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
Have we made DAoT-grade Dreadnought designs yet?
Made...not to my knowledge.

Its the kind of thing Vanaheim would do, but as far as I am aware we only have the Legend and Prophet designs.

We could probably omake a few into existence, but I'm shit at design in general never mind ships.

What? Really? They changed the name through translation? And I only though german voice actors were bad...
Looks that way.
 
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Made...not to my knowledge.

Its the kind of thing Vanaheim would do, but as far as I am aware we only have the Legend and Prophet designs.

We could probably omake a few into existence, but I'm shit at design in general never mind ships.
No I meant the Astartes Dreadnoughts. It'd be a sad sight if regular tactical marines could beat venerable dreadnoughts.
 
No I meant the Astartes Dreadnoughts. It'd be a sad sight if regular tactical marines could beat venerable dreadnoughts.
Oh right.

Then no, we have the designs for Imperial power dreads from the Blood Dragons, but currently we have not upgraded the Dreads with our tech.

Though thinking about it...that gives me an idea.
 
Questions not really tangible to the current task.



1. I only want to let @Durin note that the omake lacks the canon tag. Except if I have missed something?
2. Our fleet plan once had the goal of escorting the cruisers and above with 800 to 900 escort class void crafts (between 4 and 12 per cruiser for a balanced fleet). Admiral Sarnow suggestion of escorting Heavy Cruiser with Escort/Light Cruisers instead means that the escorts for those ships should change for the ~50 Heavy Cruisers we have (have planed to have).
2a. The number you once gave us has 8 to 24 escorts planed for each HC and 2 to 6 for each Light Cruiser. What is the advised number of LC for each HC? I guess between 4 and 12.
2b. Would other ships profit from LC instead of Escorts for escorting? I ask because Grand Cruiser and above are escorted by Cruiser already.
2c. Would the LC escorting the HC need Escorts for their escort?
2d. Would Youxia (Armored LC) or Monk (Armored Carrier LC) class be better for escorting HC/heavier ships? Or something else?
3. Would you give us (next or if any turn) the option for Thrant to upgrade Cybots?
1. corrected
2a. yes
2b. no, it is only heavy cruiser and above that needs it
2c. no
2d. a mix but mostly Youxia
3. at some point yes
Adhoc vote count started by Durin on Jan 2, 2018 at 8:48 PM, finished with 211 posts and 12 votes.

  • [X] Plan Summoning Takes Time
    -[X] Harassment - Low while viable, None after. (Rotbart's judgement on the option to get the best kill ratio.)
    -[X] Psykers
    --[X] Tamia+1st Telepathy Choir to go on Counter Telepathy against Abomination Telepathy
    --[X] 2nd Divination Choir to select Dominate Targets for later.
    --[X] Xavier and Pyromancer Choir 1 and 2 to start frying enemy troops.
    --[X] Telekinetic Choir 1 to counter enemy Telekinetic efforts to weaken the walls.
    --[X] All others to rest/wait. (Primaris Executioner Forces, Ridcully, Lulana, Biomancer 1, 2; Daemonologists 1,2; Diviner 1, Telepath 2, Telekinetic 2, Sirens)
    --[X] Electronic Warfare on Abomination Sensors.
    [X] Plan Psyker Raid
    -[X] Harassment - Low while viable, None after. (Rotbart's judgement on the option to get the best kill ratio.)
    -[X] Psykers
    --[X] Tamia+1st Telepathy Choir to go on Counter Telepathy against Abomination Telepathy
    --[X] Pyromancy Choir 2 will begin Pyromatic attacks on any targets of opportunity.
    --[X] Telekinetic Choir 1 to counter enemy efforts to weaken the walls.
    --[X] 2nd Divination Choir to select Dominate Targets for later.
    --[X] Xavier and Primaris Execution Force 1 will work together to raid the enemy.
    --[X] If the enemy takes a morale check, the Sirens will attack their minds. Sirens will rest otherwise.
    --[X] Trolls will prepare the ground between us and the Valinor forces.
    --[X] All others to rest. (Lulana, Daemonologists 1,2; Diviner 1, Telepath 2, Ridcully)
    -[X] Other
    --[X] Electronic warfare to disrupt their sensors.
    [X] Plan Summoning Takes Time Plus Navy
    -[X] Harassment - Low while viable, None after. (Rotbart's judgement on the option to get the best kill ratio.)
    -[X] Psykers
    --[X] Tamia+1st Telepathy Choir to go on Counter Telepathy against Abomination Telepathy
    --[X] 2nd Divination Choir to hunt for Infiltrators.
    --[X] Xavier and Pyromancer Choir 1 and 2 to start frying enemy troops.
    --[X] Telekinetic Choir 1 and 2 to counter enemy Telekinetic efforts to weaken the walls, as well as strengthening the walls.
    --[X] Biomancer 1 and 2 to begin working on buffing our troops for the coming assault.
    --[X] All others to rest/wait. (Primaris Executioner Forces, Lulana, Daemonologists 1,2; Diviner 1, Telepath 2, Sirens,)
    -[X] have our fleet attack their remain ships at medium intensity. If they are going to cut their naval forces in half, who are we to argue. Hammer them now.
    [X] Use a medium sized force of siege troops to build pill boxes to support anti-titan units at the planed elite site with demo charges. Air supported withdrew.
    [X] Super light harassment forces focused on using wildlife.
 
