We've deployed at least 2 paragon witch hunters and a master Primaris dueller who've taken down chaos betas even a chaotic alpha or two vs fully trained beta level grandmaster sorcerers who are probably astartes.
I realize this is a terrible idea, but I'm interested in feedback. How effective would tactical teleportations be in this scenario? Are the sorcerers laying down an AOE disruption spell in the area? Would the things being teleported skirt close to the waiting 1st Circle Angyl?
I realize this is a terrible idea, but I'm interested in feedback. How effective would tactical teleportations be in this scenario? Are the sorcerers laying down an AOE disruption spell in the area? Would the things being teleported skirt close to the waiting 1st Circle Angyl?
War on Two Fronts Part Thirteen: Giving Ground
T=32:12:00-33:06:00
You decided to have the defences on the inner side of the Abomination salients stronger then the outer side, giving the impression that you can afford to defend both directions equally. You used the chaos of this batlte to have the Phase-Tigers and Veteran Infiltration Psyker Regiments set up ambushes for the smaller groups of Astrates while an group of your greatest warriors and psykers hunts down the Chaos Lords and Sorcerer Lords that have moved to the front. As this happened your psykers continued to duel with their opposing numbers, holding them back but no more then that.
Chaos Sorcerers Buff roll d100= 82+205(power)+75(Lord)+30(abomination)-10(range)=382
Imperial Dispel roll d100=82+72(power)+250(Lulana)-10(tired)=399
85% power
+22 to all rolls
Chaos Sorcerers Dominate roll d100= 34+205(power)+125(Lord)+30(abomination)-10(range)=384
Imperial Counter telepathy roll d100=43+254(power)+120(Tamia)+50(Necklace)+50(Sirens)-10(tired)=517
43% power
-11 to all rolls
Imperial Buff roll d100= 6+201(power)-10(tired)=197
Chaos Dispel roll d100=94+205(power)+75(Lord)-10(range)=364
30% power
+8 to all rolls
The main Chaos force consisted of the Emperor's Talons chapter of the Adeptus Astartes and ten thousand Sisters of Battle launching an assault on the outer wall of District 245, where they found a force of Helguard waiting for them, you having decided that no lesser troops would stand a chance in the battle to come. The defence of wall 245-O was a fight out of legend, with two forces capable of annihilating mortal armies clashing. Your Helguard's Neutron Lasers proved to be more then able to piece the armour of their foes, and were the only advantage able to slow down the Emperor's Talons Chapter's advance, though they could achieve little more then that. The Sisters of Battle advancing beside the Emperor's Talons fared far worse, not having the superhuman capabilities of the Astartes and instead relying on the gifts of the Abomination. Formidable as these gifts proved they could not stand up to the superior skill and weaponry of your forces, resulting in them being wiped out to the last woman in a four hour fight. This fight however gave the Emperor's Talon's time to breach the walls, and start pushing though District 245 as lesser troops moved in to support them. The fight for District 245 was a bloody one with millions of enemies being slain, but in the end the sheer concentrated combat power the the Emperor's Talon's represent was enough to secure the forces of Chaos' victory, as it will most likely continue to do until you deploy either overwhelming numbers of Helguard or some of your best soldiers against them. This was further proven in the assault on District 145, where the entire district fell within eight hours, after which the Emperor's Talons paused for two hours to prepare to assault your secondary walls. At current rates it will take a full thirty-six hours for the Emperor's Talon's to reach the Gubernatorial Palace, assuming that they are not further slowed by the next layers of primary defences.
