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
So are we anywhere close to finishing off this battle? Its been about 24 turns of it and it's becoming I feel drawn out longer then it should be, sure DE are bullshit but....sigh I just can't wait for normal turns to come back is all.
 
I've been keeping up with what's happening by the reactions of the people in the thread and just skipping over the actual war updates
 
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Yea, I've got to admit that this is dragging pretty badly for me too.

I think thats because it's been extremely samey. "pick a fire plan, pick one of 3 approaches, see the roll results." I mean it's kinda vaguely fitting since our entire strategy has been to force the dark eldar into a slugging match where they can't use there bullshit to fuck us up, But it's not exactly exciting.
 
Waaaiiit a minute! Wasn't the french royal lineage extinct at this point? Was it a 'just in case' clause, or what?

I suppose that would make some sense, the goverenment of the time was supposed to only be provisional until they could find a new king, and Napoleon hadn't been that long ago, I suppose...

1340

Went and dug into it some more.

Apparently it wasn't the Geneva Convention, but a different convention on the laws of war around the time of the first Geneva Convention (as in within a few decades). Apparently there were a bunch of conventions around this time (early to mid 17th Century) setting the laws of war, and they are sometimes (incorrectly) collectively referred to as "The Geneva Conventions."

(Sorry for misinforming everyone).

The French monarchy was restored after the Napoleonic Wars and lasted up until 1848. I haven't been able to find an explicit date on the restriction of Swiss Mercenaries, but it was sometime soon after Napoleon was defeated.
 
I vote every now and then during the war turns but mainly I just check in for when there is an update on the battle by durin. These do drag on along time to me as well. Maybe we should decide on overall strategy and when major changes happen have votes at that time
 
@durin
Another terrible idea. This time for Adeptus Administratum. As shown in many omakes the Avernites do a lot of training in excess of the drills they do. Most of that with themselves (vertical pushups for example). Point A is that military drills (the part focussed on physical training) focus strongly on endurance. Point B is that the sort of training the Avernites do in the omakes has statistically a way higher to cause self inflicted training injurys.

Training Issues- Henry put this suggestion foreward after noticing a discrepance in the medical statistics. Each year a large number of patients are treated of self inflicted training injurys. There is little consern as the facilitys can handle these but by adressing it a noticable portion of the medical staff attention can be freed. There may even be additional effects of providing the populance with professional training equipment and teacher.

Reward: Increased Effect of Medical, ???
My question is if solving these issue would have any effect and if what would these be?
 
Maybe we should decide on overall strategy and when major changes happen have votes at that time
This seems like a good idea. Most votes have basically been 'continue the plan as is' so voting for a strategy and then sticking to it until 'Major Interrupt!' occurs would probably work fairly well. Minor interrupts could be folded in as hiccups in the plan, but not something that cripples our efforts.

1341
 
I'm sure that Durin will be taking a lot of things into account the next time we have to do a war turn. I imagine though that once we got deep into this campaign, he didn't want to just suddenly end it because it was dragging out. At this point it is pretty much a process of trying to complete it in time.

Do also remember that the reason Durin is doing this was because the last war against the Orks, we were all fairly bitching about the lack of player control over how our character was leading Avernus forces. The idea for this campaign was that Durin was giving us a little more control over the direction of how battles went and what we wanted our forces to actually do.

Hence why this is dragging, taking the time to decide on what a massive military must do eats up a lot of time. Honestly, if we did it the previous way, we'd be having people bitch about how we somehow lost millions of troops and tens of thousands of vehicles against the fucking Dark Eldar due to how streamline Durin ran previous wars.
 
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Wait, does this mean that combat is in a perpetual Beta Testing phase? or are we still in the Alpha version? What do you think, playtesters?

1343
 
Wait, does this mean that combat is in a perpetual Beta Testing phase? or are we still in the Alpha version? What do you think, playtesters?
We are likely still in a beta phase, since Durin hasn't said that this was going to be the final format he used, but this is certainly better than what we were using before.

