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
The Return of Garkill, again Part Twelve: Planning
The Return of Garkill, again Part Twelve: Planning
T=10:05:00-10:11:00

With the destruction of the outer walls of Salem by Ork Weirdboyz and the isolation of Garkill by a massed Deathstrike volley you are currently dealing with one of the largest threats and best opportunities of the war. Without the outer defences it will be far harder to hold back the billions of Orks around Salem without suffering massive casualties, especially as the Orkish artillery opens fire on your secondary defences. On the other hand for the first time ever you have a reasonable oppetunity to kill Garkill, though this would require several of your mightiest heroes and an elite force risking themselves by leading as assault, which will soon find itself cut off from the city and overwhelmed by the Orks in the region.

The first issue that you have to deal with is how to respond to the Ork Weirdboyz destruction of Salem's main walls, leaving your forces stuck defending the secondary defences that surround each district. This leaves the city far more vulnerable to both attack and bombardment, which the surrounding Ork forces and Roks are more then capable of. The main options that you see are to either attempt to defend your secondary defences with regular forces, and hope that the Orks can overwhelm them, bring up high quality forces to help defend the secondary defences and accept the casualties that the Orks bombardment will inflict on your elites or pull back into the inner city. Pulling back into the inner city will provide you fores with defences near the equal of those that were destroyed, but would also result in abandoning ninety percent of Salem and overcrowding your forces.
[] Salem Option One: Hold Ground- The first option would be to have your regular forces attempt to hold the secondary defences against the Orks. They will likely lose ground to the Orks bombardment and heavy forces but the secondary defences have enough depth to make that acceptable- High casualties among militia and PDF forces, lose much of outer Salem, preserve elites for later.
[] Salem Option Two: Reinforce and Hold- The second option is to reinforce your defensive forces with more of your Helltroopers and elites and then hold the secondary defences. They will probably still lose some ground to the bombardment and Gargents but should otherwise be able to hold the line against even the massive numbers that Garkill will unleash. - Less casualties among militia and PDF, will lose some Helltroopers and Elites, lose some of outer Salem.
[] Salem Option Three: Pull Back- The third option is to pull your forces in Salem back to the inner walls of Salem, which are stll intact. This would allow your forces to easily hold the intact walls at the expense of sarificing the rest of the city, losing almost all ablity to fall back and overcrowding your soldiers. -Few casulties, lose all of outer Salem, penalty to all units actions until overcrowding is ended, bad for morale.
[] Salem Option Four: Write In

The next issue is what to do about Garkill, who is as vulnerable to attack as you have ever seen him, with his personal army near wiped out, his guard crippled and even the giant Rok he landed in barely intact. Despite this Garkill still stands with fourteen thousand of his Mega-Nobs and it will not be an easy task changing that. However the main threat to any attacks on Garkill will be that while your Deathstrikes were able to kill those forces near him Garkill still stands in the middle of his horde, and any force that attacks him will have to run the gauntlet of over two dozen Roks firepower and will be swamped with Ork Speed Freaks from the surrounding hordes. As such any assault on Garkill will have to be mounted by a powerful mobile force and include heroes capable of fighting their way to Garkill and killing him. Given that he has survived over a thousand years as an Ork Warlord and Overlord killing Garkill will not be an easy feat, and of the gathered heroes only you, Champion Surt, Chaplain Horatius and Saint Lin would be able to pull it off, with Xavier not being in any condition at the moment. The two main options that you see are to either leave Garkill alone and wait for a better oppetunity or to have a strike force consisting of most of the Governor's Own, the faster Helguard units and the Fire-Giants attempt to kill Garkill while led by one of more of the heroes you went over above.
First you have to decide whether to launch an assault and if o how large
[] Garkill Assault Option One: No Assault- The first option would be to leave Garkill alone and wait for a better oppetunity to kill him- Nothing happens
[] Garkill Assault Option Two: Small Assault- The second option would be to send a small force of around ten regiments to try and quickly kill Garkill, this force will hopefully be mobile enough to escape from the Orks that will attempt to trap it with fire support from Salem - Medium chance of killing Garkill, medium chance of losing strike force,
[] Garkill Assault Option Three: Large Assault- The second option would be to send a large force of around a hundred regiments to try and kill Garkill, this force will hopefully be powerful enough to escape from the Orks that will attempt to trap it with fire support from Salem - High chance of killing Garkill, medium chance of losing strike force,

