Obviously it's a town full of nothing but Jacobs because all the ones in the Idlewild decided to stick together and build a home rather than kill each other to escape. The Jacob who got out was decided by drawing straws.
Obviously it's a town full of nothing but Jacobs because all the ones in the Idlewild decided to stick together and build a home rather than kill each other to escape. The Jacob who got out was decided by drawing straws.
Sort of. They banded together after it became clear that all the exits were closed. At this point they're all kinda nuts from being cooped up in a single juncture cavern for so long. Losing their source of food, water and waste disposal isn't helping.
It really isn't possible to stick together in Idlewild, given that taking any path causes you to split up. I think the Jacob we got back was the one that turned back at the first juncture.
The Defence of Svartalfheim Part Three: Landing
T=9:00:00-13:00:00
Headcrusha landed his horde a full five hundred kilometers from Khazad-dum, the most fortified city in Svartalfheim. Four of his lieutenants also landed between four and five hundred kilometers from a target city, while the remaining three attempted landings directly beside major cities. On the lesser hordes thirty-two attempted landings by cities, twenty-three attempted to land within four hundred kilometers of a city while the remaining twenty-five landed further from their target. Given the situation you focused the majority of your harassment on the hordes attempting to land within four hundred kilometers while your aircraft split their attention between those groups and the hordes trying to land on your cities. Given the tendency of Orks to move to where the fighting is thickest you would often pull back your air force from one fight to concentrate it on an entirely different target, reducing just how much your brave pilots were outnumbered by. Being able to shift the location of air wings using underground high speed trains was a useful trick for this tactic, which between the leadership of your and Chapter master Julius went almost flawlessly.
Ork attempts to land by your cities were successful by some standards, with over ninety five percent of the Orks making it to the ground alive as they overwhelmed the anti-air defences of Svartalfherim with targets. On the upside this allowed your fighters and anti-air batteries to reap a massive toll of enemy aircraft, with a full fifth of the Ork Waaaghs Fighter-Bombers and a tenth of the Landers being destroyed, at the cost of only seven percent of your own air forces. Despite some of your cities coming under siege immediately by quite formidable Hordes you would view this portion of the landings as a victory, as in the long term taking out some of the Orks air superiority is worth some of the sieges beginning sooner.
Air defence vs Facesnappa landing d100=70+75(AA)+335(martial)+40(stance)+25(psykers)=545
Facesnappa landing d100=15+17(martial)+120(numbers)=152
Name
Type
Losses
Fighter Bomber Wing
Fighter
113,096.17
Lander Regiment
Lander
23,060.95
Name
Type
Losses
Advanced Fighter Wing (Avernus)
Fighter
3.39
Advanced Fighter Wing (Vanaheim)
Fighter
5.32
Advanced Fighter Wing (Byzantium)
Fighter
0.23
Advanced Fighter Wing (Trust)
Fighter
2.18
Fighter Wing (Vanaheim)
Fighter
548.81
Fighter Wing (Midgard)
Fighter
243.91
Fighter Wing (Svartalfheim)
Fighter
22.77
Fighter Wing (Jotunheim)
Fighter
193.33
Fighter Wing (Niflheim)
Fighter
160.70
Fighter Wing (other)
Fighter
546.37
Fighter Wing (Trust)
Fighter
500.60
Air defence vs Scalpchoppa landing d100=67+75(AA)+335(martial)+40(stance)+25(psykers)=552
Scalpchoppa landing d100=85+12(martial)+120(numbers)=217
Name
Type
Losses
Fighter Bomber Wing
Fighter
77,502.45
Lander Regiment
Lander
15,803.19
Name
Type
Losses
Advanced Fighter Wing (Avernus)
Fighter
4.94
Advanced Fighter Wing (Vanaheim)
Fighter
7.76
Advanced Fighter Wing (Byzantium)
Fighter
0.34
Advanced Fighter Wing (Trust)
Fighter
3.18
Fighter Wing (Vanaheim)
Fighter
800.85
Fighter Wing (Midgard)
Fighter
355.93
Fighter Wing (Svartalfheim)
Fighter
33.22
Fighter Wing (Jotunheim)
Fighter
282.12
Fighter Wing (Niflheim)
Fighter
234.50
Fighter Wing (other)
Fighter
797.29
Fighter Wing (Trust)
Fighter
730.50
Air defence vs Slaystampa landing d100=88+75(AA)+335(martial)+40(stance)+25(psykers)=573