T=32:12:00-33:06:00
Emperor's Talons Attack First roll
Chaos Attack d100=76+58(martial)+50(Abomination)+22(psyker)=206
Imperial Defence d100=43+145(martial)+234(defences)-3(psyker)=419 Chaos Kills
4.07 Helguard Power Infantry Regiments killed Imperial Kills
Sister of Battle Commandery
Infantry
87.95
Chaos Space Marine Compony
Infantry
0.71
First Compony
Infantry
0.02
Chaos Lord
Infantry
0.16
Emperor's Talons Attack Second roll
Chaos Attack d100=7+58(martial)+50(Abomination)+22(psyker)=137
Imperial Defence d100=83+145(martial)+162(defences)-3(psyker)=407 Chaos Kills
PDF Siege Infantry Brigade
Infantry
0.96
PDF Siege Infantry Brigade
Armour
0.98
Helguard Power Infantry Regiment
Infantry
0.35
Imperial Kills
Chaos Warband Infantry
Infantry
74.45
Chaos Warband Astartes
Infantry
0.86
Stormtrooper Company
Infantry
0.00
Chaos Space Marine Company
Infantry
0.40
First Company
Infantry
0.01
Chaos Lord
Infantry
0.06
Emperor's Talons Attack Third roll
Chaos Attack d100=69+58(martial)+50(Abomination)+22(psyker)=199
Imperial Defence d100=21+145(martial)+234(defences)-3(psyker)=397 Chaos Kills
2.2 Helguard Power Infantry Regiments killed Imperial Kills
As the Emperor's Talon's launched a surgical strike on the inner walls of the districts claimed by the forces of chaos the Angyls led a far larger force on the lower walls, aiming to reach the outer walls of Dis from District 331, the lowest of the districts. To reach the inner layer of the walls they would have to fight their way though two entire districts of Avernites, a prospect that even Angyls have started to learn to fear. Fear that was well earned, while the Angyls led army was able to breach the distinct walls, it came at the cost of the majority of the Angyls, though the Seraphim proved to be dangerous enough to survive with few losses. These trends continued as the Abomination Army battled its ways though District 321 and past the walls of District 311, the last district between them and the outer walls. This leaves only a single district between the forces of Chaos and the out walls of Dis, a distance that they expect to cover in around six hours.
T=32:12:00-33:06:00
Angyls Attack First roll
Chaos Attack d100=79+58(martial)+50(Abomination)+22(psyker)=209
Imperial Defence d100=68+145(martial)+234(defences)-3(psyker)=444 Chaos Kills
Helltrooper Power Infantry
Infantry
0.70
PDF Siege Infantry Brigade
Infantry
3.55
PDF Siege Infantry Brigade
Armour
3.17
Imperial Kills
Malachim Bands
Deamon
1,782.69
Cherubim Band
Deamon
661.27
Seraphim
Deamon
4.08
Chaos Warband Infantry
Infantry
23.31
Chaos Warband Astartes
Infantry
0.25
Stormtrooper Company
Infantry
63.08
Angyls Attack Second roll
Chaos Attack d100=97+58(martial)+50(Abomination)+22(psyker)=227
Imperial Defence d100=51+145(martial)+162(defences)-3(psyker)=375 Chaos Kills
Helltrooper Power Infantry
Infantry
0.56
PDF Siege Infantry Brigade
Infantry
2.63
PDF Siege Infantry Brigade
Armour
1.80
Imperial Kills
Malachim Bands
Deamon
545.80
Cherubim Band
Deamon
97.57
Seraphim
Deamon
0.92
Chaos Warband Infantry
Infantry
49.86
Chaos Warband Astartes
Infantry
0.66
Stormtrooper Company
Infantry
168.64
Angyls Attack Third roll
Chaos Attack d100=74+58(martial)+50(Abomination)+22(psyker)=204
Imperial Defence d100=15+145(martial)+162(defences)-3(psyker)=319 Chaos Kills
Helltrooper Power Infantry
Infantry
0.57
PDF Siege Infantry Brigade
Infantry
2.57
PDF Siege Infantry Brigade
Armour
2.06
Imperial Kills
Malachim Bands
Deamon
621.79
Cherubim Band
Deamon
111.16
Seraphim
Deamon
1.05
Chaos Warband Infantry
Infantry
14.20
Chaos Warband Astartes
Infantry
0.30
Stormtrooper Company
Infantry
7.68
Infantry
Infantry
0.01
As the Chaos forces slowly pushed their way though your districts a large number of your elites moved onto the battlefield tasked with killing particular foes. The Phase-Tigers, your better Psyker Infiltration Regiments and your Troll allies split into reinforced platoon sized units which then set up ambushes for enemy Astartes squads, taking advantage of the assistance provided by the second Divination Choir. Most of the time the combination of the Phase-Tigers stealth skills and the powers of their allies proves to be enough to bypass even the sense of alert Astartes, allowing them to pull of dozens of ambushes. These ambushes were highly effective due to the fact that even an member of the Adeptus Astartes can't shrug off hits from top of the line Avernite weaponry, meaning that the majority of the Astartes fell in the initial volley. The remainder took a lot more killing but between their skill of the Phase-Tigers, the powers and your Psykers and the strength of the Trolls they all ended up falling. In total you killed a bit over two hundred and fifty Chaos Space Marines, at the cost of a hundred and twenty Battle Psykers and ten times that Trolls. The Phase-Tigers on the other handed avoided suffering any fatal wounds, and Dalv hunted down and killed a pair of Chaos Lords.
