[] Milita (3)- Your militia is skilled enough to have an impact, though with heavy losses, and outnumber the rest of your forces massively, however any losses taken here will effect your economy and possibly morale. - 125 Guard Armies
[] PDF (1)- Your PDF makes up the majority of your military, though they will struggle a bit against the foes that are coming- 290 Grenadier Corps
[] Helltroopers (1)- The Avernite Helltroopers are the backbone of your armies, combining numbers with skill and power armour- 34 Power Armroued Grenadier Corps
[] Helguard (2)- The Avernite Helguard are your elites, able to engage with all but the mightiest foes with a chance of victory- 44 Elite Power Amrorued Grenadier Divisions
[] Psyker Hunters (4)- Your Psyker Hunting forces are some of the best on Avernus and used to fighting daemons, however they are stretched thin by their normal duties and you will really feel any major losses- 56 Elite Power Amroured Regiment, 32 Very Elite Power Armroued Regiments, 475 low level heroes, 6 mid level heroes
[] Nulls (4)- Niflheim's Nulls are some of the best forces for fighting deamons that you now of, but are few in number- 20 Elite Power Amroured Regiment, 4 Very Elite Power Armroued Regiments, 85 low level heroes,
[] Knights(3)- While few in number your Knights are some of the few forces that can match greater deamons in city-fighting conditions- 10 Maniples of Knights, additional 40 Maniples if you pull forces from Terascon
[] Astartes (4)- currently two companies of Varangian Guard and a squad of Blood Dragon's reside on Avernus, these are some of your most deadly warriors and their use is vital
[] Wraith Hosts (2)- Massively tough, expendable, constructs with powerful short ranged weapons, perfect for city fighting
[] Aspect Host (4)- Fast, highly skilled and powerfully psychic elites, some of your most potent assets, best for city fighting or desperation moves
ok, so here is the priority list of our elites. here is what i'im thinking of droping them to I've put in red are the ones I'm changing.
[] Milita (2)- Your militia is skilled enough to have an impact, though with heavy losses, and outnumber the rest of your forces massively, however any losses taken here will effect your economy and possibly morale. - 125
Guard Armies
[] PDF (1)- Your PDF makes up the majority of your military, though they will struggle a bit against the foes that are coming-
290 Grenadier Corps
[] Helltroopers (1)- The Avernite Helltroopers are the backbone of your armies, combining numbers with skill and power armour-
34 Power Armroued Grenadier Corps
[]
Helguard (1)- The Avernite Helguard are your elites, able to engage with all but the mightiest foes with a chance of victory-
44 Elite Power Amrorued Grenadier Divisions
[]
Psyker Hunters (3)- Your Psyker Hunting forces are some of the best on Avernus and used to fighting daemons, however they are stretched thin by their normal duties and you will really feel any major losses-
56 Elite Power Amroured Regiment, 32 Very Elite Power Armroued Regiments, 475 low level heroes, 6 mid level heroes
[]
Nulls (1)- Niflheim's Nulls are some of the best forces for fighting deamons that you now of, but are few in number-
20 Elite Power Amroured Regiment, 4 Very Elite Power Armroued Regiments, 85 low level heroes,
[]
Knights(1)- While few in number your Knights are some of the few forces that can match greater deamons in city-fighting conditions-
10 Maniples of Knights, additional 40 Maniples if you pull forces from Terascon
[]
Astartes (1)- currently two companies of Varangian Guard and a squad of Blood Dragon's reside on Avernus, these are some of your most deadly warriors and their use is vital
[]
Wraith Hosts (1)- Massively tough, expendable, constructs with powerful short ranged weapons, perfect for city fighting
[]
Aspect Host (3)- Fast, highly skilled and powerfully psychic elites, some of your most potent assets, best for city fighting or desperation moves
this is
the big fight, so we don't need to keep much in reserves, and the nids are mostly a space fight so we don't absloutly need to keep our forces intact for them. the only ones I did't drop all the way to 1 are the psyker hunters, the aspect host and the militta. the host because its not really our troops so it seems rude to expend them, the Psyker hunters because we are going to need them in the aftermath, and it just seems wrong to sacarcie the entire cities pop to save Lin, given his philosophy.
as for additions, not sure if these are viable but they might be worth considring.
[] - mass volly death strikes while the first cirlce is busy with the ritual, attempt to depleate his host.
[]- coordinate with lizard men, it might be possible to use our transit network to get some of them here faster.
[]- move reinforcments to dis from cities in no danger of falling.