War on Two Fronts Part Eight: The Siege Begins
War on Two Fronts Part Eight: The Siege Begins
T=20:00:00-27:00:00


Tamia and the First Telepathy Choir spent most of the time that the Abomination forces were setting up their siege camps protecting your forces from the influence of the Abomination Sorcerers, who attacked using a mix of blatant emphatic attacks and mind control as well as far more subtle conditioning and setting up sleeper agents. Tamia managed to stop or counteract the vast majority of these attacks, though a few got though and may cause some issues later. Their telekinetics were more successful, weakening your walls in twenty locations, though not by a significant amount. While this was happening Xavier and the Pyromancers burned tens of millions of Abomination Troopers, which while only a percent of the first wave is still a significant force.
Diviners d100=83+155(power)=238: Success
officers located


Chaos Telepaths d100=62+225(power)+120(Lords)+30(Abomination)=407
Imperial Dispelling d100=17+376(power)+120(Tamia)=513
47% power
-2 to morale rolls for next week, a handful double agents planted

Chaos Telekinetics d100=6+225(power)+75(Lords)+30(Abomination)=337
Imperial Dispelling d100=98+177(power)=275
162% power
-9 to wall defence in 20 100M areas

Pyromancer Burn d100=35+776(power)+110(Xavier)=921
Chaos dispelling d100=13+225(power)+75(Lords)+30(Abomination)=313
1728% power
632 Siege Infantry Brigades burned

Your forces harassed the Abomination army for another day before pulling back as they started to bring their fortifications online, killing another few tens of millions in this time. However over the week it too for the Abomination forces to set up their siege camps it was your artillery which caused most of the damage, killing half a billion men, tens of thousands of tanks and expanding several giga-tons of munitions. This is a good tenth of the Abomination forces, and a large proportion of their infantry forces. Over this week the forces of the Abomination had been engaged in a major summoning ritual, sacrificing a hundred and twenty five million of their men over a five day ritual which tore open a hole to the warp bringing forth a Angylic Host led by an Archangyl of the Third Sphere numbering in the millions. This proved to be enough to draw more attention from Avernus, both according to Ridcully's premonitions and judging by the sightings of mysterious lions ambushing Abomination Champions and your seismic detectors tracking the progress of a full dozen Magma Wyrms approaching the Abomination forces. As the summoning finishes the Abomination Transport Fleet returns to the system, missing a few thousand escorts as well as a full third of the transports, most likely lost to an ambush by the stealth fleet of Muspelheim. It will take three days for this fleet to reach Avernus, time in which your fleet will have an opportunity to confront it.