Next You have to decide on which heroes to include in the strike force
[] Champion Surt- Champion Surt is the best warrior in the Imperial Trust and considers missions such as this to be his job description, though you know that he has far more duties then he likes to claim. -High Chance of Victory, High Chance of Survival, diplomatic issues if he dies
[] Chaplain Horatius- Chaplain Horatius is the most expeiranced warrior in the Imperial Trust and a specialist dualest, if you are going for a single heroe and a small strike force he is by far the best option. -Medium Chance of Victory, Medium Chance of Survival, diplomatic issues if he dies, works best alone
[] Saint Lin- Saint Lin is a mightly warrior and his mere precence will be enough to pull Garkill out from behind any guards, on the downside his death would be disaster. -High Chance of Victory, Medium Chance of Survival, diplomatic issues if he dies, morale issues if he dies, cult issues if he dies
[] Personally Go- You are a mighty warrior and with your Black Crystal Sword can kill with seemingly minor wounds, if you attend the fight you have a good chance of killing Garkill, especially given that you are the local leader and he will answer any challenges. -High Chance of Victory, Medium Chance of Survival, issues if you die

As things heat up near Salem several other cities are being attacked, though you are confident that the cities defence forces are more then enough to hold off the attacking Orks, and in many cases defeat them.

                             
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​
4,632​
5,027​
6,117​
1,368​
302​
21​
136 Teachers​
26 Svartalfar Guard Regiments, 23 Svartalfar Elite Regiments​
4​
359​
Marshal Eichel (Regional Commander of Avernus' Spine),​
Casarrondo​
425​
462​
562​
634​
301​
10​
7 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
1​
42​
Marshal Khol​
Gormec​
403​
437​
532​
484​
223​
10​
3 Svartalfar Guard Regiments, 4 Svartalfar Elite Regiments​
1​
22​
Helm's Deep​
1,778​
1,929​
2,348​
477​
200​
20​
4 Svartalfar Guard Regiments​
1​
75​
Lemnos​
403​
438​
533​
314​
136​
6​
3 Svartalfar Guard Regiments, 3 Svartalfar Elite Regiments​
1​
27​
The Lonely Citadel​
414​
450​
547​
114​
36​
3​
1​
27​
Belegost​
430​
466​
567​
270​
164​
6​
3 Svartalfar Elite Regiments​
1​
34​
Nogrod​
4​
5​
6​
118​
51​
3​
1 Svartalfar Guard Regiments​
3​
14​
           
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​
40,000​
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 (162km 6.14 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​
                           
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​
Arbor​
258​
280​
340​
143​
45​
4​
3 Svartalfar Elite Regiments​
1​
27​
The Fair Isle​
3,676​
3,989​
4,854​
85​
89​
12​
4 Svartalfar Guard Regiments​
15​
Marshal Donovan (regional Commander of The Azure Islands)​
Storm's End​
412​
447​
544​
143​
45​
4​
3 Svartalfar Elite Regiments​
1​
27​
Roke Island​
4​
5​
6​
129​
54​
4​
1 Svartalfar Guard Regiment​
5​
14​
                         
Name​
Militia Air Regiments​
Fighter Wings Lost​
Air Force​
Militia Brigades​
PDF Regiments​
Helltrooper Regiments​
Helguard Regiments​
Elites​
Allies​
Psyker Regiments​
Psyker Teams​
Choirs​
Unseen University​
4​
5​
6​
223​
118​
10​
1 Svartalfar Guard Regiment​
2​
14​
Lorien​
281​
305​
371​
1,451​
548​
35 plus 27 Heavy Armour​
100 Aesir Knight Maniples, 20 Svartalfar Guard Regiments, 26 Svartalfar Elite Regiments​
2​
97​
Mirkwood​
271​
294​
358​
72​
59​
3​
1​
27​
Hollin​
2,192​
2,379​
2,895​
27​
32​
5​
75​
Dorthonion​
403​
438​
532​
179​
46​
6​
1​
54​
Doriath​
335​
364​
443​
64​
11​
3​
1​
20​
           
