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
Ideas, @Durin

1. Telepathy
a. Encouraging wildlife to attack orks.
b. Disorienting ork pilots while in the sky.
c. Various infighting techniques.
d. Encouraging unoptimal battle plans and discoordination.

2. Telekinesis
a. Nuke target (or target area)/deflect attacks. (Ex: Shrapnel explosions/storms, improve deathstrike accuracy..)
b. Alter battlefield to your favor/Alter weather.
c. Increase enemy weapon failure/jamming?
d. Reinforce stationary defences, toughening.

3. Pyromancy
a. Weather control.
b. Nuke target with warpfire.
c. Weapon malfunctions? (Weapons and heat..)
d. Missile efficiency (Heat.).

4. Divination
a. All the (enemy) battleplans, battlefield intelligience, timing attacks, etc.
b. Best areas to mine, best plan to use, vulnerabilities in enemy for various tactics (ex: Telepathy vulnerabilities, or even finding where wildlife is more prevelent), foreseeing exploitation of own vulnerabilities and counteracting.
c. Counterdivination.
d. Divination-Assisted assasinations!

5. Biomancy
a. Counteract fatigue
b. Encourage wildlife growth (extraordinary growth?) in area, Create pheromones to attract wildlife?
c. Various boosting efforts.

6. Daemonology
a. Warp bleeding over a large area to increase enemy unease?
b. Counterpsykering.
c. Finding and causing Weirdboyz to blow up?
d. Teleporting agents to places (and out?)... teleporting enemy leaders to killzone?
e. Teleport enemy munitions?
f. Teleport armies to reinforce areas being attacked? (Ex: If a line is cut.)
g. Teleport people caught in ambushes out?

(Totally no idea abt this discipline.)
 
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Ideas, @Durin

1. Telepathy
a. Encouraging wildlife to attack orks.
b. Disorienting ork pilots while in the sky.
c. Various infighting techniques.
d. Encouraging unoptimal battle plans and discoordination.

2. Telekinesis
a. Nuke target (or target area)/deflect attacks. (Ex: Shrapnel explosions/storms, improve deathstrike accuracy..)
b. Alter battlefield to your favor/Alter weather.
c. Increase enemy weapon failure/jamming?
d. Reinforce stationary defences, toughening.

3. Pyromancy
a. Weather control.
b. Nuke target with warpfire.
c. Weapon malfunctions? (Weapons and heat..)
d. Missile efficiency (Heat.).

4. Divination
a. All the (enemy) battleplans, battlefield intelligience, timing attacks, etc.
b. Best areas to mine, best plan to use, vulnerabilities in enemy for various tactics (ex: Telepathy vulnerabilities, or even finding where wildlife is more prevelent), foreseeing exploitation of own vulnerabilities and counteracting.
c. Counterdivination.
d. Divination-Assisted assasinations!

5. Biomancy
a. Counteract fatigue
b. Encourage wildlife growth (extraordinary growth?) in area, Create pheromones to attract wildlife?
c. Various boosting efforts.

6. Daemonology
a. Warp bleeding over a large area to increase enemy unease?
b. Counterpsykering.
c. Finding and causing Weirdboyz to blow up?
d. Teleporting agents to places (and out?)... teleporting enemy leaders to killzone?
e. Teleport enemy munitions?
f. Teleport armies to reinforce areas being attacked? (Ex: If a line is cut.)
g. Teleport people caught in ambushes out?

(Totally no idea abt this discipline.)
1
a. doable, minor effects in most regions however
b. good idea
c. being done
d. hard to do on Orks, due to the plans being so basic and the coordination being so bad. it is very hard to move further up or down when you are far down the bell curve

2
a. yes
b. yes
c. not really doable on a grand scale
d. yes, this coul be a major force multiplier for your cities

3.
a. more influence then control. can create a thunderstorm but can't direct the lightning
b. yes, the default attack
c. not really doable on a grand scale
d. yes, works best wit the larger weapons such as Deathstrikes

4.
a. yes
b. yes
c. not really, Orks do not use divination enough for this to be an issue
d. yes

5. also weakning targeted enemies
a. to an extent yes
b. yes, how effective this is depends on the wildlife in the area, boosting Titan-Scoptions is better then boosting Phase-Tigers for example
c. yes, the basic option

6. not as useful against Orks, the main use of this dicpline is against anyone who has deamons
a. no
b. the main use
c. doable
d-g. not really possible
 
d. hard to do on Orks, due to the plans being so basic and the coordination being so bad. it is very hard to move further up or down when you are far down the bell curve
You can always go lower.

Marching through a particularly infested part of a forest, for example, and taking lots and lots of detours there... and finding the wildlife exciting to fight! :)
 
@Durin what's the current situation of the Space Battle?

I assume we've kept shooting him with the city defenses and attacking targets of opportunity?
 
Rok Da Croc
A/N: I am not the best writer and not the most familiar with 40k so I apologize in advance if I get anything wrong.

Rok Da Croc
Gitbasha was 'aving grand ole time bashin' gitz an even takin' time out of 'is day to dakka some of the uumies dat were killin' 'is boyz. Ee was gettin' worrieded dat big boss Garkill was goin' to run like a grot loike last time but theyz Avenitte uumies knowz ow ter appreciate a gud waaagh so dey let us land nub dat weeb needed it but da thoght counts. An da planet was jus' loike da olda Nobz said it was evrydinh was tryin' ter kills ya! Loike wen da boyz woz fordin' a riva a croc big enough ter bite da boat in 'alf appeeahed an da bestest part it wasn't ebun da biggest! Knowin' a gud scrap ad appeeaheded Gitbasha gavverededed up da biggur boyz to beat the croc. Ridin' 'is squiggoth Gitbasha an 'is boyz addackeded da croc pack an durin' da scrap ee figgered sumthing owt. Theyz crocs didn't jus' eet da flesh but alsa da soul an realizin' dis Gitbasha smiled fer ee figgered a brutul cunnin' plan. Urgin' 'is biisty inta a charge at da biggest wun Gitbasha shot it ter gain its addenshun. Quiklee da Bigg, bigg boss Croc turned towards 'im an starteded bitin' 'is sqwiggod whose armour was kreaking despite it bein' dead 'eavy but dat was part o' da plan. While da croc was busy choppin' on 'is ridd Gibasha did da classic Ork stratgee o' jumpin' inta da jaws o' a monsta. Instantlee ee felt a drain on 'is soul as da Croc was tryin' ter digest 'is spirit but da dumb croc didn't realize dat Gitbasha wasn't an ordinaru Ork Gitbasha was an Ork Warboss o' Waaagh!! Waaagh!! Garkill an no biisty kan eet da waaagh, da waaagh will eet da biisty! Wakin' up 'ours lata afta carvin' 'is way outa Bigg, bigg boss Croc Gitbasha unpleasantlee found 'isself in da doc'z tent. Afta krumpin' da Dok in case ee tried experimentin' on 'im Gitbasha decideded ter see wot loot da croc ad. Layin' 'is eyz on da flashiest armoor ee ad ebur seun Gitbasha came ter a pik if fights loike dis woz common ee was neva leavin' dis planet eben if Overlord Garkill told said so 'isself.
 