This honestly isn't anything new for GM's. I've seen plenty come up with good ideas and either they spend several different runs improving it or just plain scrap the damn thing. No one gets it right the first time.
 
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We are likely still in a beta phase, since Durin hasn't said that this was going to be the final format he used, but this is certainly better than what we were using before.

This honestly isn't anything new for GM's. I've seen plenty come up with good ideas and either they spend several different runs improving it or just plain scrap the damn thing. No one gets it right the first time.
I would say that combat is currently in Beta testing, when the campaign finishes I will be asking for comments on the current system and how I can improve on it
 
Assault on Fjol IV Part Twenty-Four: The Last Obstacle
Assault on Fjol IV Part Twenty-Four: The Last Obstacle
T=37:15:00- 38:21:00


The fact that the Dark Eldar have begun to pull back out of sight worries you and you suspect that there may be some sort of major trap ahead. In response to this you will prepare your men to take the rest of the inner city and storm the keep as fast as possible while doing what you can to mitigate the damage that the most obvious trap, blowing up the city, can do. As your Avernite assault forces move into position along the inner wall, spearheaded by the grim Black Irons the rest of your army pulls back to the outskirts of the city, ready to use carefully cleared exits to escape the city is case of explosions. In the nine hours until sunset your artillery focuses its fire on the inner city, preparing the way for tomorrows assault causing minor damage.
T=37:15:00-37:24:00
359 Artillery Regiments vs Dark Eldar City d100=21+56(skill)+35(Theatre Commander)+83(Local Commander)-10(disorder)=185
Dark Eldar Defence d100=86+50(skill)+20(Defences)+43(Martial)=199
kills 4d6=11 Regiments of Elite Slave-Soldiers killed
d6/5=5/5=1 Regiment of Dark Eldar Warriors killed
reduce defences by d6=3 (now 17)

Once night fell your troops settled down for the night, already in the positions that they will start their assault from, and your artillery switched over to targeting the inner keep. The inner keep, a tower four kilometres high and two hundred and fifty meters diameter at the base proved to have defences more then capable of holding against even the concentrated firepower of your combined artillery. Despite this around twenty thousand Dark Eldar were killed over the night and several portions of the keep are now visibly damaged.
T=37:24:00-38:12:00
359 Artillery Regiments vs Keep d100=7+56(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)-10(disorder)=181
Dark Eldar Defence d100=26 +150(skill)+225(Defences)+43(Martial)=444
d6/2=4/2=2 Regiments of Dark Eldar killed
-6 to Keep defensive quality

At dawn you launched an entire battery of Deathstrikes at the inner keep in an attempt to open a hole that your troops can exploit. Despite the Dark Eldar AA shooting down some of the Deathstrikes and the Void Shields absorbing the fire of more enough damage was done to significantly reduce the amount of fire coming from the walls and open several new breaches, one at ground level. This ground level breach is a little under thrity meters wide and so will be difficult take but you have several forces at hand that should be able to pull it off.
T=38:12:00
100 Deathstrikes vs Keep d100=96+146(skill)+35(Theatre Commander)+83(Local Commander)+10(Monitors)=370
Walls defence d100=50+25(AA)+219(Defences)=294 -128
4d6=17 Regiments of Dark Eldar killed
-46 to Keeps defensive quality (-52 total)
4d6*2=14*4=28 meter hole in wall.

