Elite Slave Soldiers d100= 88+261(skill)+35(Theatre Commander)+83(Local Commander)-20(aggression)+30(artillery)=487
230 Elite Slave-Soldier Regiments and 23 Dark Eldar Warriors Regiments vs PDF Mixed Infantry Regiments d100=22 +100(skill)+125(Defences)+43(Martial)=290 +110
Avernite kills 6d6*10=25*10=230/230 Elite Slave-Soldiers Regiments killed
20/25 Dark Eldar Warrior Regiments killed
Slave-Soldier kills 8d6=33 Regiments of PDF Mixed Infantry killed
Elite Slave-Soldiers wiped out

46 kilometres seized, 26 kilometres of wall remaining

Once you stopped attacking the Dark Eldar pulled back out of sight as their Slave-Soldiers begun to set up their own fortifications in an attempt to further slow your next assault. Much to your surprise there were no attacks or visible activity from the Dark Eldar that night. You are not sure whether this is an indication of limited numbers, of the Dark Eldar pulling out of Objective Alpha-One or of them preparing for something new.
T=35:18:00-36:12:00

The artillery bombardment continued though the night and continued to damage and destroy the fortified positions within the inner city, few of which are now anything like intact. One change your scouts have noticed is that the number of Dark Eldar warriors in these fortifications has begun to drop, sith the Dark Eldar having left to some unknown location.
T=35:24:00-36:24:00
179 Artillery Regiments vs Dark Eldar City d100=26+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)+75(extra artillery)=284
Dark Eldar Defence d100=3+50(skill)+76(Defences)+43(Martial)=296
kills 8d6*2=42*2=84 Regiments of Elite Slave-Soldiers killed
3d6=11 Regiments of Dark Eldar Warriors killed
reduce defences by 4d6=25 (now 51)

The next day you continued your attack, bringing fresh regiments of Avernite Infantry up to assault the few remaining areas of the wall in Dark Eldar hands. The Dark Eldar and their thralls were more prepared for your Avernites then yesterday and managed to hold a single, three kilometre stretch of wall at the cost of the vast majority of the defenders. Even if they do not pull back in the night you expect to be able to take this area within a few hours tomorrow, leaving the this portion of the battle almost won.
T=36:12:00-36:18:00
120 PDF Mixed Infantry Regiments vs Elite Slave Soldiers d100= 95+261(skill)+35(Theatre Commander)+83(Local Commander)-20(aggression)+30(artillery)=494
130 Elite Slave-Soldier Regiments and 13 Dark Eldar Warriors Regiments vs PDF Mixed Infantry Regiments d100=70 +100(skill)+135(Defences)+43(Martial)=348
Avernite kills 6d6*5=24*5=110/130 Elite Slave-Soldiers Regiments killed
10/13 Dark Eldar Warrior Regiments killed
Slave-Soldier kills 8d6=28 Regiments of PDF Mixed Infantry killed

23 kilometres seized, 3 kilometres of wall remaining

The second night after you begun your assault sees your artillery continue its bombardment of the ever more ruined fortified positions of the inner city. They are now little more then poorly defended rubble and you expect that taking the inner city will be relatively easy, particularity as the number of Dark Eldar in the inner city continues to drop.
T=36:24:00-37:15:00
179 Artillery Regiments vs Dark Eldar City d100=72+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)+75(extra artillery)=330
Dark Eldar Defence d100=9+50(skill)+51(Defences)+43(Martial)=277
kills 9d6*2=41*2=82 Regiments of Elite Slave-Soldiers killed
2d6=4 Regiments of Dark Eldar Warriors killed
reduce defences by 5d6=31 (now 20)

As you expected when your troops attacked the final section of the inner wall they found that the remaining Dark Eldar defenders had fled, leaving their Slave-Soldiers to die in their place. The remaining Slave-Soldiers did surprisingly well and managed to kill almost a quarter their number of Avernites, showing just how dangerous a cornered foe can be.
T=37:12:00-37:15:00
40 PDF Mixed Infantry Regiments vs Elite Slave Soldiers d100= 69+261(skill)+35(Theatre Commander)+83(Local Commander)-20(aggression)+30(artillery)=468
20 Elite Slave-Soldier Regiments vs PDF Mixed Infantry Regiments d100=89 +50(skill)+140(Defences)+43(Martial)=372 -50
Avernite kills 9d6=40 Elite Slave-Soldiers Regiments killed, reduce kills by 50%
Slave-Soldier kills 2d6*0.5=9/2=4.5 Regiments of PDF Mixed Infantry killed

3 kilometres seized, no wall remaining

As you look over reports stating that the final portion of the wall fell, three hours after your men begun their final assault you consider how to best take the rest of the inner city. According to your scouts there are around two million Elite Slave-Soldiers remaining in the outer city along with at most a million Dark Eldar. This force is scattered over around six hundred square kilometres and you are confident that you can seize it in a single day if you push your men or two if you are willing to take your time. Whatever you choose you will have to spend the rest of the day preparing your men and getting them into position.
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 seize 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. - At this speed your would be able to take the inner city in around ten hours.
[] 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. - At this speed you would expect to be able to take the city in around twelve hours.
[] 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. - At this speed you would be able to take the city in around eighteen hours.
[] 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
[] 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: 650.75 PDF Regiments
9 PDF Infantry Regiments
52.75 PDF Mechanised Infantry Regiments
106 PDF Light Infantry Regiments
21 PDF Heavy Infantry Regiments
7 PDF Rough Rider Regiments
15.35 PDF Siege Infantry Brigades
283 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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"Dang, when cornered and fighting at their best, they managed to kill nearly a quarter of their number in our PDF."
from fortified positions

against Avernites thats still pretty impressive.