rolls missing due to site eating them
some notes, the Phase-Tigers trait is OP in this type of fighting, Dalv is broken.
Jane was given a large force of your best men and tasked with assassinating the three Sorcerer Lords and as many Chaos Lords as possible. For this mission you assigned her Jacob Oakheart wielding the Black Crystal Blade, Master Priamris Aria, two Primari Execution forces the Last Hunters, your Elite Psyker Squads and the Black Irons. She split this force into four divsion, three of which are led by one of the task forces heroes and are tasked with killing one fo the Sorcerer Lords while the fourth is taked with hunting down and killing as many of the normal Chaos Lords as possible.
Jane herself led a force consisting of a dozen Last Hunters, ten Elite Psyker Squads and a company of Black Irons Scouts against the Sorcerer Lord Malus Tigai the Eradicator, a master of destruction known for utterly annihilating his foes using highly destructive sorcery, along with a talent for psychic duelling and a gift for divination, which he uses to avoid attacks. While sending any conventional force against him is doomed to failure dye to the sheer destructive power that he can wield it was hoped that Jane's ability to dodge and cut though area attacks would be enough for let her close with the Eradicator while her men keep his retinue distracted and the Last Hunters removed his Lieutenants.
The fight begins with the overpowered shots of a dozen Super-Exitus Rifles bringing down all of Lord Tigai's lieutenants, even as a firefight breaks out between the rest of Jane's strike force and her opponents retinue. The personal retinue of a Chaos Sorcerer Lord is a formidable force, and managed to fight on equal grounds with the Black Irons and Elite Psyker Squads that Jane had accompanying her. Then the Eradicator entered the battle with a blast of hellfire shaped in the forms of countless daemonic monsters which threatened to wipe out all of Jane's forces, and the entire Hab-Block behind them. However at this point Jane demonstrated one of the skills that makes her Avernus' premier psyker hunter and cut a hole in the incoming tide of fire, allowing those nearest to her to survive without suffering damage from anything but the radiant heat. As the firefight between the Black Irons and the Sorcerer's retinue continued Jane charged into the frey, making a bead straight for Malus Tigai who seemed to have been thrown off by her earlier feat and replied with a set of desperate attacks which were easily dodged. Then Jane reached her target, and proved that while no Chaos Space Marine Sorcerer Lord is anything but a mighty warrior this one stands no chance against Arbitrator Jane Oakheart once she gets into arms reach.
note rolls lost due to site
Last Hunters assassination
11 Chaos Lieutenants killed
Ambush
Imperial Kills
64/200 members of the retinue Chaos Kills
68/250 Black Irons
45/120 Elite Psykers
The Eradicator takes to the field
Power reduced to 0.4% by Jane
103/182 Black Irons killed
12/75 Elite Psyker Squads killed
5/12 Last Hunters killed
Janes suffered 28/250 HP damage
The Fight Continues
Imperial Kills
24/136 members of the retinue Chaos Kills
34/79 Black Irons
21/63 Elite Psyker Squads
Jane' charge
Malus Tigai the Eradicator rolls nat 1, no damage caused
Jane Strikes
dodged defences
causes 440/350 HP damage
Malus Tigai the Eradicator slain
Jacob was given command of a dozen Last Hunters, twenty Elite Psyker Squads, a pair of Black Irons Scout Companies with support from the 2nd Daemonologist Choir and tasked to kill Alerthus Soncus the Immortal, the most unusual of the Sorcerer Lords. Lord Soncus is a renowned master of the blade who uses his formidable psychic powers primarily to boost his physique to a godly level and to allow him to heal from even the most fatal wounds in unnatural time. The plan for removing him is for the 2nd Daemonologist Choir to reduce the impact of his personal buffs while the soldier accompanying Jacob and the Last Hunters take on his combat specialised retinue while Jacob engages Soncus the Immortal himself. You are confident that no matter what Soncus the Immortal uses to heal himself it will not be able to save him from the Black Crystal Sword that Jacob is currently wielding.
