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
Well after this hell hole of a campaign I think were going to be telling the Military to "REBUILD EVERYTHING" for awhile while our tech priests are going to be told to "MAKE A TITAN"!

Also anyone want to guess what our next enemy is? Me thinks Orcs.
Agreed, it was a good campaign and I am glad we did it, but the building up of the most OP army and deadliest planet ever must continue.
 
10 nova cannons that fire phase tigers and Avernus's ecosystems. Before anyone thinks of anything more just remember if a CSM warband decided to invade and got hit with that shit then...they would kill them after losing half that ships stenght. They would then wonder if taking that planet would be worth it in the end. An if there lead by a sorceror then the answer is no.

Avernus wins via concession.
 
So I asked for help with the maths problem on another forum and got back an answer which seems to be right. It solves Elder Haman's conclusion of Avernus doing nothing (despite common sense and Word of God) while also not making it certain/super certain. This is the scenario I presented and this is the solution I received. Unfortunately, I don't know what log is or how it works so I can't fact-check it.
 
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By the way, @durin what happened to
Request reward from Mars – Now that Archmagos Explorator Tranth discovered the Hyper-Advanced Juvenat STC, he could request that the Fabricator-General of Mars reward Avernus. This would be time-consuming and is not guaranteed to work, but you could get access to previously forbidden STCs, the most advanced weapons in the Imperium and other difficult-to-acquire knowledge and technology.

Time: 5 years.
Chance of Success: 40%

Cost: 670,000 Thrones.
Reward: Reward from Mars

Locked – One out of Five years complete
cause it was running one year, then it stopped, I know the emp died before it could have been finished, but what happened?
 
By the way, @durin what happened to
Request reward from Mars – Now that Archmagos Explorator Tranth discovered the Hyper-Advanced Juvenat STC, he could request that the Fabricator-General of Mars reward Avernus. This would be time-consuming and is not guaranteed to work, but you could get access to previously forbidden STCs, the most advanced weapons in the Imperium and other difficult-to-acquire knowledge and technology.

Time: 5 years.
Chance of Success: 40%

Cost: 670,000 Thrones.
Reward: Reward from Mars

Locked – One out of Five years complete
cause it was running one year, then it stopped, I know the emp died before it could have been finished, but what happened?
you are not sure
 
Question to the thread: Why not wait until the damn turns start up again?

Once we have options we can add new options to ask about that stuff and so on.
 
Because it'll let us get some of the discussion out of the way during a time when there's little else to do.
 
I have a question for @durin :
Midgard Attacked Part Eight: The Blood Begins to Flow

3-6 Hours after Chaos Landing

As the Chaos Force near Manavik began to rebuild, you sent an elite group from Hive 1 to reinforce the attack. This force mostly consisted of armour and included Lady Sif's detachment of Knight-Titans. This force was sent by air and was escorted by the majority of your fighters in Hive 1. The Chaos Fighters did no try to intercept this force and they join the rest of your strike force two hours from the landing site. A further force of four Midgardian PDF Mechanised Infantry divisions was sent along the rail from Hive 3 to act as reinforcements for this group. They will arrive several hours after the battle begins but it is highly unlikely that a battle of such scale will finish in such a short period of time. This force is currently disembarking from the railway line a mere sixty kilometres from the enemy and will be moving to attack as soon as they are ready in an hour's time.

While dealing with the force gathering at Manavik is important, the majority of your attention was on the siege of Barovik. The first action that you took was to personally lead a large portion of your forces in Hive 1, including all of the Avernite forces. This force will hopefully be enough to prevent the Chaos forces from breaking out for quite some time. Along with this force you sent out five PDF Siege Regiments along with some Fighter Wings and artillery with orders to repair the broken railways between Hive 1 and Barovik.

The Chaos forces in Barovik began their attack at this point and initially made major progress, managing a better than 1-to-1 kill ratio despite attacking entrenched fortifications. This attack is a combination of the classic Chaos human wave attack with dedicated elite units tasked with carrying out a specific objective and is surprisingly effective. Of the three million attackers, two thirds died in the initial attacks. Of the survivors most have taken cover in the craters and ruined buildings, some massive, that litter the area between the siege lines and Barovik. One small group however has taken a segment of the inner siege lines and is currently holding it against all attackers. You have dispatched several regiments of Avernite Rough Riders and Mechanised Infantry to drive this force back. One observation that your men on the front lines have noticed is that so far this attack has been carried out entirely by Midgardian traitors, with none of the invading forces participating. You suspect that this indicates that the attack is more of a probe then a serious attack and may be a test of the capabilities of the local forces by the Chaos Lord.
Chaos Attack vs Siege Lines: d100 = 100 + 50(skill) + 23(martial) = 173: Critical Success; double kills, half losses
Imperial Defence of Siege Lines: d100 = 16 + 50(skill) + 60(defences) = 126
Chaos kills: 6d6 * 2 = 50 PDF Infantry Regiments killed
d6/4 * 2 = 2 PDF Siege Infantry Regiments killed
2d6 * 2 = 10 PDF Light Infantry Regiments killed
3d6 * 2 = 16 PDF Armour Regiments killed
d6 * 2 = 10 PDF Mechanised Infantry Regiments killed
d6/2 * 2 = 1 PDF Artillery Regiments killed
d6 * 2 = 8 Iron Guard Mechanised Infantry Regiments killed