First Imperial Harrasment
Imperial Attack d100= 52+145(martial)+10(home ground)+20(troll guides)+50(caution)+10(plans)=287
Abomination defence d100=7+58(martial)+110(numbers)-10(EW)-20(Abomination)+50(stationary)=196
         
Name Type Losses Losss Percent Remaining
    0.00   0.00
Lander Regiment   0.00 0.00% 0.00
Fighter Regiment Fighter 0.00 0.00% 0.00
Naval AA   0.00 0.00% 0.00
Infantry Regiment Infantry 1,863.25 2.23% 81,696.66
Siege Infantry Brigade Infantry 330.24 2.23% 14,479.64
Siege Infantry Brigade Armour 171.31 1.34% 12,652.84
Light Infantry Regiment Infantry 360.53 1.49% 23,891.83
Armour Regiment Armour 191.68 0.66% 28,672.48
Mech Infantry Regiment Infantry 772.40 2.23% 33,866.89
Mech Infantry Regiment Armour 365.00 1.21% 29,682.34
Artillary Regiment Armour 467.12 1.78% 25,793.10
AA Regiment   576.69 1.78% 31,843.33
Warhound Titan 0.00 0.00% 25.00
         
Name Type Losses Losss Percent Remaining
Firehawk Assualt Fighter Regiment Fighter 0.00 0.00% 99.79
Peregrine Regiment Fighter 0.00 0.00% 98.64
Militia Figter Regiment Fighter 12.55 0.01% 123,476.80
Sam Battery Defence 0.00 0.00% 28.00
Heavy Sam Battery Defence 0.00 0.00% 24.00
PDF Light Infantry Infantry 19.25 0.55% 3,498.70
PDF Light Infantry Armour 6.29 0.16% 3,819.11
Sentinel/Goliath Regiment Armour 0.05 0.06% 87.51
Phase-Tank Armour 0.00 0.00% 30.00
Power Drop Infantry Regiment Infantry 0.28 0.09% 318.31
Power Drop Infantry Regiment Armour 0.23 0.07% 318.48
Power Drop Infantry Regiment Air 0.02 0.01% 324.37
Helltroper Jetbike Infantry 0.18 0.05% 352.67
Helltroper Jetbike Armour 0.16 0.05% 352.43
Helltrooper Scout Infantry Infantry 0.30 0.09% 342.82
Northern Sentinel Maniple (24) Titan 0.00 0.00% 4.00
Phase-Tiger Rider Company Infantry 0.00 0.03% 11.92
Helguard Jetbike Infantry 0.00 0.01% 9.97
Helguard Jetbike Armour 0.00 0.02% 9.96
Scout Helguard Regiment Infantry 0.01 0.02% 22.86
Helguard Drop Infantry Regiment Infantry 0.00 0.02% 16.91
Helguard Drop Infantry Regiment Armour 0.00 0.02% 16.88
Helguard Drop Infantry Regiment Air 0.00 0.00% 16.99
Primaris Executation Force Infantry 0.00 0.00% 1.00
Veteran Inflitration Psyker Regiment Infantry 0.00 0.00% 2.00
Inflitration Psyker Regiment Infantry 0.00 0.01% 3.99
Elite Heavy Combat Psyker Regiment Infantry 0.00 0.00% 0.00
Veteran Heavy Combat Psyker Regiment Infantry 0.00 0.00% 0.00
Heavy Combat Psyker Regiment Infantry 0.00 0.00% 0.00
Elite Psyker Regiment Infantry 0.00 0.00% 1.00
Veteran Psyker Regiment Infantry 0.00 0.00% 13.00
Psyker Regiment Infantry 0.01 0.02% 35.84

Artillery Bombardment d100= 76+145(martial)=221
Abomination Defence d100= 6+58(martial)+50(mountains)+75(fortifications)=164
         
Name Type Losses Losss Percent Remaining
    0.00   0.00
Lander Regiment   0.00 0.00% 0.00
Fighter Regiment Fighter 0.00 0.00% 0.00
Naval AA   0.00 0.00% 0.00
Infantry Regiment Infantry 42,627.31 52.18% 39,069.34
Siege Infantry Brigade Infantry 7,555.12 52.18% 6,924.52
Siege Infantry Brigade Armour 3,061.03 24.19% 9,591.81

Abomination summoning d100=49: Success
Third Circle Archangyl summoned,
35 Fifth Circle Archangyls summoned
225 Seraphim summoned
1,475 Cherubim Bands summoned
4,104 Angyl Bands Summoned

