@Durin I'm a little confused by where the generals are. I thought that General Richards was with the harassment force outside Okefenokee (and also the regional commander of Everglades) and that Marshal Paulson was with the harassment forces outside Limberlost. Neither are listed in the current forces summaries. Also Marshal Pope is at Lorien and is the regional commander of Lindon right? (Listed as such inside the summary but not in the Lindon spoiler title).
This exchange of fire between your artillery and the ever better fortified Orkish artillery continued for the next day. Despite the massive amounts of Orkish siege artillery that was deployed, including several hundred 'uge Gunz, your Diviners provided enough of an edge that you could take advantage of your defences strength to eventually wear down the Orks numbers, though not before they destroyed all of your Macrocannons. The balance of power really started to shift in the last third of the day, when major damage had been done to the Orkish artillery and Roks to greatly reduce their numbers while the Orks were struggling to inflict major damage on your widely scattered Basilisks. By the time that the next Ork Horde reached the first Horde the Orks had set up a decent series of fortifications, including some shield generators but all but seven of the Roks had been destroyed. You estimate that it will take another eight or so hours to take out the last Roks given that the Diviners will need to stop providing assistance and rest. Once the Roks are destroyed your artillery will most likely be able to wreck havoc among the Orks, despite their increasingly sophisticated defences.
T=10:15:00-11:15:00
Hmmm... also once the Roks are destroyed it reduces the chance Garkill will retreat.
The Orks approaching Yphax, already scattered and demoralised by the Thundabeast stampede and following sally are devastated by your artillery, which pounds them for thirty six hours, using over a hundred and fifty megatons of ammunition and killing two thirds of them. The remaining Orks break and flee, with their massive causalities and the fact that they were inflicted without the Orks being able to fight proving to be to much.
Are the railways from Yphax up to Malea still intact? I assume the line to Avernus Spine has be cut off, but it sounds like the Ork Malea army has not completely surrounded Malea and so the line running south to Elysium might still be intact. If so it might be wise to move a bunch of forces north to Malea (particularly the armor and heavies) perhaps allowing us to prepare a future sally once the Ork artillery and defences have been destroyed.
We are probably going to spend the next few years hunting down and eliminating the survivors from Garkill's invasion.
Led by the Phase-Tigers the greatly reduced harassment force in Lindon continues to harass the Orks approaching Lorien, losing most of their numbers but killing over a hundred million Orks. Combined with the well spotted artillery fire from Lorien, which killed another two hundred million, the approaching horde has been both greatly slowed and lost a third of its numbers.
Hmmm... sounds like we need to pull back the harassment forces if they are so outnumbered. Though perhaps we can reinforce them from Dis?
Might also want to move some more troops to Casarrondo and Limberlost from Dis. Since those defences are a little weaker than others (deliberately since the enemy forces are further away).
More reinforcements have joined the three armies that recently set out from the Orks strongholds to Salem doubling each of them to two billion strong. However given that only one of these armies will be arriving before your reinforcements reach Avernus they are not a major threat, especially given the kill ratios that your forces in Salem have been achieving. More important is the nine hundred million Orks that will be joining the besiegers in the next couple of hours and the eight hundred million that will arrive twelve hours later. When these forces are combined Garkill will have enough Orks to inflict a significant amount of casualties to the defenders of Salem, despite all of the advantages that you can bring to bear.
T=11:15:00
As Garkill's forces continue to entrench themselves around Salem you consider the current campaign and how it is going. Unless Garkill uses another ace you will be able to easily survive the assault of all of the current hordes but given that he will have a quarter of a million Weirdboyz who will be ready for action in the next few hours and that according to Ridcully he is getting more and more ready to redeploy more of his Weirdboyz to the ground there are still some major threats. However apart from preparing for the Wierdboyz next more, which will be either another assault on your defences or just a mass attack, there are no changes that you need to pull off. Garkill is almost certain to focus all of his aces on Salem so unless something major changes you are confident that the rest of your cities will be able to easily hold their own.
T=11:15:00
Hmm... wondering if we should use the last of our deathstrikes here. Obviously we need to get the pyromancers, diviners, and telepathics focused on the weirdboys again. I assume that Xavier and the daemonology choirs have recovered?
Hum? Since he is deploying more and more Weirdboyz groundside, how many are left in his fleet?
Irrelevant, since the fleet can no longer jump in so close to the planet without significant risk.
Good thing for us that the orbiting fleet hasn't joined in the artillery duels at all. Still, with the Salem Macrocannon all gone he can drop another hundred Roks on the city. Or one of the Hulks.
Attrition favours him, stalemate favours us. Call it a draw.
The orbital defenses are still in existence, plus we have the psykers to help.
More worrisome would be dropping most of his Roks on a new target since many of our cities have their defense forces diverted to the main battlefields. Particularly Asmat and the Fens. Of course, with only another 3 billion Orks it isn't as threatening as it could be.
Dunno what (effective) things Biomancers can do to Weirdboyz in massed situation. Not sure what they've been doing so far, actually; I assume they've been boosting our troops and mass-clearing fatigue.
Our Telekinesis Choirs should be reinforcing our defences; Increasing Defences is a tremendous Force Multiplier for us, given our style of fighting. Daemonology should try to weaken the Weirboyz Choirs, Pyromancers can just go stright up launching nuclear warpfire bombs at the opposing side; Targeting Weirdboyz as desired. Diviners, I think, could try to predict the best time for our deathstrikes and pyromancers to attack the weirdboyz to disrupt their ritual.
Pyro/Death/Divi could easily make for a world of hurt for weirdboyz massed rituals if we hit them right as they're casting.
Biomancers were under orders to enfeeble Orks and invigorate defnders in key battles.
Telekinesis were reinforcing our defenses, but I think were exhausted from the last weirdboyz attacks.