Imperial kills: 8d6 * 2/2 = 27 Infantry Regiments Regiments killed
4d6 / 2 = 13 Armour Regiments Regiments killed
3d6 / 2 = 4 Mechanised Infantry Regiments Regiments killed
4d6 / 2 = 11 Light Infantry Regiments Regiments killed
Imperial Morale roll: d100 = 19 + 10(skill) + 20(traits) + 5(speech) - 5(casualties) = 49: Slightly Disorganised (-10)

Chaos Attack vs Siege Lines: d100 = 58 + 50(skill) + 23(martial) = 131
Imperial Defence of Siege Lines: d100 = 16 + 50(skill) + 60(defences) - 10(slightly disorganised) = 116
Chaos kills: 4d6 = 15 PDF Infantry Regiments killed
d6/4 = 0.25 PDF Siege Infantry Regiments killed
2d6 = 6 PDF Light Infantry Regiments killed
2d6 = 7 PDF Armour Regiments killed
d6 = 3 PDF Mechanised Infantry Regiments killed
d6 / 2 = 2 PDF Artillery Regiments killed
2d6 = 10 Iron Guard Mechanised Infantry Regiments killed

Imperial kills: 10d6*2 = 72 Infantry Regiments Regiments killed
6d6 = 29 Armour Regiments Regiments killed
4d6 = 14 Mechanised Infantry Regiments Regiments killed
5d6 = 21 Light Infantry Regiments Regiments killed
Imperial Morale roll: d100 = 28 + 10(skill) + 20(traits) + 5(speech) - 5(Slightly Disorganised) = 58: Success

Chaos Attack vs Siege Lines: d100 = 74 + 50(skill) + 23(martial) = 167
Imperial Defence of Siege Lines: d100 = 3 + 50(skill) + 60(defences) = 113
Chaos kills: 6d6 = 19 PDF Infantry Regiments killed
d6/4 = 0.5 PDF Siege Infantry Regiments killed
2d6 = 6 PDF Light Infantry Regiments killed
3d6 = 7 PDF Armour Regiments killed
2d6 = 8 PDF Mechanised Infantry Regiments killed
d6 = 4 PDF Artillery Regiments killed
d6 = 5 Iron Guard Mechanised Infantry Regiments killed

Imperial kills: 8d6*2=48 Infantry Regiments Regiments killed
4d6 = 16 Armour Regiments Regiments killed
3d6 = 15 Mechanised Infantry Regiments Regiments killed
4d6 = 20 Light Infantry Regiments Regiments killed
Imperial Morale roll: d100 = 88 + 10(skill) + 20(traits) + 5(speech) - 5(casualties) = 113: Success

On the other major front, the Light Infantry sent out from Hives 6 and 7 engaged the mutants and Chaos Light Forces in the central mountains five hours after the Chaos landing began. Your Light Infantry encountered around ten million mutants and several hundred Chaos Light Infantry Regiments, supported by a score of Sentinel Regiments. While your men, particular the Avernites, achieved a very good kill ratio, you suspect that there are enough Chaos forces landed now that they will be overwhelmed within the next day or so, even if they focus on defending.
120 Midgardian PDF Light Infantry vs Chaos Skirmishers: d100 = 73 + 10(terrain) + 50(skill) = 123
Chaos Skirmishers vs Midgardian PDF Light Infantry: d100 = 14 + 50(skill) + 20(numbers) = 84
Imperial kills: 6d6 = 19 Light Infantry Regiments killed
3d6 = 10 Mutant Hordes killed (100,000 Men per Horde)
d6 = 4 Sentinel Regiments killed
Chaos kills: 6d6 = 20 Light Infantry Regiments killed

40 Avernite PDF Light Infantry vs Chaos Skirmishers: d100 = 80 + 10(terrain) + 201(skill) = 291
Chaos Skirmishers vs Midgardian PDF Light Infantry: d100 = 44 + 50(skill) + 20(numbers) = 114
Imperial kills: 6d6 = 32 Light Infantry Regiments killed
3d6 = 8 Mutant Hordes killed
2d6 = 10 Sentinel Regiments killed
Chaos kills: 2d6 = 5 Light Infantry Regiments killed