Slaystampa landing d100=23-2(martial)+120(numbers)=141
Name
Type
Losses
Fighter Bomber Wing
Fighter
151,560.35
Lander Regiment
Lander
30,904.02
Name
Type
Losses
Advanced Fighter Wing (Avernus)
Fighter
2.53
Advanced Fighter Wing (Vanaheim)
Fighter
3.97
Advanced Fighter Wing (Byzantium)
Fighter
0.18
Advanced Fighter Wing (Trust)
Fighter
1.63
Fighter Wing (Vanaheim)
Fighter
409.53
Fighter Wing (Midgard)
Fighter
182.01
Fighter Wing (Svartalfheim)
Fighter
16.99
Fighter Wing (Jotunheim)
Fighter
144.27
Fighter Wing (Niflheim)
Fighter
119.91
Fighter Wing (other)
Fighter
407.71
Fighter Wing (Trust)
Fighter
373.55
Air defence vs minor warbosses landing d100=11+75(AA)+335(martial)+40(stance)+25(psykers)=496
minor warbosses landing d100=99+7(martial)+120(numbers)=226
Ridcully Re-roll
Air defence vs minor warbosses landing d100=91+75(AA)+335(martial)+40(stance)+25(psykers)+15(Ridcully)=591
minor warbosses landing d100=64+7(martial)+120(numbers)=191
Name
Type
Losses
Fighter Bomber Wing
Fighter
969,624.15
Lander Regiment
Lander
197,028.95
Name
Type
Losses
Advanced Fighter Wing (Avernus)
Fighter
22.53
Advanced Fighter Wing (Vanaheim)
Fighter
35.37
Advanced Fighter Wing (Byzantium)
Fighter
1.56
Advanced Fighter Wing (Trust)
Fighter
14.48
Fighter Wing (Vanaheim)
Fighter
3,648.88
Fighter Wing (Midgard)
Fighter
1,621.72
Fighter Wing (Svartalfheim)
Fighter
151.36
Fighter Wing (Jotunheim)
Fighter
1,285.40
Fighter Wing (Niflheim)
Fighter
1,068.43
Fighter Wing (other)
Fighter
3,632.66
Fighter Wing (Trust)
Fighter
3,328.36
Total Imperial Losses: 110 Advanced Fighter Wings, 21.8 Fighter Divisions
Total Ork Losses: 1,312 Fighter-Bomber Divisions, 267 Lander Divisions, estimated 250-300 divisions of ground forces
Further away from your cities only the long range anti-air missile batteries could provide anti-aircraft fire to support your fighters. This allowed the Ork Fighter-Bombers to concentrate in incredible numbers, overwhelming your own fighters with sheer quantity, despite the best efforts of your fighter pilots and psykers. While your fighters only managed to achieve a three to one kill ratio against the swarms of Fighter-Bombers their presence allowed your ground harassment forces to operate without being pounded into the ground by swarms of bombers. However the long range Anti-Aircraft weapons that were targeting the Orks more distant landings preformed incredibly, shooting down millions of fighters and killing tens of millions of Orks as they attempted to land.
Air defence vs minor warbosses landing d100=17+25(AA)+335(martial)+40(stance)+25(psykers)=452
minor warbosses landing d100=95+10(martial)+120(numbers)+25(orbital support)=240
Name
Type
Losses
Fighter Bomber Wing
Fighter
138,965.90
Lander Regiment
Lander
27,796.84
Name
Type
Losses
Advanced Fighter Wing (Avernus)
Fighter
53.64
Advanced Fighter Wing (Vanaheim)
Fighter
84.21
Advanced Fighter Wing (Byzantium)
Fighter
3.71
Advanced Fighter Wing (Trust)
Fighter
34.48
Fighter Wing (Vanaheim)
Fighter
8,687.81
Fighter Wing (Midgard)
Fighter
3,861.25
Fighter Wing (Svartalfheim)
Fighter
360.38
Fighter Wing (Jotunheim)
Fighter
3,060.48
Fighter Wing (Niflheim)
Fighter
2,543.88
Fighter Wing (other)
Fighter
8,649.19
Fighter Wing (Trust)
Fighter
7,924.67
Long range AA vs assorted warbosses landing d100=100+335(martial)+25(psykers)=460: Critical Success Quadruple kills
assorted warbosses landing d100=9-3(martial)=6
Name
Type
Losses
Fighter Bomber Wing
Fighter
123,860.84
Lander Regiment
Lander
19,677.72
Total Imperial Losses: 176 Advanced Fighter Wings, 35 Fighter Divisions
Total Ork Losses: 263 Fighter-Bomber Divisions, 47 Lander Divisions, estimated 45-55 divisions of ground forces
Your harassment forces on the ground hit the Orks with the full range of trick built up over the years, with Orks being hit by ambushes, hit and run attacks, prepared minefields, long range artillery, avalanches, assassinations and a range of other pinprick assaults. Much to your surprise the Orks fell for your tricks almost every time, slowing their advance to a crawl and allowing your brave soldiers to kill billions of Orks, though almost entirely normal boyz. However as great a victory as this has been it has exhausted your prepared minefields, and if your air cover is forced to retreat the battle could turn very quickly.