As the Deathstrikes launched your Avernites begun an coordinated attack along the entire length of the inner wall, quickly killing the Slave-Soldier's in their battered ruins of fortified positions. It took a mere nine hours for your men to gain control over the rest of the inner city, killing almost two million Slave-Soldiers in this time at the cost of mere eighty thousand of their own.
T=38:12:00-38:21:00
250 Mixed Avernite Regiments vs Elite Slave Soldiers d100= 11+266(skill)+35(Theatre Commander)+83(Local Commander)-20(aggression)+30(artillery)=415
196 Elite Slave-Soldier vs PDF Mixed Infantry Regiments d100=95 +50(skill)+17(Defences)+43(Martial)=206 +63
Avernite kills 10d6*10=45*10=450 Elite Slave-Soldiers Regiments killed,
Slave-Soldier kills 6d6*0.44=18*0.44=8 Regiments of Mixed Avernites killed
Elite Slave-Soldiers wiped out, reduce kills by 56%

As your men wipe out the last pocketsof resistance outside of the central keep and the Black Irons approach the breach in the keeps walls you ponder how to best take the keep, the final Dark Eldar strong-point in objective Alpha-Two. As things currently stand there are several small breaches the largest of which, and the only one at ground level, is a bit under thirty meters wide. This breach is currently large enough to assault but you will suffer heavy casualties before pushing past the Dark Eldar most likely guarding the entrance and will not be able to push large numbers of men though the breach.

You could either immediately attack or you could spend some time bombarding the keep in an attempt to further diminish the fire your attack will suffer from and widen the breach.
Choose Both a time and a target ratio

[] Attack Immediately- Attempt to use your elites to push though the current small breach. The size of the breach and the mostly intact defences will make the attack far more difficult but your best troops should be able to push though.
[] Attack At Dawn. - This will give your artillery seventeen hours to make an impact which should be sufficient to either inflict major damage to the keep defences or widen the breach,
[] Attack In Two Days – This will give you enough time to inflict major damage on the defences at the cost of giving the Dark Eldar ore time to prepare surprises.
[] Write in

[] Focus Entirely on the keeps defences – This will target your artillery on the keeps gun emplacements and bunkers reducing the amount of fire that your men will take as they attack the keep. - Best if you are going to lead the attack with the Governor's Own. - All artillery will switch to this one the attack begins.
[] Split fire equally between the keeps defences and the breach. - This will take longer to have any real impact but will greatly increase the ease of attack. - Best taken with attack in two days or later.
[] Focus entirely on expanding the breach – This will target the artillery on the breach expanding it and giving your men a larger area to assault though. - Best if you are going to attack with the Black Irons.
[] Write in

You have a feeling that the Dark Eldar are planning something and you should try to take the keep as quickly as possible. You have come up with several options to speed the assault many of which will increase the casualties that you will suffer.
[] 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. - It will take less time to gain entry into the keep but you will suffer significantly more losses doing so. - Best combined with Black Irons.
[] 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. - This will slow your advance but reduce the number of casualties taken, best combined with the Governor's Own or Drop Trooper Assault
[X] Attack with Black Irons- The Black Irons are in position to storm the breach and are one of your most intact formations. They will suffer massive casualties getting entry but if anyone can push though despite the losses it is the Black Irons. - This is the default option

[] Lead the attack with the Governor's Own – The Governor's Own are the most deadly warriors of Avernus, skilled veterans with equipment of a quality rarely seen outside of the Space Marine Veterans of the oldest Chapters. You could have five companies of these men spearhead the attack on the breach in the expectation that they will quickly break though the Dark Eldar defences, getting though the most deadly killing field you have ever been on the wrong side of.
[] Have the Governor Own act as Drop Troopers – There are several breaches in the walls above ground level, you could have the Governor's Own use their jump packs to launch an attack though these. While this will most likely catch the Dark Eldar by surprise the AA weapons mounted on the keep will still reap a bloody toll among the Governor Own unless you provide the cover of a full scale Drop trooper attack.
[] Have the Governor's Own remain in reserve – This will allow you to deploy them later against any stubborn pockets of resistance within the keep
[] Write in