Chaos Morale roll: d100 = 74 + 20(skill) + 10(trait) - 30(casualties) = 74: Success
Imperial Morale roll: d100 = 89 + 25(skill) + 20(traits) + 5(speech) - 15(casualties) = 124: Success

In Hive 1, the Chaos cult seems to be totally repressed, as there was no cult activity. The cultists in Hive 3 lose control over the areas that they had seized and are driven back into the underhive, though not without casualties. The cult in Hive 4 remains inactive while the cult in Hive 5 continues to gain ground, now having both total control over the underhive and several districts within the main hive. This conflict is in the process of moving from a cult uprising to a full blown civil war with rumours that several of the lost PDF regiments have actually turned coat.
Hive 1 Cult roll: d100 = 3 + 10(proximity to Chaos forces) - 20(repressed) = -17
Imperial Forces roll: d100 = 98 + 20(numbers) + 20(skill) = 138
No conflict. Cult is totally repressed

Hive 3 Cult roll: d100 = 58
Imperial Forces roll: d100 = 91 + 10(numbers) + 20(skill) = 121
Chaos casualties: 4.6 Million
Imperial casualties: 8 Midgardian PDF Infantry Regiments, 16 Midgardian PDF Light Infantry Regiments, 6 Midgardian PDF Heavy Infantry Regiments, 4 Midgardian PDF Mechanised Infantry Regiments

Hive 5 Cult roll: d100 = 85 + 20(very active) = 105
Imperial Forces: d100 = 28 + 15(numbers) + 20(skill) = 62
Chaos casualties: 1.9 Million
Imperial casualties: 17 Midgardian PDF Infantry Regiments, 13 Midgardian PDF Light Infantry Regiments, 20 Midgardian PDF Heavy Infantry Regiments, 12 Midgardian PDF Mechanised Infantry Regiments, 5 Iron Guard Mechanised Infantry Regiments

Now that the main areas of battle have been decided, you have begun to move your forces from the Hives away from the front lines closer to the front. This has been going well, as the Chaos forces have not yet attacked any of your convoys.

At this point you have several decisions to make, the first of which is how to engage the Chaos forces at Manavik. This Chaos force consists entirely of Terivarnii and includes almost a thousand regiments, most of them armour. While your nearby forces may be able to defeat them in a straight fight, it would be a rather costly battle. You also need to decide whether to have your forces in the Central Mountains continue to push on, fortify their current locations, or pull back.


Write up plan for engaging Terivarnii forces.


Midgardian Forces:
818 PDF Infantry
350 PDF Heavy Infantry
128 PDF Light Infantry
17.25 PDF Siege Infantry
36 Siege Infantry
1779 PDF Mech. Infantry
321 PDF Armor
93 PDF Artillery

1027 Iron Guard Mechanized Infantry
250 IG Armor
80 IG Artillery
10 AA Regiments
3 Sentinel Regiments
22 Chosen Grenadier Mechanized Infantry

Avernite Forces:
8 IG Rough Riders
2 PDF Mechanized Infantry
6 PDF Armor
1 Sentinel
2 Baneblade Squadrons -- 2 Baneblades
Midgardian
5 PDF Siege Infantry
5 IG AA Regiments
62 Fighter Wings
Midgardian Forces:
100 PDF Infantry
200 PDF Heavy Infantry
20 PDF Siege Infantry
50 PDF Artillery
200 PDF Mechanized Infantry
20 Iron Guard Mechanized Infantry

Avernite Forces:
Governor Rotbart and 300 Governor's Own

19 Skitrii
70 Tech Guard
8 IG Rough Riders

4 IG Heavy Infantry
3 PDF Heavy Infantry
3 IG Infantry
9 PDF Infantry
2 PDF Mechanized Infantry
9 PDF Armor

1 Hellhound/Devil Dog
1 Artillery Regiments
1 Sentinel
3 Artillery Regiments
2 AA Regiments

1 Warlord Titan
4 Reaver Titan
9 Scout Titan
1 Capitol Imperialis
9 Baneblade Squadrons - 4 Shadowswords, 4 Baneblades, 4 Stormlords

Psykers:
Primaris Gerald Xavier

12 Major Battle Psykers
1 Diviner (E)
1 Diviner (Z)
3 Pyromancer (E)
4 Pyromancer (Z)
2 Telapath (E)
1 Telekinetic (E)
11 Minor Battle Psykers

Midgardian Forces
400 PDF Mechanized Infantry
20 Iron Guard Mechanized Infantry
7 Chosen Grenadier Mechanized Infantry
100 PDF Armour
10 IG Artillery