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​
30,000​
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, 27km, 1.03 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​
                           
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​
The Fens​
2,139​
2,321​
2,824​
19​
34​
3​
5​
Asmat​
265​
287​
350​
51​
31​
3​
1​
7​
Limberlost​
273​
296​
361​
368​
163​
5​
3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
1​
27​
Okefenokee​
204​
222​
270​
1,048​
558​
23​
95 Aesir Knight Maniples, 6 Svartalfar Guard Regiments, 14 Svartalfar Elite Regiments​
0​
54​
1 Choir (demonology 3)​
           
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​
40,000​
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​
40,000​
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 (90km west of Okefenokee, 3. 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, 245km, 8.05 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​
                           
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​
Malea​
0​
0​
845​
268​
18 plus 15 Heavy Armour​
31 Black Irons​
14 Svartalfar Guard Regiments, 14 Svartalfar Elite Regiments, 50 Aesir Knight Maniples​
6 (including 2 elite)​
112​
1 Choir (Pyromancy 2)​
Primaris Rattary, First Councilor Aryz (local Commander), Pyromancer (G), Master Zhukov​
Nurn​
399​
433​
526​
64​
26​
3​
2​
Garden Grove​
4,251​
4,614​
5,614​
1​
11​
3​
5​
Bonud​
391​
424​
516​
55​
22​
3​
2​
Yphax​
252​
274​
333​
735​
547​
25.4 plus 29 Heavy Armour​
22 Red Tracks Regiments​
10 Svartalfar Guard Regiments, 14 Svartalfar Elite Regiments, 100 Aesir Knight Maniples​
4​
92​
1 Choir (Biomancy 3)​
Marshal Bruhn (regional Commander of Elysium)​
           
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​
40,000​
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​
40,000​
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 (in combat range of Melea)​
16​
84,344​
1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 6% Boyz, 18% killed​
0​
Elysium 2 (south of Yphax,62km, 1.03 days))​
42,305​
1% Very Big Gunz, 15% Big Gunz, 3% Armour, 10% Dread, 3% 'Eavy Boyz, 5% Stormboyz, 3% Speed Freaks, 58% killed​
0​
                           
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​
Salem​
2,904​
3,152​
3,835​
1,418​
733​
68 plus 131 Heavy Armour​
32 Black Irons, 9 Phase-Tigers, 8 Vargarian Guard Scout Squads​
11 Muspelheim Fire Giant Regiments, 8 Svartalfar Guard Regiments, 25 Svartalfar Elite Regiments, 20 Regiments Death's Harbringers (Quartok), 450 Aesir Knight Maniples,​
7​
145​
2 Choirs (Divination 1 +2), Diviner (G), 2 Choirs (telekinesis 1+2), 2 Choir (Pyromancy 1 +3), Priamris Hobbs , 1 Choir (Telepathy 1), 2 Choirs (demonology 1+2), 2 Choirs (Biomancy 1+2),​
High Grandmaster Ridcully, , Grandmaster Tamia, Saint Lin and Master Rana (attached to Siant Lin), Champion Surt, General Schwarz (Local commander), Grandmaster Xavier, Governor Rotbart (Grand Commander, Regional Commander of Aridia), Chaplain Horatius​
Silver Lake​
411​
446​
542​
127​
91​
5​
3 Svartalfar Elite Regiments​
34​
Babylon​
422​
458​
557​
64​
46​
3​
33 Svartalfar Elite Regiments​
1​
7​
Beirut​
392​
426​
466​
2,185​
728​
29.5 plus 30 Heavy Armour​
6 Regiments Psyker Hunters, 32 Black Irons​
100 Aesir Knight Maniples, 26 Svartalfar Guard Regiments, 22 Svartalfar Elite Regiments​
1​
207​
, 1 Choir (Telepathy 2)​
Marshal Christianson (local commander), Arbitrator Oakheart, Grandmaster Aria,​
True Grit​
388​
421​
513​
35​
38​
2​
3 Svartalfar Elite Regiments​
1​
7​
City of Glass​
4​
5​
6​
107​
48​
3​
1 Svartalfar Guard Regiment​
3​
14​
           