Harassment one d100=23+10(home ground)+50(terrain)+15(scouting)+20(mines)+335(Martial)+10(psykers)=463
Ork Defence Roll d100=1+25(Orks)+50(numbers)+10(martial)+20(air support)=86: Critical Fail
Name
Type
Losses
Fighter Bomber Wing
Fighter
2,438.90
Lander Regiment
Lander
0.00
Ork Boyz Regiment
Infantry
388,962.66
Name
Type
Losses
PDF Light Infantry
Infantry
55.94
PDF Light Infantry
Armour
18.67
Sentinel/Goliath Regiment
Armour
0.19
Phase-Tank
Armour
0.00
Scout Helguard Regiment
Infantry
0.01
Helltrooper Scout Infantry
Infantry
0.55
Veteran Inflitration Psyker Regiment
Infantry
0.00
Inflitration Psyker Regiment
Infantry
0.01
Spider Mines
Mine
0.00
Iron Guard Light Infanty
Infantry
1,042.37
Iron Guard Light Infanty
Armour
347.86
Midgardian PDF Light Infantry
Infantry
2,154.09
Midgardian PDF Light Infantry
Armour
718.86
Four days after the Orks make landfall the flood of landing slows to a tricle, singling the start of the next phase of the war. Currently thirty five of your cities have been besieged, three by one of Headcrusha's Lieutenants and thre remaining thirty-two by lesser Warbosses. Of the lesser warbosses sixteen are besieging cities with Ultra-Heavy defences, which are in no danger of falling and may even keep the upper city, while the remaining sixteen are besieging cites that merely have incredibly heavy defences, which are likely to lose the upper city within a week and may need support for defending the lower city, though not anytime this month. You could prevent this from occuring by deploy an army of Guard to each of these cities.
The larger hordes led by Headcrushas lieutenants are a bigger threat, due to greater numbers, a good fore of Gargents and the higher number of Ork elties within them. Of these the first to worry about is Warboss Facesnappa's Horde , whose combination of large numbers of Big Gunz with Kommandos has the potential to be a worryingly good siege force, though you one that would still have trouble with the defences of the lower city. This would best be coutnered with elites to raid the Big Gunz and stop any attempts to infiltrate by the kommandos. Next is Warboss Scalpchoppa's Horde, whose massive number of walkers and wierdboyz has the potential to both breach the cities defences and be an absolute nightmare in a city fight. You will need to deploy psykers and some of your own superheavies to counter this force. Then there is Warboss Slaystampa's Horde, whose masses of Stormboyz are likely to be able to take the upper city in short order, bypassing many of the defences, and could be a threat to the lower city. Simple numbers and a large number of Hydras should be enough to slaughter this assault.
indicate which general you want to deploy to command against each major horde, if any Governor Rotbart- best general, good at wars of maneuver Chapter Master Julius -Second best general, specializes in commanding elites Lord-Marshal Sigurd -Decent general, good at commanding Knight-Titans Governor-General Aelfric- Good general, best when commanding regulars General Schwarz - Good General, all rounder
Write in
[] Counter Warboss Facesnappa's Horde by deploying elites. - Deploying a division of Helguard and a few Astartes companies should be sufficient.
[] Counter Warboss Scalpchoppa's Horde by deploying Psykers and heavies - A Grandmaster Psyker leading a few choirs, a Knight Court and a dozen regiments of Fellblades should do.
[] Counter Warboss Slaystampa's Horde by deploying Iron Guard Regiments - A Iron Guard army with an additional AA corps should do.
[] Counter the minor warbosses by deploying sixteen Guard Armies (out of 66) - A full Guard army should be able to defended even the upper city for an extended period of time.
[] Write in response to one or more of the above hordes
While your air forces have inflicted major damage to the Orks the end of the landing frees up all of their Fighter-Bombers to meet your airforce, and given them their own AA on the ground. As such your exchange rates are unlikely to remain as high as they have been if your continue to contest the skies. While harassment could continue on the ground, if you concede the skies the Ork Fighter-Bombers will be a major threat to your harrasment forces, beng able to act as scouts and rapid response units.
Air
[]None- Preserve your fighters for latter.
[] Opportunistic - Deploy your air forces whenever there is a major opening, otherwise keep them back.