The battle between Jacob's force and Lord Soncus retinue proves to be relatively even, in large part due to the actions of the half dozen combat focused sorcerers that survive the initial volley of the Last Hunters. Soncus the Immortal immediately made a beeline straight for Jacob Oakheart, the obvious leader of the attackers. Jacob was more then willing to meet him. The duel between the superhuman even by the standards of the Astartes Soncus the Immortal, wielding his grey deamonblade and the the impossibly skilled Jacob Oakheart wielding the Black Crystal Sword is the stuff of legends, with blows capable of splitting tanks being deflected by the narrowest of margins while Jacob ripostes though openings to subtle for all by the greatest of warriors to detect. The fight continues for three quarters of an hour with Jacob seeming to get stronger as the fight continues and wounds start to accumulate, while his opponent only gets weaker as his wounds refuse to heal, no matter what he tries. As the battered remains of Jacobs guards finish of their opponents they find Jacob mere minutes away from finishing off his battered foe, which he does with a perfect decapitation, and so ends the Chaos Sorcerer Lord Soncus the "Immortal", dead to a foe he underestimated like most who take that title. Really it is just tempting fate calling yourself the Immortal, even with the morale effects it is just not worth it.
Last Hunters assassination
Last Hunters d100=54+145(martial)=199
Chaos Lieutenants defence d100=88+89(martial)+50(psykers)=227
9/15 Chaos Lieutenants killed
Ambush
Imperial roll d100=54+145(martial)+25(psykers)=224
Chaos Retinues defence d100=84+89(martial)+50(psykers)+60(Lieutenants)=283 Imperial Kills
100/300 members of the retinue Chaos Kills
153/500 Black Irons
101/240 Elite Psykers
3/12 Last Hunters
Daemonologist Dispel
Imperial Dispelling d100=72+159(power)=231
Alerthus Soncus Resisting d100=12+194(power)+300(skill)+50(internal)=456
power reduced by 20%
The Duel Begins
Soncus the Immortal vs Jacob d100=46+850(skill)+120(traits)+400(psyker)+200(deamonblade)=1,616
Jacob vs Soncus the Immortal d100=95+1,570(stats)+130(Traits)=1,795
28/450 damage done to Jacob
144/500 damage done to Soncus the Immortal
Last Hunters assassination
Last Hunters d100=83+145(martial)=228
Chaos Lieutenants defence d100=52+89(martial)+50(psykers)=191
6/6 Chaos Lieutenants killed
The fight conintues
Imperial roll d100=21+145(martial)+15(psykers)=181
Chaos Retinues defence d100=86+89(martial)+40(psykers)=215 Imperial Kills
80/200 members of the retinue Chaos Kills
86/347 Black Irons
57/139 Elite Psykers
The Duel continues
Soncus the Immortal vs Jacob d100=43+850(skill)+120(traits)+400(psyker)+200(deamonblade)=1,613
Jacob vs Soncus the Immortal d100=60+1,570(stats)+130(Traits)=1,760
37/422 damage done to Jacob
115/357 damage done to Soncus the Immortal
Running out of Steam
Imperial roll d100=35+145(martial)+10(psykers)+20(Last Hunters)=210
Chaos Retinues defence d100=92+89(martial)+40(psykers)=221 Imperial Kills
69/120 members of the retinue Chaos Kills
45/261 Black Irons
30/82 Elite Psykers
The Duel Draws to a close
Soncus the Immortal vs Jacob d100=71+850(skill)+120(traits)+400(psyker)+200(deamonblade)=1,641
Jacob vs Soncus the Immortal d100=74+1,570(stats)+130(Traits)=1,774
46/385 damage done to Jacob
99/242 damage done to Soncus the Immortal
The battle Ends
Imperial roll d100=46+145(martial)+10(psykers)+20(Last Hunters)=221
Chaos Retinues defence d100=69+89(martial)+40(psykers)=198 Imperial Kills
51/51 members of the retinue Chaos Kills
13/216 Black Irons
9/52 Elite Psykers
1/9 Last Hunters
The Duel is Won
Soncus the Immortal vs Jacob d100=67+850(skill)+120(traits)+400(psyker)+200(deamonblade)=1,637
Jacob vs Soncus the Immortal d100=74+1,570(stats)+130(Traits)=1,774
74/339 damage done to Jacob
152/143 damage done to Soncus the Immortal
Jacob on 265/450HP
8/9 Last Hunters alive
43/240 Elite Psykers alive