Orks​
Number of Roks​
Estimated Ork Warbands​
Ork Composition​
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​
40,000​
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 (Combat range of Salem)​
85​
78,007​
1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 1% 'Eavy Boyz, 5% Stormboyz, 58% killed, 328,315 Wiedboyz, 816 Gargents (1 Mega, 16 Great)​
0​
Aridia 2 (near Salam, 75km, 1.12 days)​
88,320​
1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 12% Boyz, No Gargents remaining, 14% killed​
0​
Aridia 3 (west of Beruit, 0km, entered combat 13 hours ago)​
12​
67,408​
1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks,11% Boyz, No Gargents remaining, 13% killed​
0​
Aridia 4 (between Salem and Hollin, 100km, 2 days from Salem)​
77,200​
1% Very Big Gunz, 15% Big Gunz, 10% Armour, 10% Dread, 20% 'Eavy Boyz, 5% Stormboyz, 15% Speed Freaks, 1% boyz No Gargents remaining, 25% killed​
0​
Aridia 5 (Center, 250km, 5 days)​
100,000​
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 6 (between Silver Lake and Salam, 350km, 7 days)​
100,000​
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 7 (between Salem and Hollin, 350km, 7 days)​
100,000​
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​
                           
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​
Iota One​
299​
33​
549​
270​
154​
12​
3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
1​
54​
1 Choir (Divination 3)​
Iota Two​
299​
33​
549​
227​
141​
10​
3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
0​
34​
Iota Three​
293​
33​
538​
427​
191​
10​
32 Black Irons​
95 Aesir Knight Maniples, , 3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
1​
92​
1 Choir (Teleknesis 3), Telekinetic (G), 1 Choir (Telepathy 3) Priamris Geron​
Marshal Rakes (regional Commander of Duat)​
Iota Four​
294​
33​
539​
227​
141​
10​
3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
0​
34​
Iota Five​
159​
18​
292​
270​
154​
12​
, 3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
1​
54​
                           
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​
Iota One​
299​
33​
549​
270​
154​
12​
3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
1​
54​
1 Choir (Divination 3)​
Iota Two​
299​
33​
549​
227​
141​
10​
3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
0​
34​
Iota Three​
293​
33​
538​
427​
191​
10​
32 Black Irons​
95 Aesir Knight Maniples, , 3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
1​
92​
1 Choir (Teleknesis 3), Telekinetic (G), 1 Choir (Telepathy 3) Priamris Geron​
Marshal Rakes (regional Commander of Duat)​
Iota Four​
294​
33​
539​
227​
141​
10​
3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
0​
34​
Iota Five​
159​
18​
292​
270​
154​
12​
, 3 Svartalfar Guard Regiments, 7 Svartalfar Elite Regiments​
1​
54​

         
Orks​
Number of Roks​
Estimated Ork Warbands​
Estimated Fighter Bomber Wings​
Estimated Landing Wings​
Avernus' Spine​
117​
124,719​
13,349​
10,343​
Linden​
104​
125,634​
11,866​
9,193​
Everglades​
234​
272,129​
26,699​
20,685​
Elysium​
228​
206,649​
26,014​
20,155​
Aridia​
436​
710,935​
62,754​
38,542​
Duat​
107​
98,650​
5,310​
9,459​
Total On Avernus​
1,226​
1,538,716​
145,992​
108,377​
Ork Fleet​
2,064​
up to 600,000​
0 to 100,000​
0​
 
Arghhh can't Ridcully just use his Super-Exitus Rifle, make a Divination on his shot and snipe Garkill?
 
@Durin

1. Which Psyker Choirs of ours are in a state to actually be doing psykery things? (Not exhausted, etc.)

EDIT:

Salem, specifically.
 