100 Fighter Wings

Aesir forces:
1 Elite Maniple of Knights
4 Maniples of Knights
5 Men at Arms Regiments
5 Fighter Wings
2 Bomber Wings
5 Super Heavy Cargo Wings

Avernite Forces:
1 Leviathan
1 Macharius Vanquisher Regiment

4 Vanquisher Regiments
1 Hellhound/Devil Dog
1 Artillery Regiments
2 AA Regiments

11 Drop Infantry
1 IG Light Infantry
6 PDF Infantry
3 IG Heavy Infantry
2 PDF Heavy Infantry
10 IG Mechanized Infantry
4 PDF Mechanized Infantry
8 IG Armor
23 PDF Armor

19 Lighting Fighter Wings
25 Thunderbolt Fighter Wing
400 Midgardian PDF Mechanized Infantry

35 Avernite PDF Light Infantry
100 Midgardian PDF Light Infantry

Active (totally repressed) Cult

Midgardian Forces:
387 PDF Infantry
200 PDF Heavy Infantry
210 PDF Light Infantry
25 PDF Siege Infantry
300 PDF Mechanized Infantry
230 PDF Armour
70 PDF Artillery
10 Iron Guard Armor
5 AA Regiments
10 IG Artillery
7 Sentinel Regiments
110 Iron Guard Mechanized Infantry
9 Chosen Grenadier Mechanized Infantry
70 Bomber Wings
50 Cargo Wings

Avernite Forces:

17 Avenger Strike Fighter
13 Marauder Bomber Wings
3 Marauder Vigilant Wings
16 Cargo Shuttle Wings
Midgardian Forces:
400 PDF Infantry
100 PDF Heavy Infantry
100 PDF Light Infantry
20 PDF Siege Infantry
300 PDF Mechanized Infantry
60 PDF Armour
10 Iron Guard Armor
5 PDF Artillery
20 Iron Guard Mechanized Infantry

5 Bomber Wings
Active (Repressed) Cult

Midgardian Forces:
480 PDF Infantry
144 PDF Heavy Infantry
148 PDF Light Infantry
30 PDF Siege Infantry
796 PDF Mechanized Infantry
180 PDF Armour
10 Iron Guard Armor
70 PDF Artillery
170 Iron Guard Mechanized Infantry
3 Chosen Grenadier Mechanized Infantry

Avernite Forces:

1 Hellhound/Devil Dog
9 Baneblade Squadrons - 3 Shadowswords, 3 Baneblades, 3 Stormlords
1 Leviathan
1 Artillery Regiments
3 IG Heavy Infantry
3 IG Infantry
4 PDF Mechanized Infantry
13 PDF Armor
2 PDF Heavy Infantry
6 PDF Infantry
1 IG Light Infantry
2 Deathstrike Battery (1 used)
29 Cargo Shuttle Wings
Inactive Cult

Midgardian Forces:
499 PDF Infantry
150 PDF Heavy Infantry
174 PDF Light Infantry
30 PDF Siege Infantry
800 PDF Mechanized Infantry
100 PDF Armour
10 Iron Guard Armor
40 PDF Artillery
70 Iron Guard Mechanized Infantry
1 Chosen Grenadier Mechanized Infantry
Minor Civil War

Midgardian Forces:
570 PDF Infantry
125 PDF Heavy Infantry
143 PDF Light Infantry
56 PDF Siege Infantry
1185 PDF Mechanized Infantry
140 PDF Armour
10 Iron Guard Armor
55 PDF Artillery
115 Iron Guard Mechanized Infantry
2 Chosen Grenadier Mechanized Infantry
Heavy mutants threat

Midgardian Forces:
400 PDF Infantry
100 PDF Heavy Infantry
140 PDF Light Infantry
20 PDF Siege Infantry
300 PDF Mechanized Infantry
75 PDF Armour
20 PDF Artillery
70 Iron Guard Mechanized Infantry
1 Chosen Grenadier Mechanized Infantry
26 Fighter Wings
Heavy mutants threat

Midgardian Forces:
400 PDF Infantry
100 PDF Heavy Infantry
140 PDF Light Infantry
20 PDF Siege Infantry
300 PDF Mechanized Infantry
75 PDF Armour
20 PDF Artillery
70 Iron Guard Mechanized Infantry
1 Chosen Grenadier Mechanized Infantry
65 Fighter Wings
25 Bomber Wings

1 Hellhound/Devil Dog
9 Baneblade Squadrons - 3 Shadowswords, 3 Baneblades, 3 Stormlords
1 Leviathan
1 Artillery Regiments
3 IG Heavy Infantry
3 IG Infantry
4 PDF Mechanized Infantry
13 PDF Armor
2 PDF Heavy Infantry
6 PDF Infantry
1 IG Light Infantry
13 Cargo Shuttle Wings