[] Have your Black Iron Drop Troopers launch an attack on the keep. - This force will suffer heavy losses but will distract the Dark Eldar forces manning the keeps weapons systems and should be able to penetrate further into the keep opening up more fronts that the Dark Eldar will need to defend.
[] Do Not have your Black Iron Drop Troopers launch an attack on the keep- Preserve them for later need.
[] 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: 250 Helltrooper Regiments
1.5 Helltrooper Mechanised Infantry Regiments
39 Helltrooper Infantry Regiments
37.5 Helltrooper Light Infantry Regiments
42 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: 646.75 PDF Regiments
9 PDF Infantry Regiments
50.75 PDF Mechanised Infantry Regiments
105 PDF Light Infantry Regiments
20 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: 163 Black Irons Regiments
17 Helltrooper Infantry Regiments
18 Helltrooper Mechanised Infantry Regiments
13 Helltrooper Heavy Infantry Regiments
11 Helltrooper Light Infantry Regiments
3 Helltrooper Armour Regiments
17 Helltrooper Drop Infantry Regiments
17 PDF Infantry Regiments
31 PDF Light Infantry Regiments
22 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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When the DE are planning somthing you know your fucked.
[jks] Life eater fungue deathstrikes on the DE, How many? All of them.
 
[X] Attack Immediately- Attempt to use your elites to push though the current small breach. The size of the breach and the mostly intact defenses will make the attack far more difficult but your best troops should be able to push though.

[X] Focus Entirely on the keeps defenses – This will target your artillery on the keeps gun emplacements and bunkers reducing the amount of fire that your men will take as they attack the keep. - Best if you are going to lead the attack with the Governor's Own. - All artillery will switch to this one the attack begins.

[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. - It will take less time to gain entry into the keep but you will suffer significantly more losses doing so. - Best combined with Black Irons.

The time for caution has passed, now we kick the Dark Eldar right square in their xenos balls.

[X] Lead the attack with the Governor's Own – The Governor's Own are the most deadly warriors of Avernus, skilled veterans with equipment of a quality rarely seen outside of the Space Marine Veterans of the oldest Chapters. You could have five companies of these men spearhead the attack on the breach in the expectation that they will quickly break though the Dark Eldar defenses, getting though the most deadly killing field you have ever been on the wrong side of.

[X] Have your Black Iron Drop Troopers launch an attack on the keep. - This force will suffer heavy losses but will distract the Dark Eldar forces manning the keeps weapons systems and should be able to penetrate further into the keep opening up more fronts that the Dark Eldar will need to defend.
-[X] Send all the Helltrooper Drop Troops we have in addition to the Black Irons.

And have our Drop Troopers hit the keep from another angle.
 
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[X] Focus entirely on expanding the breach – This will target the artillery on the breach expanding it and giving your men a larger area to assault though. - Best if you are going to attack with the Black Irons.
[X] Attack At Dawn. - This will give your artillery seventeen hours to make an impact which should be sufficient to either inflict major damage to the keep defences or widen the breach,
[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. - It will take less time to gain entry into the keep but you will suffer significantly more losses doing so. - Best combined with Black Irons.

[X] Have the Governor's Own remain in reserve – This will allow you to deploy them later against any stubborn pockets of resistance within the keep

[X] Have your Black Iron Drop Troopers launch an attack on the keep. - This force will suffer heavy losses but will distract the Dark Eldar forces manning the keeps weapons systems and should be able to penetrate further into the keep opening up more fronts that the Dark Eldar will need to defend.
-[X]Send all the Helltrooper Drop Troops we have in addition to the Black Irons.
 
[X] Attack At Dawn. - This will give your artillery seventeen hours to make an impact which should be sufficient to either inflict major damage to the keep defences or widen the breach,
[x] Focus entirely on expanding the breach – This will target the artillery on the breach expanding it and giving your men a larger area to assault though. - Best if you are going to attack with the Black Irons.
[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. - It will take less time to gain entry into the keep but you will suffer significantly more losses doing so. - Best combined with Black Irons.
[X] Attack with Black Irons- The Black Irons are in position to storm the breach and are one of your most intact formations. They will suffer massive casualties getting entry but if anyone can push though despite the losses it is the Black Irons.
[x] Have the Governor's Own remain in reserve – This will allow you to deploy them later against any stubborn pockets of resistance within the keep
[x] Fire remaining battery of deathstrikes at the keep right before the assault.
 