Last edited:
[X] Plan Insurance
[X] Salem Option Two: Reinforce and Hold
[X] Garkill Assault Option Two: Small Assault
[X] Champion Surt
[X] Chaplain Horatius
[X] Personally Go
[X] Garkill Assault Option Three: Large Assault: heavy assault group stays inside Salem waiting for an extract order. when order is given they shortie out to meet returning small assault group and try to form a extraction corridor.
[X] Write in: at different points of the perimeter of Salem small assault teams shortie out at same time as strike to draw attention. pull back when mission ends.

It risks a bit more of our men but i think it has a better chance of keeping the orks off of the elites long enough for them to get the job done and return.
 
It risks a bit more of our men but i think it has a better chance of keeping the orks off of the elites long enough for them to get the job done and return.
I don't think we're allowed to vote yet.

@Durin vote Mortarium?

In any case I dunno if
[X] Chaplain Horatius
I'd take him, he works best with a small force and he can exploit his abilities most when he's alone dueling someone.

I'd rather go with Freddy and Surt.

@Durin
1. Has Surt ever held the Black Blade
2. If so has anything happened?
 
So maybe someone should make omakes on our heroes dueling Garkill to up our chances when we go out and gank the fucker. I for example have an idea for Horatius and how he's killed some of the most dangerous things in the galaxy and while Garkill doesn't compare in how killy he is his cunning makes just as dangerous.
 
So maybe someone should make omakes on our heroes dueling Garkill to up our chances when we go out and gank the fucker. I for example have an idea for Horatius and how he's killed some of the most dangerous things in the galaxy and while Garkill doesn't compare in how killy he is his cunning makes just as dangerous.
I do have an idea for Surt, with Garkill basically throttling him after a long as hell fight with Fred sticking Garkill in the back with the BCS.
 
Might not be time to vote but it's a plan. gives everyone a chance to kick it around and poke holes in it. better to find any obvious problems on the planning table than in the thick of it.
 
Might not be time to vote but it's a plan. gives everyone a chance to kick it around and poke holes in it. better to find any obvious problems on the planning table than in the thick of it.
Then please remove the X just [] *plan*

As for critique... well I've got my issue with it out though this
[X] Garkill Assault Option Two: Small Assault
[X] Write in: at different points of the perimeter of Salem small assault teams shortie out at same time as strike to draw attention. pull back when mission ends.
seems wasteful.
 
-High Chance of Victory, Medium Chance of Survival, issues if you die
Dammit. I wanted to vote for a personal attack, because rule of cool. The "Sane but Boring" option is to send Surt, the "Sane & Interesting" option however seems to be to go personally with Surt.

Does Horatius' 'medium survival chances' improve if he's along with the others, in a 'sharing the danger' way, or is it a silly 'x% of heroes sent get in trouble no matter how many are sent'?
 
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Question our space marines are formerly Ultramarines right? So can someone explain who Cato Sicurius is since I hear he's the smurf's second company captain and somewhat of a gloryhound. I ask since I feel the information would help me write Horatius and how he feels about combat compared to someone else.
 
@Durin
1 Would it be viable for some of our forces to stay outside the inner defences and fight a guerrilla action while the others pull back?
2 Would the above action prevent the overcrowding and morale issues?
3 Does the survival chance of each hero go up if we send more than one?
4 Are there any other heroes or elite units in a position to teleport in?
5 How much permanent damage will the orks do to areas of the city they overrun?
6 How much damage will ork bombardment do to areas of the city?
 
Question our space marines are formerly Ultramarines right? So can someone explain who Cato Sicurius is since I hear he's the smurf's second company captain and somewhat of a gloryhound. I ask since I feel the information would help me write Horatius and how he feels about combat compared to someone else.

Sicarius is a dick, much as you described him. In the original sotntc canon he becomes king of ultrama (which he renames grand Sicarium) for 10000 or so years, until Guiliman himself tells him off with his dying breath as falls out of stasis.

He then folds into Vulcans imperium.
 