Psykers:
Primaris Odysseus

11 Major Battle Psykers
3 Biomancer (Z)
1 Diviner (E)
1 Diviner (Z)
1 Telapath (E)
2 Telekinetic (E)
3 Telekinetic (Z)
11 Minor Battle Psykers
Midgardian Forces:
300 PDF Infantry
100 PDF Heavy Infantry
100 PDF Light Infantry
20 PDF Siege Infantry
100 PDF Mechanized Infantry
35 PDF Armour
5 PDF Artillery
20 Iron Guard Mechanized Infantry
Midgardian Forces:
300 PDF Infantry
100 PDF Heavy Infantry
100 PDF Light Infantry
20 PDF Siege Infantry
100 PDF Mechanized Infantry
35 PDF Armour
5 PDF Artillery
20 Iron Guard Mechanized Infantry
Midgardian Forces:
300 PDF Infantry
100 PDF Heavy Infantry
100 PDF Light Infantry
20 PDF Siege Infantry
100 PDF Mechanized Infantry
35 PDF Armour
5 PDF Artillery
20 Iron Guard Mechanized Infantry
Midgardian Forces:
300 PDF Infantry
100 PDF Heavy Infantry
100 PDF Light Infantry
20 PDF Siege Infantry
100 PDF Mechanized Infantry
35 PDF Armour
5 PDF Artillery
20 Iron Guard Mechanized Infantry


94+ Fighter Wings
13+Bomber Wings
32+ Cargo Wings

Estimated 850 PDF Infantry Regiments
Estimated 50 PDF Light Infantry Regiments
Estimated 970 PDF Mechanised Infantry Regiments
Estimated 10 PDF Siege Regiments
Estimated 140 PDF Armour Regiments
Estimated 50 PDF Artillery Regiments

Estimated 200 Mechanised Infantry Regiments
Estimated 500 Armour Regiments
Estimated 200 Artillery Regiments

280 Cargo of Chaos Forces landed per hour
1680 Cargo of Chaos Forces landed
123 Fighter Wings
16 Bomber Wings

12 Terivarnii AA regiments
98 Terivarnii Mechanised Infantry Regiment
34 Terivarnii Sentinel Regiment
33 Terivarnii Hellhound Regiment
33 Terivarnii Artillery Regiment
850 Armour Regiments

194 Cargo of Chaos Forces landed per hour
128 Fighter Wings
389 Light Infantry Regiments
71 Sentinel Regiments
32 Infantry Regiments
Unknown number of mutants (estimated tens of millions)

86 Cargo of Chaos Forces landed per hour

Assault on Fjol IV Part Thirteen: Push the Line
T=12:12:00-12:24:00


After much though you decided to further expand your control over the outer city, starting with the walls, and attempt to have the artillery wipe out the Dark Eldar artillery with concentrated fire. This path will be slower then taking the inner city by storm but should result in lower casualties.

The day started with your Midgardian forces beginning an attack on the upper and lower bounds of your beachhead, attacking along your entire battle line simultaneously. The northern force managed to seize an entire nineteen kilometres of ground by midday, easily clearing the ground of Slave-Soldiers but having significantly more problems with the Dark Eldar harassment. The southern flank did not capture quite as much ground, only fifteen kilometres, but proved to be more successful against the harassment and suffered less casualties. By midday you had almost doubled the area you had control over and had begun work on fortifying the area that you had control over. This area covering a third of the outer wall and a fifth of the outer city is large enough to prevent any major overcrowding issues from effecting your forces, though if you want to avoid all issues you will have to increase it by around fifty percent.
T=12:12:00-12:18:00
1,000 Mechanised Infantry and Armour Regiments vs Slave Soldiers d100=71+95(skill)+35(Theatre Commander)+83(Local Commander)-25(terrain)+20(cautious)=279
342 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=44 -50(skill)+95(Defences)+43(Martial)=132
Avernite kills 10d6*40=39*40=1,560 Slave Soldiers wiped out, reduce kills by 78%
Slave-Soldier kills 11d6*2*0.22=40*0.44=9 Regiments of Iron Guard Mechanised Infantry killed
9 Regiments of Iron Guard Armour killed
19 kilometres seized

Dark Eldar harassment d100=74+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+20(home ground)=389
Iron Guard Defence d100= 8+95(skill)+35(Theatre Commander)+83(Local Commander)-20(distracted)+20(cautious)=308
Dark Eldar kills 10d6*3=36*3=48 Regiments of Iron Guard Mechanised Infantry killed
48 Regiments of PDF Mechanised Infantry killed
Imperial kills 4d6=12 Regiments of Dark Eldar Warriors killed