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A/N: I am not the best writer and not the most familiar with 40k so I apologize in advance if I get anything wrong.

Rok The Croc
Gitbasha was 'aving grand ole time bashin' gitz an even takin' time out of 'is day to dakka some of the uumies dat were killin' 'is boyz. Ee was gettin' worrieded dat big boss Garkill was goin' to run like a grot loike last time but theyz Avenitte uumies knowz ow ter appreciate a gud waaagh so dey let us land nub dat weeb needed it but da thoght counts. An da planet was jus' loike da olda Nobz said it was evrydinh was tryin' ter kills ya! Loike wen da boyz woz fordin' a riva a croc big enough ter bite da boat in 'alf appeeahed an da bestest part it wasn't ebun da biggest! Knowin' a gud scrap ad appeeaheded Gitbasha gavverededed up da biggur boyz to beat the croc. Ridin' 'is squiggoth Gitbasha an 'is boyz addackeded da croc pack an durin' da scrap ee figgered sumthing owt. Theyz crocs didn't jus' eet da flesh but alsa da soul an realizin' dis Gitbasha smiled fer ee figgered a brutul cunnin' plan. Urgin' 'is biisty inta a charge at da biggest wun Gitbasha shot it ter gain its addenshun. Quiklee da Bigg, bigg boss Croc turned towards 'im an starteded bitin' 'is sqwiggod whose armour was kreaking despite it bein' dead 'eavy but dat was part o' da plan. While da croc was busy choppin' on 'is ridd Gibasha did da classic Ork stratgee o' jumpin' inta da jaws o' a monsta. Instantlee ee felt a drain on 'is soul as da Croc was tryin' ter digest 'is spirit but da dumb croc didn't realize dat Gitbasha wasn't an ordinaru Ork Gitbasha was an Ork Warboss o' Waaagh!! Waaagh!! Garkill an no biisty kan eet da waaagh, da waaagh will eet da biisty! Wakin' up 'ours lata afta carvin' 'is way outa Bigg, bigg boss Croc Gitbasha unpleasantlee found 'isself in da doc'z tent. Afta krumpin' da Dok in case ee tried experimentin' on 'im Gitbasha decideded ter see wot loot da croc ad. Layin' 'is eyz on da flashiest armoor ee ad ebur seun Gitbasha came ter a pik if fights loike dis woz common ee was neva leavin' dis planet eben if Overlord Garkill told said so 'isself.
Dis is an ork approved omake.

Seriously though huge props for writing something that seems like an Ork would think it.
 
It may be difficult this is an ork who killed the King Croc from inside its stomach. Whoever this guy is, he's badass.
Well my hope is too shoot him with a Macro Canon, but that's unlikely.

Still if its made canon, he probably won't retreat so we should not see the plate getting off planet or even leaving and hopefully Horatius can put him down if we rush him over.
 
I apologize if I made the warboss more powerful than necessary but I wanted to minimize the chance Gitbasha would retreat off planet.
 
I apologize if I made the warboss more powerful than necessary but I wanted to minimize the chance Gitbasha would retreat off planet.
An apology is not required. If we wanted to play an easy game, we wouldn't have chosen to follow a post-Imperium 40k quest and settle on a warp-touched deathworld. The harder the better.
 
An apology is not required. If we wanted to play an easy game, we wouldn't have chosen to follow a post-Imperium 40k quest and settle on a warp-touched deathworld. The harder the better.
That's good, because you're certainly getting no apologies from me for creating Avernus. :p
 
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1. not so far
2. yes it would
3. I should mention that all of your ideas here are based on telekinesis, which is not something that Tamia is very good at and therefore not something that she is very skilled at directing her choir to do
3a. yes, at the cost of a bit of exhaustion. not enough to delay the Orks by more then a few hours however,
3b, 3c. not in the time that you have
3e. you could though that will leave you lacking in mines if it turns into a cityfight
4a. not very likely on a grand scale
4b. better
4c. better
4d. will slow them but not stop them on a grand scale, could be more effective for small areas like breaches
4e. will inflict some minuses but not major ones
4f. very effective, while it will not ground all of their Fighter-Bombers it will blind most of those it does not ground
5. please actually come up with some ideas for this as well. Remember that Tamia is a Pyromancer/Telepath and is best conducting working in that area
5a. Telepathic guidance, panic or confusion on key groups of Orks, long range pyromantic fire support. Diviners and Deamonolgists are also good at this
5b. not very suited for this role, this is what telekinetics are best for
5c. Firestorms, lances of anti-Gargent Warp-fire. This is the role in which Pyroamncers rule
5d. not very suited for this role, this is what telekinetics and deamonologists should be used for for
5e. trying to get the Orks lost, illusion terrain, fake foes, ect. Biomancers and Deamonolgists are also good at this
5f. Fear effects, confusion, illusions, telepathically messing with Ork gunners
5g. there is also support based effects which Biomancers abd Diviners
7. moderately, it would be better to wit until they start bunching up for some reason
8. no evidence that he his landing, though there are landers going to all of the Landing sites and you can not tell if they are full or not
8a. unknown
9. it would be possible though going after the engines while it is orbiting Avernus is risky

@Durin Sorry for being focused on telekinetic stuff, part of my problem is that I don't have a very good handle on what Songweavers can do, and was basing it off your comment about them being able to effect physical manifestations of psyker power. But I'm getting from this that they are more pyromancy/telepathy focused?

Anyway... got some more questions, hopefully this is the last batch...

1: If we move the additional psyker chiors to Salem I assume this will increase the amount of things that can get done?

1a: If we move the telekinetic choir from Dorothorion to Salem would this allow more battlefield preparation to take place (like the salt swamp?)

1b: Moving the Pyromacy choir from Silver Lake would allow more weather effects and/or anti-Gargent fire lances?

1c: Moving the telepathic choir from City of Glass would allow more delaying tactics?

2: What would be the effectiveness of Jane's Psyker Hunters being based on the city walls sniping Ork leaders as they approach the cities? Do different terrains give better results (ie Open areas like Aridia/Elysium vs areas with lots of concealment like Lindon/Everglades).

3: Been reviewing Sanctic Daemonology powers ( since I'm not familiar with them) and basically what I am getting is that other than anti-demon they are basically for sabotage/assassination, buffing (offensive and defensive) though less effective than biomancers, and warpfire attacks (though less effective than pyromancers, and more anti-personal than anti-vehicle). Is that about right? Oh... and Vortex of Doom... is that a thing we are allowed to do?

3a: Assuming deamonology choirs can do some warpfire attacks, potential to cut down some tress around Lorien, and gather them in piles that can later be exploded sending fiery logs to be blasted through the Ork ranks? Effective at all?

4: A preliminary guess as to redistribution of troops, are there any obvious concerns with these moves?