203/500 Black irons alive
Master Primaris Aria was tasked to deal with the third Sorcerer Lord, Auslan Medox the Daemon-Slaver and his acolytes and bound daemons. Lord Medox is renowned for the number of Chaos Sorcerers that he has beaten in duels before binding the daemons that they have pacts with into his service, making him a much feared force within any Chaos polity. This has led to him being accompanied at all times with a large collection of daemons of all types, including those that usually refuse to work with a servant of the Tyrant. Aria was given two dozen Last Hunters, a Priamris Execution force, fifty Elite Psyker Squads and two thousand Elite Witch Hunters to deal with Medox the Daemon-Slaver and his forces. It was decided that while Auslan Medox is a master Psychic Deulist so is Master Aria, and one with skills well suited for drawing out the fight. As such she will engage with the Sorcerer Lord while a dozen Last Hunters try to line up shots on him, and force him to split his attention. The rest of Aria's force will engage the Daemon-Slaver's retinue before moving to help Aria, before overwhelming her foe with simple numbers.
Aria opened up her assault on Medox the Daemon-Slaver by trapping him in a Null Zone, despite all of his rather brilliant personal wards and defences, a success that moved the balance of the fight into her favour. The strange experience of being in Null Zone seemed to have panicked Lord Medox and his attempts to break it were surprisingly ineffectual. As the Psychic duel began a dozen Last Hunters took aim at Lord Medox with Shield-Breaker rounds. While most of the shots were led astray by the illusion wards he surrounds himself with, dodged or defected by his shields one glancing hit was landed on his torso, inflicting a major wound. Around the duels Arias task force engages the thousands of daemons that surround the Daemon-Slaver, including a lesser Keeper of Secrets and a lesser Bloodthirster, still formidable foes in their own right. The Warded Armour and banishment Runes of your force were vital in this fight, which quickly saw the banishment of the Bloodthirster and a full third of the lesser daemons. The fight ends abruptly when Aria managed to purge the soul of Auslan Medox the Daemon-Slaver, and as such break the bonds holding the deamons in the Materium. Aria has been preforming very well in the war, and you suspect that she has broken though the invisible ceiling.
Null Zone
Aria Null Zone d100=100+692(stats)+305(traits)+39(power)=1,136: Critical Success quadruple power
Auslan Medox defence d100=96+194(power)+600(stats)+300(traits)=1,190
260% power
-197 to all rolls
Dispel Attempt
Auslan Medox dispel attempt d100=1+174(power)+600(stats)+300(traits)-197(Null Zone)=878: Critical Fail quarter power
Aria Holding it d100=81+692(stats)+305(traits)+59(power)+200(null Zone)=1,337
2% power
reduce Null Zone malus to -193
Last Hunters Make their shots
Last Hunters d100=83+145(martial)+500(skill)=728
Auslan Medox defence d100=90+74(martial)+900(skill and defences)=1,064
1 Hit
70/350 damage
The Clash of retinues
Imperial attack d100=40+145(Martial)+50(Rune of Banishment)+100(Primaris Execution Force)=335
daemonic defence d100=82+74(martial)+50(psykers)+50(deamonic gifts)=256 Imperial Kills
1/2 Greater Deamons
4/18 Hearalds
28/100 Cavelry
770/2000 Footsoldiers Chaos Kills
1/12 Last Hunters
13/48 Primaris Execution Force
90/600 Elite Psykers
440/2000 Elite Witch Hunters
Finally the remaining ninety-one Last Hunters, the Primaris Execution force, two hundred Elite Psyker Squads and three Black Irons Regiments were split into company sized task forces to hunt down the Chaos Lords and their retinues while the 2nd Telekinetic Choir provides assistance. While it was a bloody process and dozens of your forces were lost with all hands these task forces were still able to kill half of the Chaos Lords, greatly reducing the impact that they will ahve on the battles to come.