1,000 Mechanised Infantry and Armour Regiments vs Slave Soldiers d100=94+95(skill)+35(Theatre Commander)+83(Local Commander)-25(terrain)+20(cautious)=302
270 Slave-Soldier Regiments vs PDF Mechanised Infantry Regiments 100=96 -50(skill)+95(Defences)+43(Martial)=184
Avernite kills 8d6*40=24*40=960 Slave Soldiers wiped out, reduce kills by 72%
Slave-Soldier kills 7d6*3*0.28=28*0.84=12 Regiments of Iron Guard Mechanised Infantry killed
12 Regiments of Iron Guard Armour killed
15 kilometres seized

Dark Eldar harassment d100=47+150(skill)+40(Dark Eldar)+50(speciality)+43(Martial)+20(terrain)+20(home ground)=362
Iron Guard Defence d100= 70+95(skill)+35(Theatre Commander)+83(Local Commander)-20(distracted)+20(cautious)=370
Dark Eldar kills 8d6*2=33*2=33 Regiments of Iron Guard Mechanised Infantry killed
33 Regiments of PDF Mechanised Infantry killed
Imperial kills 8d6=32 Regiments of Dark Eldar Warriors killed

currently hold an area 69km by 10km

As the Midgardians begun their advance your artillery continued to exchange fire with the Dark Eldar artillery. The sheer weight of fire that your artillery could unleash proved to be sufficient to destroy half of the Dark Eldar artillery at the cost of another few hundred of your own regiments, including ten percent of your artillery. At current rates you expect to be able to wipe out the Dark Eldar artillery tonight or early tomorrow and take out the Macrocannons the day after that. IN that time another four or five hundred regiments will most likely fall to the fire of the Dark Eldar artillery.
T=12:12:00-12:24:00
544 Artillery Regiments vs Dark Eldar artillery d100=31+55(skill)+35(Theatre Commander)+83(Local Commander)=204
Dark Eldar Defence d100=95+120(skill)+170(Defences)+43(Martial)=428
kills 5d6*2=30*2=60 Regiments of Dark Eldar artillery killed
60/120 Dark Eldar Inner Artillery killed

120 Regiments of Dark Eldar Artillery and 10 Macrocannons d100=24+50(skill)+50(Dark Eldar)+43(Martial)=157
Imperial Defence d100=60+148(skill)+35(Theatre Commander)+83(Local Commander)+45(fortifications)-20(crowding)=351 +58
Kills 5d6*7=30*7=210 Regiments killed
31 Iron Guard Mechanised Infantry Regiments
37 Iron Guard Armour Regiments
9 Iron guard AA regiments
47 Iron Guard Artillery Regiments
0.1 Iron Guard Siege Infantry Brigade
1 Iron Guard Light Infantry Regiment
1 Iron Guard Sentinel Regiment

1 Helltrooper Infantry Regiment
1 Helltrooper Light Infantry Regiment
2 Helltrooper Heavy Infantry Regiments
1 Helltrooper Armour Regiment
1 Helltrooper Drop Infantry Regiment
0.3 Helltrooper Siege Infantry Brigades

1 Helltrooper Artillery Regiments
1 Helltrooper Sentinel Regiment
1 Combat Engineer Regiment
3 PDF Transport Regiments

1 PDF Infantry Regiment
4 PDF Mechanised Infantry Regiments
1.3 PDF Siege Infantry Brigades
5 PDF Light Infantry Regiments
3 PDF Heavy Infantry Regiments
1 PDF Rough Rider Regiment
12 PDF Armour Regiments
3 PDF Artillery Regiments

1 Black Iron Helltrooper Mechanised Infantry Regiment
1 Black Iron Helltrooper Light Infantry Regiment
1 Black Iron PDF Infantry Regiment
1 Black Iron PDF Light Infantry Regiment
1 Black Iron PDF Heavy Infantry Regiment
1 Black Iron PDF Armour Regiment

20 Militia AA Regiments

In the six hours between noon and sunset your forces dug in and destroyed as many secret passages as they could find. By the time the sun had set the entire area that you had claimed had been well fortified with every soldier and vehicle in some sort of cover and the entire area having been scoured for secret passages. You are confidant that the Dark Eldar general will once again discover that attacking your forces tonight is not worth the price he will pay.
T=12:18:00-12:24:00

As the sun sets you and your officers discuss your actions for the night and what you should do tomorrow. The obvious choice is to continue your current plan of bombarding the Dark Eldar artillery and Macrocannons and to slowly push out your forces tomorrow in an attempt to expand the area you are holding enough to avoid any overcrowding issues. The other major options are to press the attack tomorrow and hopefully breach the inner walls or to do something tricky.

Note that this is voting for what you should do over the next day rather then just tonight.
First vote for how many targets you want and then vote for targets.