Move 7 Svartalfar Elite Regiments, 7 Helguard Regiments, 100 Helltrooper Regiments, 300 PDF Regiments, and 20 Psyker Teams from Gormec to Casarrondo
Move 7 Helguard Regiments, 89 Helltrooper Regiments, and 250 PDF Regiments from Helms Deep to Gormec
Move 4 Svartalfar Elite Regiments from Lemnos to Gormec
Move the Pyromancy choir from Belegost to Casarrondo

Move 7 Helguard Regiments, 50 Helltrooper Regiments, 150 PDF Regiments, 1 Psyker Regiment, 1 Elite Psyker Regiment, and Master Zhukov from Unseen University to Dis

Move 12 Helguard Regiments, 100 Helltrooper Regiments, 300 PDF Regiments, 1 Psyker Regiment, 50 Psyker Teams, 1 demonology choir, Xavier, and the Phase Tigers from Hollin to Lorien
Move 4 Svartalfar Elite Regiments from Mirkwood to Lorien

Move 4 Svartalfar Elite Regiments, 45 Helltrooper Regiments, 100 PDF Regiments, and 7 Psyker Teams from Doriath to Okefenokee
Move 4 Svartalfar Elite Regiments, 120 Helltrooper Regiments, 300 PDF Regiments, and 20 Psyker Teams from Limberlost to Okefenokee
Move 20 Psyker Teams from Asmat to Okefenokee

Move 4 Svartalfar Elite Regiments from Asmat to The Fens

Move 4 Svartalfar Elite Regiments, 80 Helltrooper Regiments, 200 PDF Regiments, and 5 Psyker Teams from Nurn to Malea
Move 5 Helguard Regiments, and 40 Psyker Teams from Garden Grove to Malea
Move 100 PDF Regiments, and 1 Psyker Regiment from Bonud to Malea

Move 4 Svartalfar Elite Regiments, 160 Helltrooper Regiments, 200 PDF Regiments, 10 Helguard Regiments, and 20 Psyker Teams from Bonud to Yphax
Move biomancy choir from Garden Grove to Yphax

Move 2 Helguard Regiments, 70 Helltrooper Regiments, 200 PDF Regiments, 116 Heavy Armour regiments, 400 Aesir Knight Maniples, 1 Psyker Regiment, 20 Psyker Teams, 1 pyromancy choir, Priamris Hobbs, and the Black Irons from Silver Lake to Salem (via Babylon rail rerouting)
Move Telepathy choir from City of Glass to Salem
Move 4 Svartalfar Elite Regiments, and 100 PDF regiments from Babylon to Salem
Move 4 Svartalfar Elite Regiments from True Grit to Salem (via Babylon route)

Move 100 PDF regiments, 80 Helltrooper Regiments, and 20 Psyker Teams from Babylon to Beirut
Move 200 PDF regiments, 80 Helltrooper Regiments, and 20 Psyker Teams from True Grit to Beirut

5: What kind of changes should we make to leader distribution?

5a: Move Marshal Kohl to Casarrondo to command the defense there?

5b: Should we move Schwartz to Salem, and Christianson to Beirut? Or leave Christianson in Salem, and move Schwartz to Beirut?

5c: Move Marshal Pope to Lorien?

5d: Move Marshal Richards to The Fens and Paulson to Okefenokee? Or leave Paulson in the Fens and move Richards to Okefenokee?

6: Tentative idea for breaking up the Dorothonion army, any concerns?

Move 100 Aesir Knight Maniples, and 29 Heavy Armour Regiments from Dorothonion to Yphax
Move 50 Aesir Knight Maniples, and 15 Heavy Armour Regiments from Dorothonion to Casarrondo
Move 50 Aesir Knight Maniples, 15 Heavy Armour Regiments, and 32 Black Irons from Dorothonion to Beirut
Move 50 Aesir Knight Maniples, and 15 Heavy Armour Regiments from Dorothonion to Okefenokee
Move 50 Aesir Knight Maniples, and 15 Heavy Armour Regiments from Dorothonion to The Fens
Move 100 Aesir Knight Maniples, and 27 Heavy Armour Regiments from Dorothonion to Dis

Basically try to give all the cities under attack some heavy firepower to counter enemy Gargants, while keeping a final reserve in Dis to react to whatever Garkill does with his reserve of Roks.

Putting both Malea and Yphax forces combined in Yphax to provide a stronger punch in the sally after the Thunderbeast herd hits, with plans to then immediately move them north to Malea to aid the forces there.
 
@Durin , I have a few questions about roks.


1.would the air force be any use against incoming roks if they were already in the air?
2.would using dethsrikes aginst inbound roks be feasible?
3. would shooting to divert rather than destroy a rok be any easier for our city defenses?
4. do any of our advisors have any ideas about reducing the number or rosk garkill is going to be hitting our cities with?
5. do we have ball park figures for how many roks a cities anti-orbital system can shoot down on approach?
6. am I correct to assume rosk heading towards the cities would be given priority over ones that don't seem to be aimed at them?
7. do we have any idea how many of garkill's roks are the anti fortification type?
 
@Durin

Another thought for Daemonologists:

1. Can they augment the actions of our other choirs? Like applying more warp energy to a pyroclasmic attack to make it even more fiery. Or controlling the warp to make it smoother/easier for mass activity to take place. Or pre-emptively stabilizing/anti-incursion acts so our other choirs can push their powers further and draw deeper on the warp.
 
@Durin Sorry for being focused on telekinetic stuff, part of my problem is that I don't have a very good handle on what Songweavers can do, and was basing it off your comment about them being able to effect physical manifestations of psyker power. But I'm getting from this that they are more pyromancy/telepathy focused?

Anyway... got some more questions, hopefully this is the last batch...

1: If we move the additional psyker chiors to Salem I assume this will increase the amount of things that can get done?

1a: If we move the telekinetic choir from Dorothorion to Salem would this allow more battlefield preparation to take place (like the salt swamp?)

1b: Moving the Pyromacy choir from Silver Lake would allow more weather effects and/or anti-Gargent fire lances?

1c: Moving the telepathic choir from City of Glass would allow more delaying tactics?

2: What would be the effectiveness of Jane's Psyker Hunters being based on the city walls sniping Ork leaders as they approach the cities? Do different terrains give better results (ie Open areas like Aridia/Elysium vs areas with lots of concealment like Lindon/Everglades).

3: Been reviewing Sanctic Daemonology powers ( since I'm not familiar with them) and basically what I am getting is that other than anti-demon they are basically for sabotage/assassination, buffing (offensive and defensive) though less effective than biomancers, and warpfire attacks (though less effective than pyromancers, and more anti-personal than anti-vehicle). Is that about right? Oh... and Vortex of Doom... is that a thing we are allowed to do?

3a: Assuming deamonology choirs can do some warpfire attacks, potential to cut down some tress around Lorien, and gather them in piles that can later be exploded sending fiery logs to be blasted through the Ork ranks? Effective at all?

4: A preliminary guess as to redistribution of troops, are there any obvious concerns with these moves?