[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 seize the inner city.

I think we've ruined about as much of the city as we need to, so we can start chipping away at the keep, and support our infantry.

[X] 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.

they stopped there night attacks, so we can afford to spend a bit less time forting up, but we shouldn't stop them completely since it might have been a ploy.

[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. - At this speed you would be able to take the city in around eighteen hours.

I think the blood of our men is worth taking an extra six hours.
 
I have a idea I would like to put forth.

During the ork invasion Avernus Rough Riders were cable of inflicting heavy casualties on the ork forces through harassment and now Avernus forces have suffered heavy casualties from harassment. We have seen it from both sides and felt how effective it is if you do not need to defend a position. So why not build up a dedicated infantry composition that specialize in harassment and/or counter-harassment?

@durin
How possible would the following concepts be? If possible, would you allow those?
  1. Train 1 in 10 guardsmen (like the corpsmen) as a 'Pathfinder' to increase the casualties of their harassment and/or reduce the casualties of harrasment against them.
    • Can it be even applied to both offense and defence?
  2. Train regional (specialiced for the different habitats on Avernus) regiments for harrasment.
    1. These could preform on other planets as well but with reduced boni.
    2. They are so specialized that they are of no/little use outside their 'home ground'. Althrough trained to Guard standarts (needed for specialized regiments) they would belong to the PDF.
  3. Train generic 'Pathfinder' regiments specialized in harasment and/or counter-harassment.
Then of course there is the difference in specialization. 1 would be an invisible modifier like the corpsmen because it is the most generic while 2.2 is the highest specialized and could gain a 20 to 40 points 'home ground' bonus (during the ork harassment we had a 10 point bonus for Home Ground and another 5 from terrain) because part of their speciality is their home ground and another 20 to 30 points harrasment-speciality bonus (DE have 50 point bonus. I would be happy with half of that for 'mere' humans) but could not be used as freely.

Opinions?

all options are feasible

Lets flesh it out a bit!

Red highlight are numbers that durin has to set and I only put there to look good.

Got your Back- General Drago put these suggestion foreward in light of the recent campagin against the Dark Eldar. The harassment had cost a great many more lifes than any clash with an army the size of the harassing force could. To prepare the troops for future fights of this sort he suggest to train and equip troopers in harassment tactics to spot them. This would in the future reduce the number of losses suffered by harassment and make the infantry more deadly while harassing. He placed this as low priority as he does not expect to face large amounts of harassment anytime soon again.

Time: 2 years.
Chance of Success: ?%

Cost/Upkeep: ?
Reward: Train 1 in (10/20/25) guardsmen (like the corpsmen) as a 'Pathfinder' to reduce the casualties of harrasment suffered. +5 bonus while harassing or screening against harassment.


Planning: Skirmisher Regiments- Historical it is most often the job of the light infantry to harass or screen against it. By forming a sub-group of light infantry specialized in these two aspects General Drago beliefs to be able to more effectively perform those two jobs. With some time he is sure to create a composition for these two jobs and how best to re-train part of your current light infantry to fulfill it.

Time: 1 year.
Chance of Success: ?%

Cost: ?
Reward: Get composition of Skirmisher Regiments. Expected to have +10-30 bonus while harassing or screening against harassment and suffering reduced losses in the process.


Planning: Ranger Regiments- General Drago suggest to form dedicated regiments to handle fighting deep in Avernus wilderness. Those regiments would be tasked with operations farther away than standart partols reach. The focused training and equipment would make them deadly against the wildlife and in harassing actions but they would be of little use outside their trained area.

Time: 2-3 years.
Chance of Success: ?%

Cost: ?
Reward: Get composition of Ranger Regiment for each of Avernus terrains for Helltrooper and Hellguard. Hellguard will have full or partial power-armor option if useable. Expected to have +30-50 bonus while harassing and against local wildlife, +20-40 home ground bonus, usage of wildlife in harassing action and suffering reduced losses. Can not be used outside of their trained terrain.

[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] For one day.
--[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] During the day
--[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 seize the inner city.
-[X] During the night
--[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] 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. - At this speed you would be able to take the city in around eighteen hours.

[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.

They are planing something. That or they just left.
Hopefully the fireplan is useable.
 
[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 seize the inner city.