[] Night- 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.
[] Night- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[] Night- Split fire between three targets.- This will inflict a moderate at best amount of damage to most the the targets.
[] Night- Split fire between all four targets.- This will not inflict mush damage on any one target but will hurt all of them and will provide no clues about your next actions.


[] Night- Target the artillery- This will reduce the amount of damage that the Dark Eldar artillery can do over time but will cause less damage then some of the other targets due to the fact that the artillery is most likely well fortified against return fire. This option would be best if you are planning to take your time and turn the fight into an extended siege.
[] Night- Target the inner walls.- This will make the inner walls 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 inner walls.
[] Night- 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 the entire outer ring before attacking the inner ring.
[] Night- 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 not reinforcing your currant vanguard by much or are pushing the attack tonight.
[] Write in target
First vote for how many targets you want and then vote for targets.

[] 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.
[] Day- Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[] Day- Split fire between three targets.- This will inflict a moderate at best amount of damage to most the the targets.
[] Day- Split fire between all four targets.- This will not inflict mush damage on any one target but will hurt all of them and will provide no clues about your next actions.


[] Day- Target the artillery- This will reduce the amount of damage that the Dark Eldar artillery can do over time but will cause less damage then some of the other targets due to the fact that the artillery is most likely well fortified against return fire. This option would be best if you are planning to take your time and turn the fight into an extended siege.
[] Day- Target the inner walls.- This will make the inner walls 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 inner walls.
[] 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 the entire outer ring before attacking the inner ring.
[] 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 not reinforcing your currant vanguard by much or are pushing the attack tonight.
[] Write in target
[] Fire One Battery of Deathstrikes at the Inner Wall at the beginning of the night- This will give the Dark Eldar warning that you are going to be able to break down the walls quicker and where you will break down the walls but will weaken the walls early allowing your artillery to cause more damage. You will most likely be able to open a small breach and widen it a bit with artillery allowing an attack to be launched sometime late tomorrow.
[] Fire Two Batteries of Deathstrikes at the Inner Wall at the beginning of the night- This will give the Dark Eldar warning that you are going to be able to break down the walls quicker and where you will break down the walls but will weaken the walls early allowing your artillery to cause more damage. This will open a small to medium breach which will be expanded slightly by the artillery allowing an attack to be leached early tomorrow.
[] Fire Two Battery of Deathstrikes at the Inner Wall at the end of the night- This will allow you to surprise the Dark Eldar by opening up a small breach in the walls allowing for an attack to be launched early in the day. One the other hand the breach will be smaller then if you fire the Deathstrikes earlier.
[]Do Not Fire any Deathstrikes- Save them for use on future targets
[] Write in option
[] 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.
[] 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 outer walls of the city fist, which will allow you to either cut of or reduce the chance of forces in the city escaping or being reinforced but leave your forces spread out. This should not be selected if you are being aggressive as it will leave your forces vulnerable to counter attack.
[] Expand your currant beachheads in all directions creating an more even zone of control- This reduces the length of the front in comparison to the amount of area that you have taken and would be the best option if you are trying to seize as much territory as possible.
[] Fight your way to the inner walls and begin the process of taking them- This is an high risk option and will require that you use your artillery to weaken the defences and have either a large or an elite force to attempt to take the walls. Note this is a high risk option and you should think carefully before selecting it.
[] Write in
[] Have your Midgardians lead the attack- This will allow your more expendable troops to take the brunt of the fighting saving your elites for later use. - This option would be best if you are not in a hurry and are avoiding the inner walls.
[] Have a mix of Midgardians and Avernites lead the attack– This is a balance between the other two options and will involve having the Avernites support the Midgardians allowing them to more effectively engage the Dark Eldar but preventing you from having the casualties concentrated over your worst men or having the fire-power to make an attempt on the inner walls. - This option would be best if you are quickly taking the outer area.
[] Have your Avernites lead the attack. - This would give you a very powerful attack force that would be capable of either taking the majority of the outer city or attacking the inner walls but any casualties taken would be from your best men.- This option would be best if you are trying to seize the entire outer city today or are attacking the inner walls.
[] Write in
[] Write in

Inside City

Total: 3,564 Midgardian Regiments
919 Iron Guard Mechanised Infantry Regiments
1,099 Iron Guard Armour Regiments
275 Iron guard AA regiments
313 Iron Guard Artillery Regiments (483 when you detach other Basilisks)
2.6 Iron Guard Siege Infantry Brigade
48 Iron Guard Light Infantry Regiments
39 Iron Guard Sentinel Regiments