Move 7 Svartalfar Elite Regiments, 7 Helguard Regiments, 100 Helltrooper Regiments, 300 PDF Regiments, and 20 Psyker Teams from Gormec to Casarrondo
Move 7 Helguard Regiments, 89 Helltrooper Regiments, and 250 PDF Regiments from Helms Deep to Gormec
Move 4 Svartalfar Elite Regiments from Lemnos to Gormec
Move the Pyromancy choir from Belegost to Casarrondo

Move 7 Helguard Regiments, 50 Helltrooper Regiments, 150 PDF Regiments, 1 Psyker Regiment, 1 Elite Psyker Regiment, and Master Zhukov from Unseen University to Dis

Move 12 Helguard Regiments, 100 Helltrooper Regiments, 300 PDF Regiments, 1 Psyker Regiment, 50 Psyker Teams, 1 demonology choir, Xavier, and the Phase Tigers from Hollin to Lorien
Move 4 Svartalfar Elite Regiments from Mirkwood to Lorien

Move 4 Svartalfar Elite Regiments, 45 Helltrooper Regiments, 100 PDF Regiments, and 7 Psyker Teams from Doriath to Okefenokee
Move 4 Svartalfar Elite Regiments, 120 Helltrooper Regiments, 300 PDF Regiments, and 20 Psyker Teams from Limberlost to Okefenokee
Move 20 Psyker Teams from Asmat to Okefenokee

Move 4 Svartalfar Elite Regiments from Asmat to The Fens

Move 4 Svartalfar Elite Regiments, 80 Helltrooper Regiments, 200 PDF Regiments, and 5 Psyker Teams from Nurn to Malea
Move 5 Helguard Regiments, and 40 Psyker Teams from Garden Grove to Malea
Move 100 PDF Regiments, and 1 Psyker Regiment from Bonud to Malea

Move 4 Svartalfar Elite Regiments, 160 Helltrooper Regiments, 200 PDF Regiments, 10 Helguard Regiments, and 20 Psyker Teams from Bonud to Yphax
Move biomancy choir from Garden Grove to Yphax

Move 2 Helguard Regiments, 70 Helltrooper Regiments, 200 PDF Regiments, 116 Heavy Armour regiments, 400 Aesir Knight Maniples, 1 Psyker Regiment, 20 Psyker Teams, 1 pyromancy choir, Priamris Hobbs, and the Black Irons from Silver Lake to Salem (via Babylon rail rerouting)
Move Telepathy choir from City of Glass to Salem
Move 4 Svartalfar Elite Regiments, and 100 PDF regiments from Babylon to Salem
Move 4 Svartalfar Elite Regiments from True Grit to Salem (via Babylon route)

Move 100 PDF regiments, 80 Helltrooper Regiments, and 20 Psyker Teams from Babylon to Beirut
Move 200 PDF regiments, 80 Helltrooper Regiments, and 20 Psyker Teams from True Grit to Beirut

5: What kind of changes should we make to leader distribution?

5a: Move Marshal Kohl to Casarrondo to command the defense there?

5b: Should we move Schwartz to Salem, and Christianson to Beirut? Or leave Christianson in Salem, and move Schwartz to Beirut?

5c: Move Marshal Pope to Lorien?

5d: Move Marshal Richards to The Fens and Paulson to Okefenokee? Or leave Paulson in the Fens and move Richards to Okefenokee?

6: Tentative idea for breaking up the Dorothonion army, any concerns?

Move 100 Aesir Knight Maniples, and 29 Heavy Armour Regiments from Dorothonion to Yphax
Move 50 Aesir Knight Maniples, and 15 Heavy Armour Regiments from Dorothonion to Casarrondo
Move 50 Aesir Knight Maniples, 15 Heavy Armour Regiments, and 32 Black Irons from Dorothonion to Beirut
Move 50 Aesir Knight Maniples, and 15 Heavy Armour Regiments from Dorothonion to Okefenokee
Move 50 Aesir Knight Maniples, and 15 Heavy Armour Regiments from Dorothonion to The Fens
Move 100 Aesir Knight Maniples, and 27 Heavy Armour Regiments from Dorothonion to Dis

Basically try to give all the cities under attack some heavy firepower to counter enemy Gargants, while keeping a final reserve in Dis to react to whatever Garkill does with his reserve of Roks.

Putting both Malea and Yphax forces combined in Yphax to provide a stronger punch in the sally after the Thunderbeast herd hits, with plans to then immediately move them north to Malea to aid the forces there.
1. yes
1a. a bit more but not many, you are under to much of a time constraint for major landscaping
1b. yes
1c. yes
2. moderate but notacible, they would have better effec in the more open regions
3. in general yes, though Vortex of Doom is classified as "Come the Apocalypse.." when on Avernus. No one is sure if it will poke the planet
4. first note, you are leaving the Unseen University a bit light on defences, while that is not a problem now if Garkill lands a bunch of Rock on it it could fall
5. moving generals to the major battles would be best, in particualr you should consider personally moving into Salem (note, it is best not to have more then 2 generals in a city)
5a. yes
5b. the first would be more effective but not if you are moving to Salam
5c. yes
5d. either works
6. no
@Durin , I have a few questions about roks.


1.would the air force be any use against incoming roks if they were already in the air?
2.would using dethsrikes aginst inbound roks be feasible?
3. would shooting to divert rather than destroy a rok be any easier for our city defenses?
4. do any of our advisors have any ideas about reducing the number or rosk garkill is going to be hitting our cities with?
5. do we have ball park figures for how many roks a cities anti-orbital system can shoot down on approach?
6. am I correct to assume rosk heading towards the cities would be given priority over ones that don't seem to be aimed at them?
7. do we have any idea how many of garkill's roks are the anti fortification type?
1. no
2. yes but the amount of deathstrikes that could take down a Rok would be far more effective against a ground target
3. yes and will be default if the city looks likely to be overwhelmed
4. no
5. 5-10 depending on city
6. yes
7. no, you would be suprised if it is less then a few hundred however
@Durin

Another thought for Daemonologists:

1. Can they augment the actions of our other choirs? Like applying more warp energy to a pyroclasmic attack to make it even more fiery. Or controlling the warp to make it smoother/easier for mass activity to take place. Or pre-emptively stabilizing/anti-incursion acts so our other choirs can push their powers further and draw deeper on the warp.
yes but it would also increase miscast chance and severity
 
In keeping with concerns about the Unseen University being to lightly protected I suggest the following modified plan for troop reinforcements whenever we get to voting on the issue. I also added moving Surt and the Fire Giants to Salem, since it seems Salem is one of the more likely locations for Garkill to make an appearance. Leaving Chaplain Horatius in Dis just in case Garkill makes a surprise move on the capital.