[] Low- Continue as things are, sacrificing fighters in order to cover a campaign of harassment on the ground which would be supported by bombers.
[] Write in
Harassment
[] Harassment Option 1: Remain back- This will preserve your harassment forces for later actions.
[] Harassment Option 2: Continue with your current harassment. - This will slow the Orks advance and inflict some damage at the cost of suffering casualties. Not advised without air cover.
[] Harassment Option 3: Write in
Then you will have to decide how much to push your harassment
[] Low- This will result less damage but better exchange rates and preserving more of your harrasment forces for the future.
[] Medium- The default option that balances damage for exchange rates and casualties.
[] Write in
Next you will need to decide on whether or not you want to set up any minefields in the most likely routes to your cities, and how many of your mines to use for this.
[] Mine Option 1: None- This will save your mines for later use.
[] Mine Option 2: Use a Quarter of original mines- This will inflict some damage and provide some opportunities to your harassers while saving half of the mines for later use.
[] Mine Option 3: Use Half of original mines- This will inflict significant damage and provide many opportunities to your harassers while saving some of the mines for later use.
[] Mine Option 5: Write in
can choose multiple options, the more options are chosen the weaker each options effects will be.
note that due to songweaving all choirs are also to preform all purposes, though they are best at their specialty
[] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.
[] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
[] Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.
[] Divination- Your diviners could attempt to foresee the Orks next actions, giving your more warning over what they are planning.
[] Write in
Warlord Headcrusha's Horde- 20 billion Orks, 520 Gargents, Headcrusha. largest numbers of Nobz.- 460km or twenty three days from nearest city
Warboss Eadwhacka's Horde - 5 billion Orks, 65 Gargents, large numbers of 'Ard Boyz- 380km or nineteen days from nearest city
Warboss Wildfang's Horde - 5 billion Orks, 10 Gargents, entirely speed freaks, massive numbers of Meks - 360km or nine days from nearest city
Warboss Nughaz's Horde - 5 billion Orks, 80 Gargents, large quantities of Big Gunz, massive numbers of Meks - 380km or thirty days from nearest city
Warboss Warrippah's Horde - 5 billion Orks, 50 Gargents, large quantities of armour - 360km or thirteen days from nearest city
25 lesser warbosses - average of 1 billion Orks, 5 Gargents, - Between 460km and 360km or twenty-three to eighteen days from nearest city.
33 lesser warbosses - average of 880 million Orks, 5 Gargents, - Between 400km and 200km or twenty to ten days from nearest city.
Warboss Facesnappa's Horde - 4.98 billion Orks, 80 Gargents, large numbers of 'Big Gunz, large numbers of kommandos- besieging a lv 8 defence city
Warboss Scalpchoppa's Horde - 4.99 billion Orks, 80 Gargents, large numbers of Dreads, large numbers of wiedboyz- besieging a lv 8 defence city
Warboss Slaystampa's Horde - 4.97 billion Orks, 20 Gargents, large numbers of stromboyz- besieging a lv 8 defence city
32 lesser warbosses - average of 994 million Orks, 5 Gargents, -16 besieging a lv 7 defence city, 16 besieging a lv 8 defence city
True to form. That Crit fail of the orks was beautiful. Also should we do a focused clean up? We will lose too much if we split too far, but im sure air superiority of orks will die to fortified city AA batterys.
@Durin
1. Does Ridcully/Tamia think any of the sub bosses are dumb enough that we can convince them to attack HeadCrusha?
2. Which city is closest to Headcrusha, a level 8 or a level 7?
3. At what range does Ophelia think she could attack a hoard with her full power without being at risk of a counter attack?
Is it just me or are these orks just...dumb on average its not just Headcrusha?
Well, the in-universe explanation is that the WAAGH's psychic energy feeds into the Warboss, but the Warboss, in turn, has an effect on the WAAGH, leading to an increase in tough Boyz over smart (relatively speaking) ones. I think. Haven't really investigated in depth.
@Durin
1. Does Ridcully/Tamia think any of the sub bosses are dumb enough that we can convince them to attack HeadCrusha?
2. Which city is closest to Headcrusha, a level 8 or a level 7?
3. At what range does Ophelia think she could attack a hoard with her full power without being at risk of a counter attack?
Is it just me or are these orks just...dumb on average its not just Headcrusha?
[] Counter Warboss Facesnappa's Horde by deploying elites. - Deploying a division of Helguard and a few Astartes companies should be sufficient.
[] Counter Warboss Scalpchoppa's Horde by deploying Psykers and heavies - A Grandmaster Psyker leading a few choirs, a Knight Court and a dozen regiments of Fellblades should do.