[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] 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. - At this speed you would be able to take the city in around eighteen hours.

[X] Deploy three 100-man companies of our Governor's Own during the attack. Consult the Codex Astartes where appropriate.

I mostly agree with random_npc but we should spend another our on fortifications. Doing so will let our men look for hidden passages and ensuring the Dark Eldar don't sneak up behind us is important. There's a million Dark Eldar left meaning there's 100 Dark Eldar regiments still in play. That's enough to defeat the Avernites in a straight-up fight.

I want to use some of our elites before this battle is over and our Spiritual Liege wasn't exactly a dunce when it came to Space Marine tactics.
 
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Lets flesh it out a bit!

Red highlight are numbers that durin has to set and I only put there to look good.

Got your Back- General Drago put these suggestion foreward in light of the recent campagin against the Dark Eldar. The harassment had cost a great many more lifes than any clash with an army the size of the harassing force could. To prepare the troops for future fights of this sort he suggest to train and equip troopers in harassment tactics to spot them. This would in the future reduce the number of losses suffered by harassment and make the infantry more deadly while harassing. He placed this as low priority as he does not expect to face large amounts of harassment anytime soon again.

Time: 2 years.
Chance of Success: ?%

Cost/Upkeep: ?
Reward: Train 1 in (10/20/25) guardsmen (like the corpsmen) as a 'Pathfinder' to reduce the casualties of harrasment suffered. +5 bonus while harassing or screening against harassment.


Planning: Skirmisher Regiments- Historical it is most often the job of the light infantry to harass or screen against it. By forming a sub-group of light infantry specialized in these two aspects General Drago beliefs to be able to more effectively perform those two jobs. With some time he is sure to create a composition for these two jobs and how best to re-train part of your current light infantry to fulfill it.

Time: 1 year.
Chance of Success: ?%

Cost: ?
Reward: Get composition of Skirmisher Regiments. Expected to have +10-30 bonus while harassing or screening against harassment and suffering reduced losses in the process.


Planning: Ranger Regiments- General Drago suggest to form dedicated regiments to handle fighting deep in Avernus wilderness. Those regiments would be tasked with operations farther away than standart partols reach. The focused training and equipment would make them deadly against the wildlife and in harassing actions but they would be of little use outside their trained area.

Time: 2-3 years.
Chance of Success: ?%

Cost: ?
Reward: Get composition of Ranger Regiment for each of Avernus terrains for Helltrooper and Hellguard. Hellguard will have full or partial power-armor option if useable. Expected to have +30-50 bonus while harassing and against local wildlife, +20-40 home ground bonus, usage of wildlife in harassing action and suffering reduced losses. Can not be used outside of their trained terrain.

[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] For one day.
--[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] During the day
--[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 seize the inner city.
-[X] During the night
--[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] 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. - At this speed you would be able to take the city in around eighteen hours.

[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.

They are planing something. That or they just left.
Hopefully the fireplan is useable.
please keep these options and post them after the war is over
 
please keep these options and post them after the war is over
Will do.

Another thing: Can we split fire this way?
[] 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.
-[] For one day.
--[] 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.
-[] During the day
--[] 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 seize the inner city.
-[] During the night
--[] 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.
The rest of today will see no more attacking and will probaly be spent fortyfying the current positions so we could use it to destroy the rest of the DE fortyfications.
The question is what will the artillery do while the ground forces do not attack if they are focused on 'Targets designated by ground forces'?
 
would having access to dark eldar weapons help develop armor more effective aginst them? I don't mean by studying the weapons themselves, I mean by being able to test armors aginst them under controlled conditions. Basically test different armor variants aginst dark eldar weapons by shooting the prototypes with captured dark eldar gear. Or is that too close to studying Xenotech for the Admech to be comfortable with it?
 
Will do.

Another thing: Can we split fire this way?
[] 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.
-[] For one day.
--[] 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.
-[] During the day
--[] 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 seize the inner city.
-[] During the night
--[] 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.
The rest of today will see no more attacking and will probaly be spent fortyfying the current positions so we could use it to destroy the rest of the DE fortyfications.
The question is what will the artillery do while the ground forces do not attack if they are focused on 'Targets designated by ground forces'?
yes you can, the artillery will target the keep when unoccupied
 
would having access to dark eldar weapons help develop armor more effective aginst them? I don't mean by studying the weapons themselves, I mean by being able to test armors aginst them under controlled conditions. Basically test different armor variants aginst dark eldar weapons by shooting the prototypes with captured dark eldar gear. Or is that too close to studying Xenotech for the Admech to be comfortable with it?
that is acceptable but not necessarily worthwhile, it is highly unlikely that you will encounter any large group of Dark Eldar in the future and tailoring your armour to work against a certain type of weapon often makes it weaker against other weapons
 
that is acceptable but not necessarily worthwhile, it is highly unlikely that you will encounter any large group of Dark Eldar in the future and tailoring your armour to work against a certain type of weapon often makes it weaker against other weapons
Keep stockpiles around just in case?
 
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