Move 7 Svartalfar Elite Regiments, 7 Helguard Regiments, 100 Helltrooper Regiments, 300 PDF Regiments, and 20 Psyker Teams from Gormec to Casarrondo
Move 7 Helguard Regiments, 89 Helltrooper Regiments, and 250 PDF Regiments from Helms Deep to Gormec
Move 4 Svartalfar Elite Regiments from Lemnos to Gormec
Move the Pyromancy choir from Belegost to Casarrondo

Move 100 PDF Regiments from Unseen University to Dis

Move 12 Helguard Regiments, 100 Helltrooper Regiments, 300 PDF Regiments, 1 Psyker Regiment, 50 Psyker Teams, 1 demonology choir, Xavier, and the Phase Tigers from Hollin to Lorien
Move 4 Svartalfar Elite Regiments from Mirkwood to Lorien

Move 4 Svartalfar Elite Regiments, 45 Helltrooper Regiments, 100 PDF Regiments, and 7 Psyker Teams from Doriath to Okefenokee
Move 4 Svartalfar Elite Regiments, 120 Helltrooper Regiments, 300 PDF Regiments, and 20 Psyker Teams from Limberlost to Okefenokee
Move 20 Psyker Teams from Asmat to Okefenokee

Move 4 Svartalfar Elite Regiments from Asmat to The Fens

Move 4 Svartalfar Elite Regiments, 80 Helltrooper Regiments, 200 PDF Regiments, and 5 Psyker Teams from Nurn to Malea
Move 5 Helguard Regiments, and 40 Psyker Teams from Garden Grove to Malea
Move 100 PDF Regiments, and 1 Psyker Regiment from Bonud to Malea

Move 4 Svartalfar Elite Regiments, 160 Helltrooper Regiments, 200 PDF Regiments, 10 Helguard Regiments, and 20 Psyker Teams from Bonud to Yphax
Move biomancy choir from Garden Grove to Yphax

Move telekinesis choir from Dorothonion to Salem
Move 2 Helguard Regiments, 70 Helltrooper Regiments, 200 PDF Regiments, 116 Heavy Armour regiments, 400 Aesir Knight Maniples, 1 Psyker Regiment, 20 Psyker Teams, 1 pyromancy choir, Priamris Hobbs, and the Black Irons from Silver Lake to Salem (via Babylon rail rerouting)
Move Telepathy choir from City of Glass to Salem
Move 4 Svartalfar Elite Regiments, and 100 PDF regiments from Babylon to Salem
Move 4 Svartalfar Elite Regiments from True Grit to Salem (via Babylon route)
Move 10 Svartalfar Elite Regiments, 11 Muspelheim Fire Giant Regiments and Champion Surt from Dis to Salem

Move 100 PDF regiments, 80 Helltrooper Regiments, and 20 Psyker Teams from Babylon to Beirut
Move 200 PDF regiments, 80 Helltrooper Regiments, and 20 Psyker Teams from True Grit to Beirut

Move 100 Aesir Knight Maniples, and 29 Heavy Armour Regiments from Dorothonion to Yphax
Move 50 Aesir Knight Maniples, and 15 Heavy Armour Regiments from Dorothonion to Casarrondo
Move 50 Aesir Knight Maniples, 15 Heavy Armour Regiments, and 32 Black Irons from Dorothonion to Beirut
Move 50 Aesir Knight Maniples, and 15 Heavy Armour Regiments from Dorothonion to Okefenokee
Move 50 Aesir Knight Maniples, and 15 Heavy Armour Regiments from Dorothonion to The Fens
Move 100 Aesir Knight Maniples, and 27 Heavy Armour Regiments from Dorothonion to Dis
 
Last edited:
The Return of Garkill, again Part Eight: Plans
The Return of Garkill, again Part Eight: Plans
T=3:04:00-8:04:00

As Garkill starts his attack you immediately begin to reposition your forces to counter his attacks, and start planning how to defend the cities that he is attacking, particularly Salem.

The first set of options that you will have to consider is what to do with your airforce, which is slowly winning the fight in the air but is starting to become seriously fatigued. The three main options that you have for your fighters are press the attack and accept the massive casualties that you will suffer, have your airforce rest for a day and let the Ork Fighter-Bombers focus on your harassment forces and half the number of fighters that you have in the air, allowing them to rest up at the cost of some Fighter-Bombers getting though to your men in the ground and the fighters in the sky being badly outnumbered. There is also the question of whether it would be a good idea to start using your bombers to harras the Ork forces now thaat the number of Ork Fighter-Bombers has started going down. Headmaster Ridcully has confirmed that Garkill does not have a large number of Fighter-Bombers waiting in reserve, though he may have some.
First you will have to choose what actions your Fighter-Wings will take
[] Option One: Press the Attack on the Ork Fighters- This will keep up the pressure on the Ork Fighter-Bombers and allow you to kill them over the next week, at the cost of your own fighter suffering massive casualties.
[] Option Two: Rest a day before resuming operations- This will allow your fighter pilots a day to rest, allowing them to return to the skies the next day while more rested and more easily defeat the Ork Fighters. You should note however that a single day will not be enough to fully remove all fatigue penalties, and that a second half day of rest would be required for that. This will expose your harassment forces to Ork Fighter-Bombers for a day.
[] Option Two A: Rest one and a half days before resuming operations- This will allow your fighter pilots one and a half days to rest, allowing them to return to the skies afterwards while fully rested and more easily defeat the Ork Fighters. This will expose your harassment forces to Ork Fighter-Bombers for one and a half days.
[] Option Three: Halve the number of fighters on duty for a day- This will allow your fighters to provide a level of cover for your harrasment force but would result in them being heavily outnumbered and suffering more casualties. You should note however that a single day will not be enough to fully remove all fatigue penalties, and that a second and third day of half duty would be required for that.
[] Option Three A: Halve the number of fighters on duty for three days- This will allow your fighters to provide a level of cover for your harassment force but would result in them being heavily outnumbered and suffering more casualties for an extended period.
[] Option Four- Write in

Next you will have to decide what your harassment forces will do while these actions are underway
[] Option One: Act as normal- This will result in significant casualties, especially if you are giving the Fighter Pilots a day of rest but will allow the harassment of the Ork Hordes to continue.
[] Option Two: Pull back and bunker up- This will reduce the amount of casualties you suffer from the Ork Fighter-Bombers at the expense of pausing the harassment while your fighter are resting.
[] Option Three: Pull back to the cities- This will allow you to avoid losing any soldiers to the Ork Fighter-Bombers, at the cost of pausing the harassment both during the break and for the next day.