The Hunt is On
Imperial attack Roll d100=23+145(Martial)+32(2nd Telekinetic Choir)+50(Primaris Execution Force)+50(Last Hunters)=300
Imperial attacj Re-Roll d100=64+145(Martial)+32(2nd Telekinetic Choir)+50(Primaris Execution Force)+50(Last Hunters)+15(paragon Diviner)=356
Chaos defence d100=42+87(martial)+100(Lords)+50(elites)=179
Chaos defence re-roll d100=56+87(martial)+100(Lords)+50(elites)=193 Imperial Kills
29 Chaos Lords and retinues killed Chaos Kills
28/91 Last Hunters
7/47 Primaris Execution Force
68/200 Elite Psyker Squads
1.42/3 Black Irons Regiments
Finally your Pyromancers continued to scry and fry method the enemy psykers, though they also rested, while the Chaos Sorcerers continued to summon more Angyls to the landed capital ships. Your Pyromancers managed to kill most of a choir, as well as eight Sorcerers and fourGreater Sorcerers. The Chaos Sorcerers were able to summon another hundred thousand Angyls into Dis, which continues to be a major threat to your forces.
Scry and Fry d100=52+407(power)+100(Xavier)+110(Ridcully)+5 (Omake)-10(tired)=664
Chaos Resistance d100=29+205(power)+75(Lords)+30(abomination)+300(Wards)=639
125% power
0.85 Choirs killed
8 Sorcerers killed
4 Greater Sorcerers killed
Abomination summoning roll d100= 18+205(power)+75(Lord)+30(abomination)=328
Imperial Dispel roll d100=48+72(power)+250(Lulana)-10(tired)=360
76% power
65 Seraphim summoned
525 Cherubim Bands summoned
1,020 Malachim Bands Summoned
Currently the forces of the Abomination hold eleven districts within Dis and are contesting four more, these districts range from District 311, which borders on the outer wall of Dis to District 145, which borders on the Second Wall of Dis. Within these Districts lies tens of millions of Abomination soldiers, enough to see off a light assault by your forces, or all but the most determined of assaults according to their plans.
The main decisions that you need to make are how far to let the Emperor's Talons push before stopping them, and what to use to stop them, and what to do about the assault on the outer wall of Dis. You believe that you could get away with stopping one prong of these attacks without making the enemy despair, though if the second is stopped they will begin the summoning ritual for the First Circle. Currently you are inclined to let the forces of the Abomination breach the outer walls and to stop the Emperor's Talons, which you consider to be a greater threat.
note that Ridcully is very tired (-15)
First you have to decide where to stop them
[] One the Walls of 145- This is the first location where you can stop them and the best fortified location until District 000.
[] Between District 042 and 012.- While not as defensible as any of the other options this does give you more time and attrition the 145 and prevents them getting very close to Saint Lin.
[] On the walls of District 000- Another major defensive location and one that buys you a lot of time. However it also lets most of a Chapter of Astartes get worryingly close t both your centre of government and to Saint Lin. Note that the Abomination forces will start deploying Assassins here.
[] At the Gubernatorial Palace- The Gubernatorial Palace in the centre of District 000 is one of the best fortified locations in the Imperial Trust, and the location where Saint Lin is currently residing. While it will take at least thirty six hours for the Emperor's talons to reach it, and they will be rather battered when they get there this is still letting them get very close to their target, and within your centre of government.