With the completion of the Abomination siege lines, the arrival of their second wave and the summoning of the Third Sphere Archangyl the war enters the next phase, in which they plan to launch a series of heavy assaults on the walls of Dis using all of the forces they have available in the effort yo gain a secure foothold within the city. While the initial waves of this attack will mostly consist of their regulars supported by their artillery and the bombardment canons of their Battle Barges as they test your defences alter waves will include their elites, massed Angyls and even their Titan Legion. As the attacks are underway that will attempt to sneak in some more infiltrators, using the cover of their attacks as a distraction. They will be disrupted early in this by a massed Magma Wyrm attack, which would cause massive damage even unsupported and provide a good opportunity for a sally. Otherwise you will be on the defensive for the foreseeable future, baring any other major forces that Avernus deploys. The Abomination forces have four assets that are a real threat. First is the Titan Legion, over a hundred Titan's and six hundred Knight-Titans having a concentration of firepower and toughness that only your dedicated anti-Titan forces stand a chance against. The Titans are the one unit that has enough pure firepower to make a major breach in the walls of Dis. Next are the Space Marines and Sisters of Battle. These warriors are dangerous enough that a attack spearheaded by them is likely to be able to gain a foothold on the walls, and to hold it long enough to move in a large force, they are also deadly city fighters so will be a major threat in the Abomination Generals next planed stage one he has gained a foothold within Dis. Third are the Psykers, which have the ability to alter the odds on any major battle if left unopposed. Finally and most importantly is the Angylic Host, which is led by Archangyls a match for your greatest heroes and has hundreds of thousand of flying warriors who can ignore many of the rules of reality. However your psyker regiments are well equipped to counter them, the Black Irons have the will to fight them, Sirens are built to hunt them and Avernus has a hatred of them that is likely to see other forces being deployed to fight them.

remember that Avernite cities have heavily layered defences, so losing the outer walls is by no means a disaster, or even a major problem.

first you will have to decide on the balance of militia to PDF on the outer defences
[] Rely entirely on the militia to hold the outer defences - This will save your regulars for later battles while still having a force that is hard to move off the walls.
[] Have an even split of regulars and militia hold the outer defences - This is a balance between the other two options .
[] Rely entirely on the regulars to hold the outer defences - This will make the walls incredible hard targets to take but will increase the amount of attrition that the heart of your combat power takes .
[] Write in General

next you will have to decide how to deploy your Helltroopers and Helguard
[] Keep all of your elites in reserve to counter enemy elites. -This will ensure that you have enough elites to counter the Abomination Elites but will weaken the defences on the walls, making breaches more liekly.
[] Deploy half your elites on the wall and keep half in reserve. -This will leave you with a significant reserve force of elites while reinforcing the walls.
[] Deploy all your elites on the wall to prevent enemy breaches. -This will make it harder for you to deal with concentrated attacks but will make regular attacks on the walls near futile.
[] Write in Elites
[] Deploy all of your anti Titan forces against enemy Titans- This gives you a far better chance of stopping any Titan attack at the cost of risking all of your anti-Titan forces, while half of their Titans have yet to arrive.
[] Deploy half of your anti Titan forces against enemy Titans. -This increases the chance that the Abomination Titans will make a breach but ensures that whatever happens you still have a good counter to Titans in the future.
[] Write in Titans
first you will have to decide which of your heroes should be sent against an Angyl attacks
[] Deploy (Heroes) to combat any Angyl attacks- The Angyls are the greatest threat that the Abomination forces have plans to deploy and as such heroes would have the greatest impact against them, and be at the most risk

next you will have to decide what preposition of your Battle Psyker Regiments to reserve for dealing with Angyls
[] reserve all of your Battle Psykers for dealing with Angyls - This ensures that your forces deployed against Angyls are as strong as possible,k at the cost of your regular defences
[] reserve three quarters of your Battle Psykers for dealing with Angyls - This makes sure that you do not fully strip your main defences of psyker support.
[] Write in Psyker Regiments

finally you will have to decide how many of your hundred and ninety thousand Witch and Psyker Hunters to deploy against the Angylic host and how many to keep back as reserves and to deal with infiltrators
[] keep back all of the Hunters to deal with infiltrators- weakens your defences against the Angyls but makes it far harder to the Abomination infiltrators and leaves you with a large reserve
[] keep back half of the Hunters to deal with infiltrators- a balance between the other two options
[] deploy all of the Hunters to combat the Angylic Host- weakens your defences against infiltrators but deploys all of your most experienced daemon fighters to fight the daemons
[] Write in Hunters
note that 1st Telepathy Choir, the 1st and 2nd Pyromancer Choir and the 1st Teleknetic Choir are exhausted (-15)
whilethe 2nd Divination Choir, Tamia and Xavier is tired (-10)
1,000 Escorts, 48 Fast Cruisers and 24 Battlecrusiers from the Vanaheim Fleet have arrived in system
[] Leave reinforcement fleet alone- This will preserve your naval combat power for the future
[] Harass the reinforcement fleet- This will cause some damage to the reinforcement fleet at the cost of some of your surviving light elements
[] Meet the reinforcement fleet in Battle- This will cause major damage to the reinforcement fleet at the cost of significant casulties
[]Write in other
 