18 Helguard Regiments (7 Light Infantry, 6 Armour, 5 Rough Rider)

Total: 267 Helltrooper Regiments
1.5 Helltrooper Mechanised Infantry Regiments
40 Helltrooper Infantry Regiments
39.5 Helltrooper Light Infantry Regiments
46 Helltrooper Heavy Infantry Regiments
37 Helltrooper Armour Regiments
11 Helltrooper Rough Rider Regiments
25 Helltrooper Drop Infantry Regiments
8 Helltrooper Siege Infantry Brigades

Total: 171 Specialist Regiments
6 Helltrooper Vanquisher Regiments
8 Helltrooper Hellhound/Devil Dog Regiments
8 Helltrooper Bane Wolf Regiments
8 Helltrooper Artillery Regiments (17 when you detach other Basilisks)
2 Deathstrike Batteries
1 Life Eater Fungus Deathstrike Battery
3 Helltrooper Sentinel Regiments
31 Combat Engineer Regiments
87 PDF Transport Regiments

Total: 991.5 PDF Regiments
30 PDF Infantry Regiments
123 PDF Mechanised Infantry Regiments
155 PDF Light Infantry Regiments
93.5 PDF Heavy Infantry Regiments
7 PDF Rough Rider Regiments
18.3 PDF Siege Infantry Brigades
365 PDF Armour Regiments
-19 PDF Artillery Regiments (49 PDF Artillery Regiments can be detached)

Total: 176 Black Irons Regiments
17 Helltrooper Infantry Regiments
18 Helltrooper Mechanised Infantry Regiments
14 Helltrooper Heavy Infantry Regiments
12 Helltrooper Light Infantry Regiments
3 Helltrooper Armour Regiments
19 Helltrooper Drop Infantry Regiments
17 PDF Infantry Regiments
34 PDF Light Infantry Regiments
25 PDF Heavy Infantry Regiments
21 PDF Armour Regiments

316 Militia AA Regiments
What has Midgard done to increase the skill level of their guardsmen from 50 to 92?
 
MMM, so possibilities as far as I can see, in two years they were able to daisy chain the message through astropaths, Mars got it maybe they agreed and sent something with our goodies, then the Imperium fell and know they are on route, or have died. Either or.

Or it could be that with the emperor's death and the subsequent Eye-Of-Terror level warpfuckery that set off, Mars might not -be- there anymore.

We won't know until something arrives back from that sector of space, which could be thousands of years in the case of us having to actually go there to find out what happened.
 
MMM, so possibilities as far as I can see, in two years they were able to daisy chain the message through astropaths, Mars got it maybe they agreed and sent something with our goodies, then the Imperium fell and know they are on route, or have died. Either or.
You forgot "Got stuck somewhere, joined a different petty imperium" as a possibility as well!

1441
 
Or it could be that with the emperor's death and the subsequent Eye-Of-Terror level warpfuckery that set off, Mars might not -be- there anymore.

We won't know until something arrives back from that sector of space, which could be thousands of years in the case of us having to actually go there to find out what happened.
You forgot "Got stuck somewhere, joined a different petty imperium" as a possibility as well!

1441
Can't I dream that every turn @durin is rolling to see if goodies from Mars will arrive on a Mars Arc Mechanicus.
 
Oh Mars definitely is gone. This Quest is loosely based on The Shape Of The Nightmares To Come, and there Mars came under the dominion of the Void Dragon. As for the boon, who knows? For all we know they could have arrived in the past and helped colonize the Nine Worlds.
 
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Oh Mars definitely is gone. This Quest is loosely based on The Shape Of The Nightmares To Come, and there Mars came under the dominion of the Void Dragon. As for the boon, who knows? For all we know they could have arrived in the past and helped colonize the Nine Worlds.
Well I can dream, besides, chances are the Emp told everyone to get out of sol before he went boom. Also who would Mars be under the Void Dragon which is C'tan or the Abomination which is a chaos god?
Still really want that boon though. Sigh o well
 
Considering the Abomination had the time and resources to invade Slaanesh's Realm, it's likely the Void Dragon has already been disposed of.
 
Well I can dream, besides, chances are the Emp told everyone to get out of sol before he went boom. Also who would Mars be under the Void Dragon which is C'tan or the Abomination which is a chaos god?
Still really want that boon though. Sigh o well

Evacuate the Sol system? The logistics of that would be, well, impossible in any practical sense.

And I thought that the Void Dragon woke decades or centuries after Terra turned into a new Eye of Terror (obviously a very concentrated Eye of Terror, certainly the Grey Knights on Titan held out for thousands of years against the daemons of the Abomination at the least). So maybe Mars is still a going concern.

fasquardon
 
Considering it would be within the Eye of Terra, it's not an impossible scenario.

Unlikely though. The Chaos Gods rarely leave their sanctums and prefer to use their daemons(or angyls in this case) to do their work for them, and the Void Dragon wasn't direct competition in the way the other Chaos Gods are, so it's somewhat doubtful.
 
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