The final option is about your air force is how to use your bombers, which are currently being held in reserve.
[] Option One: Keep them in reserve- Avoids suffering any losses and preserve the bombers for future use.
[] Option Two: Light Harassment- Some casualties and inflict damage on the outer sections of the Ork Hordes
[] Option Three: Bombing Raids- Medium casualties and inflict significant damage on the Ork Hordes
[] Option Four: Targeted Bombing Raids- Heavy casualties and inflict significant damage on the Ork Big Gunz and other siege units.
[] Option Five- Write in

Next is the decision on what forces to use as the frontlines of your cities defences, which are the strongest defensive positions in Avernus. Your best forces would be able to hold the walls with greater certainty but lack the numbers to withstand attrition, and once they fall you will have trouble retaking beaches and dealing with the Ork Elites. On the other hand you have massive numbers of militia regiments, which will be able to hold the walls against the conventional Orkish forces with ease but could lose the walls to a determined attack by elite forces or whatever else Garkill has been holding in reserve. You are still wondering exactly what he has planned for the Speed Freaks, though High Grandmaster Ridcully informs you that it has something to do with siege warfare and that he has done some modifications to their equipment, unfortunately he has not yet been able to determine exactly what.
To begin with you will have to decide on what forces to use as your first line of defence
Note elites are Hellguard as well as your allies from Svartalfheim and Muspelheim, heavies are your Heavy Helguard and the Aesir.
[] Option One: Have the PDF and Helltroopers make up the first line of defence, with the elites and heavies being held back until necessary. - This would result in your regular forces being worn down over time but should be more then sufficient to hold the outer defences against Garkill's forces.
[] Option Two: Have the PDF and Helltroopers supported by an equal amount of militia make up the first line of defence with the elites and heavies being held back until necessary- This would greatly extand the amount of time that it would take to wear down your regualr forces at the expense of suffering more casualties and there being a greater risk of the attackers breacking though
[] Option Three: Have the Elites, Helltroopers and PDF in that order make up the first line of defence with the heavies being held back until necessary
[] Option Four- Write in

The third major decision is what forces to redeploy in order to respond to the Ork movements, keeping in mind that Garkill still as a massive fore in reserve and could attack any location at a moments notice. It would also be a good idea to move your generals to the sites of the coming battles where they can command more effectively, and possibly even personally take command of Salem which seems to be the main Ork target. It might also be a good idea to redeploy some of your Psyker Choirs to the major battlesite, as they are both powerful assets and can be quickly redeployed if Garkil launches a major assult elsewhere.
[] Redeployment- Write in
[] Move Heroes- Write in
[] Move Psykers

Thinking of Psykers your most powerful Psykers and the Psyker Choirs are capable of some impressive feats if necessary, and the coming days seem like a good time to take advantage of that.
[] Actions for Heroic Psykers- Write in
[] Actions for Psyker Choirs- Write in

Finally there is the decision on what to do at Yphax, where a massive Thundabeast Herd will be bisecting the Ork Horde just as it reaches the city. This will provide an oppetunity to go on the aggressive and severely maul the front of the Ork Horde, or just to heavily harass the Orks if you do not want to risk the forces needed to attack with several options falling in between the two extremes.
[] Option One: Pitched battle- One option would be to bring out almost all of the regular forces in Yphax to engage the front ranks of the Ork Horde in a pitched battle while they are cut off and disordered due to the Thundabeast Herd. -This would inflict massive damage to the Orks but at the cost of many human lives.
[] Option Two: Major Sally- One option would be to bring out almost all of the mobile in Yphax to sally into the Orks ranks, kill as many as possible and then retreat while the Orks are cut off and disordered due to the Thundabeast Herd. -This would inflict major damage to the Orks at the cost of a significant number of human lives.
[] Option Three: Harassment- The last option would be to just continue your harassment of the Ork Horde and have your light forces take advantage of any opportunities that appear.. -This would inflict major damage to the Orks at the cost of a significant number of human lives.

                             

Avernus Spine















Name​

Militia Air Regiments​

Fighter Wings Lost​

Air Force​

Militia Brigades​

PDF Regiments​

Helltrooper Regiments​

Helguard Regiments​

Elites​

Allies​

Psyker Regiments​

Psyker Teams​

Choirs​

Heroes​

Notes​

Dis​

6,117​

9,482​

764 Wings​

6,117​

518​

202​

34​

136 Teachers​

11 Muspelheim Fire Giant Regiments, 20 Svartalfar Guard Regiments, 25 Svartalfar Elite Regiments​

4 (including 1 Elite Regiments)​

249​

1 Choir (Divination 1)​

Champion Surt, Marshal Eichel (local commander), High Grandmaster Ridcully, Governor Rotbart (Grand Commander, Regional Commander of Aernus' Spine)​


Casarrondo​

562​

871​


562​

534​

251​

10​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

42​


Pyromancer (G)​


Gormec​

532​

824​


532​

534​

251​

10​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

42​


Marshal Khol​


Helm's Deep​

2,348​

3,639​

383 Wings​

2,348​

627​

272​

27​


8 Svartalfar Guard Regiments​

1​

75​




Lemnos​

533​

826​


533​

314​

136​

6​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




The Lonely Citadel​

547​

848​


547​

314​

136​

6​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




Belegost​

567​

879​


567​

470​

204​

12​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

54​

1 Choir (Pyromancy 2)​



Nogrod​

6​

9​


6​

118​

51​

3​


1 Svartalfar Guard Regiments​

3​

14​

1 Choir (Biomancy 1)​



Harrasment Force Avernus' Spine​





153​

11.0​

18.47​


8 Vargarian Guard Scout Squads​

6.19 (including 1 Elite Regiments)​



Chaplain Horatius​


           

Orks​

Number of Roks​

Estimated Ork Warbands​

Ork Compostion​

Estimated Fighter Bomber Wings​

Estimated Landing Wings​

Avernus' Spine (between Cassarondo and Gomec, 320km 13 days)​

117​

20,000​

1% Very Big Gunz, 15% Big Gunz, 5% Armour 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 24% Boyz, 20% Unknown, No Gargents sited​

13,349​

20,685​

Army (195km from Cassarondo 8.15 days)​


84,719​

1% Very Big Gunz, 15% Big Gunz, 5% Armour 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 29% Boyz, 100 Gargents, 15% killed​


                             

The Azure Islands















Name​

Militia Air Regiments​

Fighter Wings Lost​

Air Force​

Militia Brigades​

PDF Regiments​

Helltrooper Regiments​

Helguard Regiments​

Elites​

Allies​

Psyker Regiments​

Psyker Teams​

Choirs​

Heroes​

Notes​

Arbor​

340​

527​


340​

343​

145​

7​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




The Fair Isle​

4,854​

7,524​

383 Wings​

4,854​

685​

289​

32​


8 Svartalfar Guard Regiments​

3​

125​

1 Choir (Teleknesis 2)​

Marshal Donovan (regional Commander of The Azure Islands)​


Storm's End​

544​

843​


544​

343​

145​

7​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




Roke Island​

6​

9​


6​

129​

54​

4​


1 Svartalfar Guard Regiment​

5​

14​

1 Choir (Telepathy 2)​


                             