@Durin, 1d4chan says that Pyromancy is best used against light infantry, which lesser daemons seem to count as in this context. Do daemons count as light infantry for the purposes of being weak against Pyromancy in your game?
 
Hmm.

Do we have any idea what the Magma Wyrms will be targeting?

If it's the Titans, I'd suggest a sally with our Titan-Slaying forces, half our Execution Forces, and whatever other escorting troops Rotbart deems necessary.

If it's the Angyls, I'd suggest biomantic enhancement and possibly exploiting their natural heat for a Grand Pyromantic Choir. And the Sirens. Can't forget the Sirens. Support Sirens with Black Irons if necessary, and possibly Psykers as well.

The generic troops we may just want a general sally.
 
Hmm.

Do we have any idea what the Magma Wyrms will be targeting?

If it's the Titans, I'd suggest a sally with our Titan-Slaying forces, half our Execution Forces, and whatever other escorting troops Rotbart deems necessary.

If it's the Angyls, I'd suggest biomantic enhancement and possibly exploiting their natural heat for a Grand Pyromantic Choir. And the Sirens. Can't forget the Sirens. Support Sirens with Black Irons if necessary, and possibly Psykers as well.

The generic troops we may just want a general sally.

no you dont.
you daubt it is the Angyls though as they are flyers and can avoid ground based attacks
@Durin, can we forcibly teleport the Archangyl to somewhere we want it to be?
if you a couple of Master deamonologist alphas led by a Grandmaster, maybe
hostile telaporting is really, really, hard. there is a reaon that it is never used as a basic attack by anyone. doing it to something like an Archangyl is near impossible. killing it with pyroamncy would be far easier
 
Okay...

In that case, I'd suggest trying to target the enemy Titans, as Titan-scale firepower is needed to kill Magma Wyrms, and as thus they'll have to make a choice between "Shoot giant kaiju worms" and "Shoot Avernite forces".

I don't think a Grand Pyromantic Choir could harness the heat well enough to slag Titans effectively, unlike Angyls who are a bit squishier overall. Unless we could retarget the heat.

I do want to take advantage of the giant meatshield distraction the Magma Wyrms represent, though. A dozen of those things is terrifyingly dangerous, and they will have to focus them down.

Thank the Emperor(no not that one) the Abomination doesn't have Nurgle's zombie gimmick, a undead Magma Wyrm blessed by Chaos would be horrifying.

I strongly favor a sally.
 
I should mention that you usualy suffer between 1 and 10 million losses to a single Magma Wyrm. that is with Avernite technology, skill, leadership and actually knowing a lot about them. and only 1. a dozen at a time would probebly kill a hundred million Avernite soldiers, or a billion + Abomination troopers depending on any aces they deploy
 
Let's permakill an Archangyl.

[] Plan You Came to the Wrong Neighbourhood, Heretic
-[] General Defence
--[] Have an even split of regulars and militia hold the outer defences
--[] Keep all of your elites in reserve to counter enemy elites.
-[] Titan Defence
--[] Deploy all of your anti Titan forces against enemy Titans
-[] Angylic Host
--[] Deploy Frederick, Xavier, Aria, Jane, Jacob, and Lulana to combat any Angyl attacks
--[] reserve three quarters of your Battle Psykers for dealing with Angyls
--[] keep back half of the Hunters to deal with infiltrators
-[] Psyker Actions
--[] 1st and 2nd Pyromancy choirs to destroy angyls.
--[] Tamia and 1st Telepathy Choir will force enemy officers to to turn traitor, timed for the Magma Wyrm attack to cause the most damage.
--[] 2nd Telepathy Choir to protect friendly forces from telepathic attack.
--[] 1st Divination Choir will make preparations to take full advantage of the Magma Wyrm attack.
--[] One quarter of the 2nd Divination choir to search for infiltrators.
--[] 1st Daemonology Choir to weaken the Archangyl.
--[] 2nd Daemonology Choir to dispel the Titan protections.
--[] 1st and 2nd Telekinesis choirs to Deny the Witch.
--[] 1st Biomancy choir to Deny the Witch
--[] 2nd Biomancy choir to buff our troops
--[] Primaris Execution Forces to fight angyls.
--[] Sirens will attack and consume angyls.
--[] Trolls to raise up hills in front of our walls to soak incoming damage.
-[] Space
-- [] Harass the reinforcement fleet
-[] Other
--[] Sally forth to take advantage of the Magma Wyrm attack.
---[] Scale will be half of our regulars and three quarters of everything else except the militia.
---[] Targets will be elites, Titans, and psykers
--[] Make an attack on the Archangyl during the Magma Wyrm attack with our strongest assets with the goal of giving it True Death.
--[] Make an opening on the Archangyl by clearing the forces around it with deathstrikes.
 