[] Write in Location
Next you have to decide which forces will make up the heart of the task group sent to kill the Emperor's Talons, and which heroes to assign to it
[] Let the Vargarain Guard engage the Emperor's Talons- The two companies of the Vargarain Guard on Avernus are eager to face their traitor kin, and due to the advanced weaponry that they are equiped with should be able to take on more then their number of Astartes, however you will have to assign several heroes to assist them in killing he Chaos Lords.
[] Deploy Battle Psykers to engage the Emperor's Talons- You have enough Veteran Battle Psykers to engage the Emperor's Talons with several times their number of Elite battle Psykers, a force that even Astartes will have trouble with.
[] Deploy the Wardens to engage the Emperor's Talons- A full regiment of Lifeguard is a significant force, and should be able to take out the battered Emperor's Talons with Helguard assistance.
[] lead the Governor's Own to engage the Emperor's Talons- The Governor's Own are the greatest soldiers of Avernus, and you are confident that you could take out the Emperor's Talons if you led them into battle. However this will require that you take your attention away from the main battle for a period.
[] Swamp them with Black Irons- If you deployed entire brigades of Black Irons to engage the Emperor's Talons you are sure that they would eventually go down, or at the least be reduced to a single company.
[] Write in forces
First you will have to decide how hard to fight to defend the outer wall of Avernus as it comes under assault from two directions
[] Symbolic Defence- You could have your forces fight for a brief time to hold the wall before retreating, which would be considered a sign that you are abandoning the outer city. - This would encourage the enemy to move large forces into Dis.
[] Bloody Retreat- You could deploy large numbers of your better soldiers to the walls as they come under attack, forcing the enemy to suffer massive casualties as they take the walls which would probably take most of a day. -This would lead to the Abomination forces being slower to move into Dis.
[] Hold the Line- You could ensure that enough of your elites are on and near the walls to make it impossible to take them. - This would ensure that the only way for the Abomination forces to get into Dis is to teleport in.
[] Write in option
Final note, if anyone writes a good omakes about any of the fights it will increase your chance of gaining traits
1. Jacob's Paragon trait means he ignores all penalties. The wounds he took shouldn't be affecting the score.
2. You forgot the Sirens and the Troll Geomancers. They banished daemons and fortified walls, respectively.
We knew that already. Still nice know. @Durin
1. You said that there would be a malus on summoning because of the permadeath of the 3rd cycle. What are the requirements for it to take effect?
I find it kind of sad that even our Helguard is taking horrible losses against the enemy elites, something like 4 Helguard per Sister of Battle. I expected Sisters of Battle and Stormtroopers to be little better than chaff against them considering our Helguard are equipped to DAOT power armor standards while the Sisters would be using Imperium era power armor, and the Stormtroopers just carapace. Likewise with weapons neutron lasers vs bolters and lasguns. Doesn't seem like that tech advantage is making much of a difference there.
But she had the lowest casualties of any of the groups.
10 Last Hunters total lost. Another 28 on the detached duty. We just lost 30% of a force we spent about half a century making. That's painful. We did eliminate half their Chaos Lords and 3/7 of their Sorcerer Lords. We didn't make too much of a dent in their lower ranked psykers though.
I find it highly amusing that Jacob, the supposed best combatant, is the only one that didn't one shot his opponent. Granted Aria's luck was pretty surreal.
I definitely want to just take Rotbart out to face the Emperor's Talons to get him paragon combat. He's only a couple points off and hasn't been in a fight for a long time. One good scrap and it will push him over. We aren't going to want to stop the other end of their salient anyway so it's not like we need spectacular martial bonus there.
Incidentally why haven't we deployed the Knight Titans for anything? Aren't they quite suitable to urban warfare? We have 480 of them sitting around.
I expected Sisters of Battle and Stormtroopers to be little better than chaff against them considering our Helguard are equipped to DAOT power armor standards while the Sisters would be using Imperium era power armor, and the Stormtroopers just carapace.