[] Counter Warboss Slaystampa's Horde by deploying Iron Guard Regiments - A Iron Guard army with an additional AA corps should do.
[] Counter the minor warbosses by deploying sixteen Guard Armies (out of 66) - A full Guard army should be able to defended even the upper city for an extended period of time.
We should do all of these and set Julius against facesnapper, Sigurd against Scalpchopper and either Schwarz or Aelfric against Slaystampa
[] Opportunistic - Deploy your air forces whenever there is a major opening, otherwise keep them back.
Gonna start raking up casualties if we try to contest the sky, I think switching to opportunistic to keep the kill ratio high is best.
[] Harassment Option 1: Remain back- This will preserve your harassment forces for later actions.
They will get the shit bombed out of them without proper air cover, we can just throw mines at them to slow them down for now.
[] Mine Option 3: Use Half of original mines- This will inflict significant damage and provide many opportunities to your harassers while saving some of the mines for later use.
Not optimal without harassers but these orks are particularly dumb and this should slow them down nicely
[] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.
I'd like our psykers to just down as many of the fighta-bombers as they can, the ork air force is our largest hindrance right now.
So we have wiped 1/5 of their total airforce? Nice, that is a solid step. Situation is good, enemy is divided and even better going to hit our city at different times. My suggestion would be deploying extra forces to the currently besieged cities in an attempt to gain local superiority and reduce/eliminate the besieging forces, and then moving those forces to the next city that would be besieged. At the same time pull harassment back until our fighters can further thin their air force out. Gaining global air superiority would be crucial as at that point we can use our harassment forces to further slow down advancing units allowing us to continue to concentrate forces on orks that besiege our cities and chop them up before moving to deal with the next set of besiegers.
@Durin
1. How long will this war turn be (that is will we have another set of options before any of the hordes that did not land by a city get into siege range?)
[X] Plan Opportunistic
-[X] Counter Warboss Facesnappa's Horde by deploying elites. - Deploying a division of Helguard and a few Astartes companies should be sufficient.
--[X] Chapter Master Julius goes here
-[X] Counter Warboss Scalpchoppa's Horde by deploying Psykers and heavies - A Grandmaster Psyker leading a few choirs, a Knight Court and a dozen regiments of Fellblades should do.
--[X] Lord-Marshal Sigurd goes here
-[X] Counter Warboss Slaystampa's Horde by deploying Iron Guard Regiments - A Iron Guard army with an additional AA corps should do.
--[X] Governor-General Aelfric goes here
-[X] Counter the minor warbosses by deploying sixteen Guard Armies (out of 66) - A full Guard army should be able to defended even the upper city for an extended period of time.
--[X] General Schwarz concentrates his efforts in commanding these forces
-[X] Opportunistic - Deploy your air forces whenever there is a major opening, otherwise keep them back.
-[X] Harassment Option 1: Remain back- This will preserve your harassment forces for later actions.
-[X] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
-[X] Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.
At this point, all the Ork forces have landed, and their air forces are going to be too much to contend with now that they have AA up and their air forces don't have to defend landers. As such, it's the time to let the AA whittle them down, pulling back our harassment forces and only using our air forces when there's good opportunities to do so.
The vanilla reactions to the landings near our cities are good, and we can put the appropriate generals in charge of them while Rotbart focuses on the war as a whole.
Psykers will continue giving general support, but now that the Orks are on the march and can't just change where forces are going it's time to Scry and Fry so we can kill off priority targets.
So we have wiped 1/5 of their total airforce? Nice, that is a solid step. Situation is good, enemy is divided and even better going to hit our city at different times. My suggestion would be deploying extra forces to the currently besieged cities in an attempt to gain local superiority and reduce/eliminate the besieging forces, and then moving those forces to the next city that would be besieged. At the same time pull harassment back until our fighters can further thin their air force out. Gaining global air superiority would be crucial as at that point we can use our harassment forces to further slow down advancing units allowing us to continue to concentrate forces on orks that besiege our cities and chop them up before moving to deal with the next set of besiegers.
@Durin
1. How long will this war turn be (that is will we have another set of options before any of the hordes that did not land by a city get into siege range?)
This. Besides, the Phase Tigers and Xavier are better for something like assassination. Also, Xavier should probably be on Scry and Fry duty right now.
The Phase Tigers aren't actually the best for assassination. In the last war, Durin said that the Last Hunters make for better assassins. Phase Tigers should be treated as elite light infantry instead, so harassment is right. Without air cover is very inadvisable though. The Phase Tigers may be stealthy but that benefit is minimised by the orkish tendency to not really aim.