Lindon















Name​

Militia Air Regiments​

Fighter Wings Lost​

Air Force​

Militia Brigades​

PDF Regiments​

Helltrooper Regiments​

Helguard Regiments​

Elites​

Allies​

Psyker Regiments​

Psyker Teams​

Choirs​

Heroes​

Notes​

Unseen University​

6​

9​


6​

273​

118​

10​


1 Svartalfar Guard Regiment​

3 (including 1 Elite Regiments)​

14​

1 Choir (Biomancy 2)​

Master Zhukov​

crowded​

Lorien​

371​

576​


371​

451​

198​

7​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




Mirkwood​

358​

555​


358​

222​

99​

3​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




Hollin​

2,895​

4,487​

383 Wings​

2,895​

627​

272​

26​

6 Regiments Psyker Hunters​

8 Svartalfar Guard Regiments​

1​

125​

1 Choir (demonology 1)​

Grandmaster Xavier, Marshal Pope (local Commander), Arbitrator Oakheart​


Dorthonion​

532​

825​


532​

379​

166​

12 plus 116 Heavy Armour​

32 Black Irons​

400 Aesir Knight Maniples, 3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

54​

1 Choir (telekinesis 1)​

Marshal Richards (Regional Commander of Lindon))​


Doriath​

443​

687​


443​

314​

136​

6​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




Harrasment Force Lindon​





18​

11.0​

11.26​

9 Phase-Tigers, 6 Regiments Psyker Hunters​


4.52​




           

Orks​

Number of Roks​

Estimated Ork Warbands​

Ork Compostion​

Estimated Fighter Bomber Wings​

Estimated Landing Wings​

Linden (between Unseen University and Lorien, 200km, 8 days)​

104​

20,000​

1% Very Big Gunz, 15% Big Gunz, 10% Armour 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 39% Boyz, No Gargents sighted​

11,866​

18,387​

Linden (Lorien, 75km, 3.4 days)​


95,634​

1% Very Big Gunz, 15% Big Gunz, 10% Armour 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 35% Boyz, 100 Gargents, 4% killed​


                             

Everglades















Name​

Militia Air Regiments​

Fighter Wings Lost​

Air Force​

Militia Brigades​

PDF Regiments​

Helltrooper Regiments​

Helguard Regiments​

Elites​

Allies​

Psyker Regiments​

Psyker Teams​

Choirs​

Heroes​

Notes​

The Fens​

2,824​

4,378​

383 Wings​

2,824​

569​

254​

21​


8 Svartalfar Guard Regiments​

1​

125​

1 Choir (demonology 2)​

Grandmaster Aria,​


Asmat​

350​

542​


350​

131​

61​

6​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




Limberlost​

361​

559​


361​

368​

163​

5​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




Okefenokee​

270​

418​


270​

368​

163​

5​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

0​

27​




Harrasment Force Everglades 1​





35​

10.6​

4.15​


0​

0.9​





Harrasment Force Everglades 2​





22​

10.7​

8.60​


0​

1.68​



Marshal Paulson (regional Commander of Everglades)​

           

Orks​

Number of Roks​

Estimated Ork Warbands​

Ork Compostion​

Estimated Fighter Bomber Wings​

Estimated Landing Wings​

Everglades 1 (300km west of Okefenokee, 30 days)​

122​

20,000​

1% Very Big Gunz, 15% Big Gunz, 10% Armour 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 39% Boyz, No Gargents sighted​

13,920​

21,569​

Everglades 2 (The Bayou, 450km, 15 days)​

112​

20,000​

1% Very Big Gunz, 15% Big Gunz, 10% Armour 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 39% Boyz, No Gargents sighted​

12,779​

19,801​

Everglades 1 (150km west of Okefenokee, 5.1 days)​


98,516​

1% Very Big Gunz, 15% Big Gunz, 10% Armour 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 38% Boyz, 100 Gargents, 1% killed​



Everglades 2 (Limberlost, 300km, 10.6 days)​


93,613​

1% Very Big Gunz, 15% Big Gunz, 10% Armour 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 33% Boyz, 100 Gargents, 6% killed​


                             

Elysium















Name​

Militia Air Regiments​

Fighter Wings Lost​

Air Force​

Militia Brigades​

PDF Regiments​

Helltrooper Regiments​

Helguard Regiments​

Elites​

Allies​

Psyker Regiments​

Psyker Teams​

Choirs​

Heroes​

Notes​

Malea​




0​

285​

128​

5​

31 Black Irons​

3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​


Primaris Hobbs, First Councilor Aryz (local Commander)​


Nurn​

526​

816​


526​

314​

136​

6​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




Garden Grove​

5,614​

8,702​

383 Wings​

5,614​

261​

121​

11​


8 Svartalfar Guard Regiments​

1​

75​

1 Choir (Biomancy 3)​



Bonud​

516​

800​


516​

405​

212​

16​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

42​


Marshal Bruhn (regional Commander of Elysium)​


Yphax​

333​

516​


333​

368​

198​

14​

22 Red Tracks Regiments​

3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

42​




Harrasment Force Elysium 1​





23​

15.5​

2.27​



0.85​





Harrasment Force Elysium 2​





22​

15.2​

2.51​



1.00​




           

Orks​

Number of Roks​

Estimated Ork Warbands​

Ork Compostion​

Estimated Fighter Bomber Wings​

Estimated Landing Wings​

Elysium 1 (north of Malea, 300km, 6 days)​

112​

20,000​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 24% Boyz, No Gargents sighted​

12,779​

19,801​

Elysium 2 (south of Yphax, 300km, 6 days))​

116​

20,000​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 24% Boyz, No Gargents sighted​

13,235​

20,508​

Elysium North (north of Malea, 83km, 1.16 days)​


81,434​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 6% Boyz, 100 Gargents, 18% killed​

0​


Elysium 2 (south of Yphax,62km, 1.6 days))​


93,793​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 17% Boyz, 100 Gargents, 7% killed​

0​

                             

Aridia















Name​

Militia Air Regiments​

Fighter Wings Lost​

Air Force​

Militia Brigades​

PDF Regiments​

Helltrooper Regiments​

Helguard Regiments​

Elites​

Allies​

Psyker Regiments​

Psyker Teams​

Choirs​

Heroes​

Notes​

Salem​

3,835​

5,945​

383 Wings​

3,835​

568​

253​

22​


8 Svartalfar Guard Regiments, 20 Regiments Death's Harbringers (Quartok)​

1​

125​

1 Choir (divination 2), Diviner (G)​

Grandmaster Tamia, Marshal Christianson (local commander), Saint Lin and Master Rana (attached to Siant Lin)​


Silver Lake​

542​

841​


542​

427​

191​

10 plus 116 Heavy Armour​

32 Black Irons​

400 Aesir Knight Maniples, 3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

54​

1 Choir (Pyromancy 1), Priamris Hobbs​

General Schwarz (Regional Commander of Aridia)​


Babylon​

557​

864​


557​

314​

136​

6​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




Beirut​

518​

803​


518​

285​

128​

5​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​


27​




True Grit​

513​

795​


513​

285​

128​

5​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

27​




City of Glass​

6​

9​


6​

107​

48​

3​


1 Svartalfar Guard Regiment​

3​

14​

1 Choir (Telepathy 1)​



Harrasment Force Aridia 1​





82​

28​

6​



2​





Harrasment Force Aridia 2​





25​

8.7​

2.99​



0.89​





Harrasment Force Aridia 3​





15​

5.7​

1.49​



0.89​





Harrasment Force Aridia 4​





89​

29.0​

6.63​



1.94​




           