Question our space marines are formerly Ultramarines right? So can someone explain who Cato Sicurius is since I hear he's the smurf's second company captain and somewhat of a gloryhound. I ask since I feel the information would help me write Horatius and how he feels about combat compared to someone else.
The Sicarius thing is more anger at Ward, but he's the captain of the second company of the Ultramarines in 40K, and while he is good, he is a stupid glory hound, for instance refusing to pull back from a necron planet cause he wanted to win instead of blowing it to kingdom come.

He's not dumb, but he is really arrogant and GW after ward have tried to portray this.

As for him in combat its hard to say he gets his ass whupped by a single Nightbringer shard, where our guy has not only killed a Transcendent C'tan, but 1 of every Greater demon so I'd compare Superchaplin more to The big daddy smurf himself.
 
He then folds into Vulcans imperium.
No, that is not what happened.

You are right about his imperium, but events went like this.

Kaldor Dragio now top head smasher of the Starfather (abomination) is sent out with a massive fleet to get the abomination a body, Guliman's the only one he can think of so off to Ultramar where he smashes through everything.

Sicarius stops being a whiny little bitch for a bit gets on his hat grabs his sword and the last gauntlet of ultramar and duels the Demon Prince for a bit before getting killed, but sets of charges he had around Guliman's body then dies.

Grandpa smerf dies but not before authorising the letter he sent to Vulkan (the one that said in case either him or the Lion are dead Vulkan is now in charge) before crumbling to dust.

Sicarius's second tries to pretend he's in charge now, but the loyal marines to vulkan duel and kill him.

Then the Grand Sicarium joins the Vulkan imperium.
 
[X] Salem Option Two: Reinforce and Hold
[X] Champion Surt
[X] Personally Go
[X] Garkill Assault Option Three: Large Assault: heavy assault group stays inside Salem waiting for an extract order. when order is given they shortie out to meet returning small assault group and try to form a extraction corridor.
[X] Write-in 1: Prepare a sally to help the returning strike force should it be needed if the force gets cut off. They are to defend the section of Salem the strike force will return to.
[X] Write-in 2: Focus the spyker on preventing the roks heavy weapons to fire concentrated on the strike force.
[X] Write-in 3: Focus artillery on slowing down the ork reinforcements during the strike.

Is this sensible?
 
It would probably be a good idea to take all or most of the Governor's Own - Ridcully and Lin both have two companies each, and in the situation of us going we're going to need them more than they will.
 
It would probably be a good idea to take all or most of the Governor's Own - Ridcully and Lin both have two companies each, and in the situation of us going we're going to need them more than they will.
We may also want to use the remaining LEF missiles on the approaching hoard, after all they killed so many unarmoured orks and most of Garkill's lot were armoured.
 
It would probably be a good idea to take all or most of the Governor's Own - Ridcully and Lin both have two companies each, and in the situation of us going we're going to need them more than they will.
I'm of the opinion that Lin coming as well is not a bad idea- if our hero ball is larger, each individual hero is harder to kill. Ergo, I think we should bring Tamia too, as beta psyker firepower is gonna be a godsend when conducting the breakout operation, and very useful in the assualt.

My thoughts are to send Horatius, Surt, Rothbart, Jameson, Oakheat, Lin and possibly a couple other extremely powerful psykers. Given Xaviers performance on Midguard, I think a bundle of Psykers is exactly what we need right now.
 
I'm of the opinion that Lin coming as well is not a bad idea- if our hero ball is larger, each individual hero is harder to kill. Ergo, I think we should bring Tamia too, as beta psyker firepower is gonna be a godsend when conducting the breakout operation, and very useful in the assualt.

My thoughts are to send Horatius, Surt, Rothbart, Jameson, Oakheat, Lin and possibly a couple other extremely powerful psykers. Given Xaviers performance on Midguard, I think a bundle of Psykers is exactly what we need right now.

We also don't want to send everything possible, as this is a gambit and there's a significant chance of heroes dying. I also don't really want to risk Tamia since she provides unique avenues for research that nobody else currently does. Lin is also not replaceable.
 
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