Power Armour Type I: Trooper On Finding: The first complete STC was the design for Power Armour Type I: Trooper. This is a version of power armour inferior to current power armour having around 80% of the strength enhancements and defensive capabilities and only twelve hours operational power, but is far easier to produce. It can also provide power to any weaponry it is carrying, increasing the ammunition of most energy weapons. Fabricator-General Britton estimates that it is around a twentieth as hard to produce as ordinary power armour and can therefore be equipped to entire regiments.
Power Armour Type II: Shocktrooper On Finding: The second complete STC was the designs for Power Armour Type II: Shocktrooper. This seems to be the mass producible version of Destroyer Advanced Power Armour and is 80% as strong and tough as Centurion Armour and lasts for twelve hours before re-charge. This armour has slightly better comms and sensors then the Trooper armour and has a reactor big enough to power most heavy weapons several times over.
The shocktrooper armor is 80% as good as centurion armor. Which is the armor that elite Space Marines use about halfway between Space Marine standard and Terminators. So hilariously better than normal human power armor.
The trooper armor is 80% as tough as the normal human stuff, but buffs weapons as well.
For the last four years you have been greatly up gunning your Helguard with advanced weapons. At the moment a full quarter of your Helguard is equipped with Plasma Pistols, 5% with Grav Pistols and the rest with Neutron Pistols. A fifth of the Neutron Rifles have bee replaced with Plasma Rifles and 5% with Grav Rifles, giving each fire team either a plasma rifle or a grav rifle. 35% of the heavy weapons have been replaced with Plasma Weapons, while 10% have been replaced with Grav Weapons, the remainder is a mix of Neutron Weapons along with the more traditional Missile Launchers and Heavy Impalers.
1. Jacob's Paragon trait means he ignores all penalties. The wounds he took shouldn't be affecting the score.
2. You forgot the Sirens and the Troll Geomancers. They banished daemons and fortified walls, respectively.
We knew that already. Still nice know. @Durin
1. You said that there would be a malus on summoning because of the permadeath of the 3rd cycle. What are the requirements for it to take effect?
I find it kind of sad that even our Helguard is taking horrible losses against the enemy elites, something like 4 Helguard per Sister of Battle. I expected Sisters of Battle and Stormtroopers to be little better than chaff against them considering our Helguard are equipped to DAOT power armor standards while the Sisters would be using Imperium era power armor, and the Stormtroopers just carapace. Likewise with weapons neutron lasers vs bolters and lasguns. Doesn't seem like that tech advantage is making much of a difference there.
~And the inquisition investigated and found nothing.
against the blank?
This is pretty painful considering how slow it is to make these.
:lol
I find it quite odd that the first round ambushes didn't get a bonus for being ambushes. Jacob's team lost another 4 Last Hunters.
That's some impressive luck there.
Not sure how this was a critical success.
But she had the lowest casualties of any of the groups.
10 Last Hunters total lost. Another 28 on the detached duty. We just lost 30% of a force we spent about half a century making. That's painful. We did eliminate half their Chaos Lords and 3/7 of their Sorcerer Lords. We didn't make too much of a dent in their lower ranked psykers though.
I find it highly amusing that Jacob, the supposed best combatant, is the only one that didn't one shot his opponent. Granted Aria's luck was pretty surreal.
I definitely want to just take Rotbart out to face the Emperor's Talons to get him paragon combat. He's only a couple points off and hasn't been in a fight for a long time. One good scrap and it will push him over. We aren't going to want to stop the other end of their salient anyway so it's not like we need spectacular martial bonus there.
Incidentally why haven't we deployed the Knight Titans for anything? Aren't they quite suitable to urban warfare? We have 480 of them sitting around.
it may ahve been 4 Helguard per sister but 3 of those would ahve been killed by a Space marine, and Abomination Sisters have quite a few chaos gifts as well as better power armour to counter act the fact that their impalars are not as good as you neutron rifles.
also it is not surprising that jacob took longer, he is a attrition fighter rather then a quick kill specialist like Jane and was up against a tank rather then a glass canon
I will say that all of the basic power armour types are similarly advanced, so apart from the added size and what comes with that shocktrooper is no better then trooper
and that they are around 80% as good as Imperial equivalents across the board, for 10% the price