Orks​

Number of Roks​

Estimated Ork Warbands​

Ork Compostion​

Estimated Fighter Bomber Wings​

Estimated Landing Wings​

Aridia 1 (Center, 300km, 6 days)​

114​

20,000​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 24% Boyz, No Gargents sighted​

13,007​

20,155​

Aridia 2 (between Silver Lake and Salam, 400km, 8 days)​

104​

20,000​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 24% Boyz, No Gargents sighted​

11,866​

18,387​

Aridia 3 (west of Beruit, 300km, 6 days)​

106​

20,000​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 24% Boyz, No Gargents sighted​

12,094​

18,741​

Aridia 4 (between Salem and Hollin, 400km, 8 days)​

112​

20,000​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 24% Boyz, No Gargents sighted​

12,779​

19,801​

Aridia 1 (Center, heading to Salem, 82km, 1.15 days)​


84,552​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 9% Boyz, 100 Gargens, 15% killed​

0​


Aridia 2 (near Salam, 162km, 3.7 days)​


92,690​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 24% Boyz, No Gargents sighted​

0​


Aridia 3 (west of Beruit, 58km, 1.4 days)​


95,435​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 24% Boyz, No Gargents sighted​

0​


Aridia 4 (between Salem and Hollin, 191km, 3.20 days from Salem)​


80,046​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 24% Boyz, No Gargents sighted​

0​

                             

Duat















Name​

Militia Air Regiments​

Fighter Wings Lost​

Air Force​

Militia Brigades​

PDF Regiments​

Helltrooper Regiments​

Helguard Regiments​

Elites​

Allies​

Psyker Regiments​

Psyker Teams​

Choirs​

Heroes​

Notes​

Iota One​

549​

851​


549​

470​

204​

12​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

54​

1 Choir (Divination 3)​



Iota Two​

549​

851​


549​

427​

191​

10​


100 Aesir Knight Maniples, 3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

0​

54​

1 Choir Pyromancy (3)​

Marshal Rakes (regional Commander of Duat)​


Iota Three​

538​

834​


538​

427​

191​

10​

32 Black Irons​

3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

54​

1 Choir (Teleknesis 3), Telekinetic (G)​



Iota Four​

539​

836​


539​

427​

191​

10​


3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

0​

54​

1 Choir (Telepathy 3) Priamris Geron​



Iota Five​

292​

452​


292​

470​

204​

12​


100 Aesir Knight Maniples, 3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​

1​

54​

1 Choir (demonology 3)​



Harrasment Force Duat​





276​

87.1​

13.59​



1.93​




           

Orks​

Number of Roks​

Estimated Ork Warbands​

Ork Compostion​

Estimated Fighter Bomber Wings​

Estimated Landing Wings​

Duat (equidistant from Iota Two, Three and Four, 800km, 17 days to Iota 2)​

107​

20,000​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 24% Boyz, No Gargents sighted​

12,208​

18,917​

Duat (625km, 13.12 days to Iota 3)​


63,318​

1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 3% Speed Freaks, 100 Gargents, 36% killed​

0​

0​

1 Huge Space Hulk (46km at longest dimension, 20,000 km3 ) Death's Harbinger
1 Large Space Hulks (32 km at longest dimension, 4,900 km3)
3/4 Small Space Hulks (12, 16 and 18km at longest dimension, 400, 1,200, 1,500 km3)

107/250 Battlekroozers
81/400 Kroozers

2,104/5,000 Roks

400/2,000 Hook Boarding Ships (new class)
1,143/2,000 Onslaught Attack Ships
500/1,000 Brute Ram Ships
800/2,000 Savage Gunships
900/2,000 Ravager Attack Ships

17,022/26,000 Attack Craft Wings

0-11 billion Orks
         

Orks​

Number of Roks​

Estimated Ork Warbands​

Estimated Fighter Bomber Wings​

Estimated Landing Wings​

Avernus' Spine​

117​

104,719​

13,349​

10,343​

Linden​

104​

115,634​

11,866​

9,193​

Everglades​

234​

232,129​

26,699​

20,685​

Elysium​

228​

215,227​

26,014​

20,155​

Aridia​

436​

352,677​

49,747​

38,542​

Duat​

107​

83,318​

12,208​

9,459​

Total On Avernus​

1,226​

1,103,704​

139,884​

108,377​

Ork Fleet​

2,104​

up to 1,100,000​

0 to 200,000​

0​

1 Alexander Class Command Battleship Memory of Light

8 Legate Battleships
3 Hun Fast Battleships
3 Martyr Fast Battleships
2 Saint Armoured Battleships

6 Gurkha Grand Cruisers

40 Teutonic Heavy Cruisers
30 Templar Heavy Cruisers

30 Marauder Battlecruisers
3 Night Battlecruisers

5 Knight Armoured Cruisers
24 Cataphract Armoured Cruisers
12 Samurai Armoured Cruisers
5 Kshatriya Armoured Cruisers

9 Poacher Fast Cruisers

28 Warrior Cruisers
14 Praetorian Cruisers
24 Hoplite Cruisers
26 Bishop Carriers

88 Monk Escort Carriers
60 Youxia Escort Carriers
30 Fog Light Cruisers

250 Page Frigates
250 Squire Frigates
250 Soldier Destroyers
320 Legionnaire Destroyers
150 Shadow Destroyers

1,932 Dragon Bomber Wings
1,932 Guardian Fighter Wings

150 Military Transports
1 Genghis Class Command Battleship "Gungnir"
2 Hun Fast Battleships
3 Martyr Fast Battleships

22 Marauder Battlecruisers
22 Hussar Battlecruisers
2 Poacher Fast Cruisers
5 Cossack Fast Cruisers
4 Corsair Fast Cruisers
3 Acolyte Fast Carriers

160 Solider Destroyers
219 Privateer Raiders

632 Guardian Fighter Wings
420 Dragon Bomber Wings
1 Einherjar Class Command Battleship- "Fólkvangr"

2 Gurkha Grand Cruisers

4 Chevalier Heavy Cruisers

118 Castle Defence Cruisers
8 Knight Class Cruisers
11 Hoplite Class Cruisers
2 Praetorian Class Cruisers
14 Warrior Class Cruisers
6 Bishop Class Carriers
18 Monk Class Escort Carriers
16 Youxia Class Escort Cruisers

200 Squire Class Frigates
200 Page Class Frigates
132 Soldier Class Destroyers
30 Legionnaire Destroyers
10 Privateer Class Raiders
5 Shadow Class Destroyers
1,543 Defence Monitors

1 Virtue-Class Heavy Cruiser
2 Overlord-class Battlecruisers
1 Luna-Class Cruisers
1 Dominator-Class Cruiser

3 Dauntless-Class Light Cruisers

3 Sword-class Frigates
2 Cobra-class Destroyers

213 Guardian Fighter Wing
234 Dragon Bomber Wing
 
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