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So what I am getting is we should do a armour sally when the worms attack and try to destroy as many forces as possible. We could focus on titans but I think they will have to deploy them to fight the worms.
 
Would it be possible to give the Magma Wyrms a good prod mentally to target the Titans?

Because those are the only things we can't really counter right now. Angyls are bad, but they're on Avernus, so they gon get et, plus we have Sirens, but the Titans can just blow through in a storm of metal, plasma, lasfire, and whatever heretical technology they happen to carry around.

Plus we could have a scene like Kalros eating a Reaper Destroyer and that would be cool AF.
 
I really think permakilling the Archangyl should be a goal of ours. It may dissuade the First Circle from joining the fight and it'll force Valinor's ground forces to make a morale check at a penalty, which when combined with the Magma Wyrm attack, treason, and sally could very well see them breaking.
 
Let's permakill an Archangyl.

[] Plan You Came to the Wrong Neighbourhood, Heretic
-[] General Defence
--[] Have an even split of regulars and militia hold the outer defences
--[] Keep all of your elites in reserve to counter enemy elites.
-[] Titan Defence
--[] Deploy all of your anti Titan forces against enemy Titans
-[] Angylic Host
--[] Deploy Frederick, Xavier, Aria, Jane, Jacob, and Lulana to combat any Angyl attacks
--[] reserve three quarters of your Battle Psykers for dealing with Angyls
--[] keep back half of the Hunters to deal with infiltrators
-[] Psyker Actions
--[] 1st and 2nd Pyromancy choirs to destroy angyls.
--[] Tamia and 1st Telepathy Choir will force enemy officers to to turn traitor, timed for the Magma Wyrm attack to cause the most damage.
--[] 2nd Telepathy Choir to protect friendly forces from telepathic attack.
--[] 1st Divination Choir will make preparations to take full advantage of the Magma Wyrm attack+officer subversion.
--[] One quarter of the 2nd Divination choir to search for infiltrators.
--[] 1st Daemonology Choir to weaken the Archangyl.
--[] 2nd Daemonology Choir to dispel the Titan protections.
--[] 1st and 2nd Telekinesis choirs to Deny the Witch.
--[] 1st Biomancy choir to Deny the Witch
--[] 2nd Biomancy choir to buff our troops
--[] Primaris Execution Forces to fight angyls.
--[] Sirens will attack and consume angyls.
--[] Trolls to raise up hills in front of our walls to soak incoming damage.
-[] Space
-- [] Harass the reinforcement fleet
-[] Other
--[] Sally forth once the Magma Wyrms attack.
--[] Make an attack on the Archangyl during the Magma Wyrm attack with our strongest assets with the goal of giving it True Death.
--[] Make an opening on the Archangyl by clearing the forces around it with deathstrikes.
you have to say what is sallying and what your targets are
 
Hmm. I wonder if the Angyls can feel doubts and the like, like normal Daemons, or if they're unfeeling things instead.

First fits the "giant goddamn hypocrite" of the Abomination, second fits the "OBEY" of the Abomination.
 
1. Doesn't Rotbart's n Steps Ahead mean we don't have to pick force distributions since he'll pick the optimal number and composition?
2. What targets would we have available?
1. You still have to decide on the scale of the sally
2. Main force, elites, artillary, supplies, command, titans, Psykers, angyls
 
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