[X] Attack At Dawn. - This will give your artillery seventeen hours to make an impact which should be sufficient to either inflict major damage to the keep defences or widen the breach,
[X] Focus entirely on expanding the breach – This will target the artillery on the breach expanding it and giving your men a larger area to assault though. - Best if you are going to attack with the Black Irons.

[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. - It will take less time to gain entry into the keep but you will suffer significantly more losses doing so. - Best combined with Black Irons.

[X] Attack with Black Irons- The Black Irons are in position to storm the breach and are one of your most intact formations. They will suffer massive casualties getting entry but if anyone can push though despite the losses it is the Black Irons.
[X] Have the Governor's Own remain in reserve – This will allow you to deploy them later against any stubborn pockets of resistance within the keep
[X] Have your Black Iron Drop Troopers launch an attack on the keep. - This force will suffer heavy losses but will distract the Dark Eldar forces manning the keeps weapons systems and should be able to penetrate further into the keep opening up more fronts that the Dark Eldar will need to defend.
 
[X] Attack Immediately- Attempt to use your elites to push though the current small breach. The size of the breach and the mostly intact defences will make the attack far more difficult but your best troops should be able to push though.

[X] Focus Entirely on the keeps defences – This will target your artillery on the keeps gun emplacements and bunkers reducing the amount of fire that your men will take as they attack the keep. - Best if you are going to lead the attack with the Governor's Own. - All artillery will switch to this one the attack begins.

[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. - It will take less time to gain entry into the keep but you will suffer significantly more losses doing so. - Best combined with Black Irons.

[X] Attack with Black Irons- The Black Irons are in position to storm the breach and are one of your most intact formations. They will suffer massive casualties getting entry but if anyone can push though despite the losses it is the Black Irons. - This is the default option

[X] Lead the attack with the Governor's Own – The Governor's Own are the most deadly warriors of Avernus, skilled veterans with equipment of a quality rarely seen outside of the Space Marine Veterans of the oldest Chapters. You could have five companies of these men spearhead the attack on the breach in the expectation that they will quickly break though the Dark Eldar defences, getting though the most deadly killing field you have ever been on the wrong side of.

[X] Have your Black Iron Drop Troopers launch an attack on the keep. - This force will suffer heavy losses but will distract the Dark Eldar forces manning the keeps weapons systems and should be able to penetrate further into the keep opening up more fronts that the Dark Eldar will need to defend.

You have a feeling that the Dark Eldar are planning something and you should try to take the keep as quickly as possible

I think we should definitely attack immediately, to minimise the preparation time of a trap, and catch them off-guard.
 
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[X] Attack Immediately- Attempt to use your elites to push though the current small breach. The size of the breach and the mostly intact defences will make the attack far more difficult but your best troops should be able to push though.

[X] Focus Entirely on the keeps defences – This will target your artillery on the keeps gun emplacements and bunkers reducing the amount of fire that your men will take as they attack the keep. - Best if you are going to lead the attack with the Governor's Own. - All artillery will switch to this one the attack begins.

If we are going to rush, we might as well go all in.


[X] Lead the attack with the Governor's Own – The Governor's Own are the most deadly warriors of Avernus, skilled veterans with equipment of a quality rarely seen outside of the Space Marine Veterans of the oldest Chapters. You could have five companies of these men spearhead the attack on the breach in the expectation that they will quickly break though the Dark Eldar defences, getting though the most deadly killing field you have ever been on the wrong side of.

[X] Have your Black Iron Drop Troopers launch an attack on the keep. - This force will suffer heavy losses but will distract the Dark Eldar forces manning the keeps weapons systems and should be able to penetrate further into the keep opening up more fronts that the Dark Eldar will need to defend.

I'm using the black irons as the drop troops since AA losses don't care about troop quality. If we think the dark eldar are preparing some kind of final fuck you, we cannot give them the time to do so.
 
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