Vote tally - The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Adhoc vote count started by HanEmpire on Jun 4, 2018 at 11:08 PM, finished with 56 posts and 8 votes.

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HanEmpire
The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up
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Post #96896

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  • [X] Plan: Intensify Air
    -[X] Cripple Warboss Scalpchoppa's Horde by deploying the rest of your knights - A few Courts of Aesir Knights should be enough to wipe out Scalpchoppa's Gargents allowing the rest of your superheavies to be withdrawn..
    -[X] Cripple Warboss Eadwhacka's Horde by deploying Helltroopers -A few Divisions of Avernite Helltroopers will be enough to massacre the elites within Eadwhacka's Horde before Headcrusha reaches Khazad-dum
    -[X] Cripple the minor warbosses by deploying sixty-eight Helltrooper Divisions (out of 75) - by deploying your Helltroopers to the minor cities currently under siege you should be able to cause enough damage to their besiegers to make it safe to pull out almost all of your forces to help combat Headcrusha's Horde
    --[X] General Schwarz
    -[X] Low- Continue as things are, sacrificing fighters in order to cover a campaign of harassment on the ground which would be supported by bombers. - Currently selected
    -[X] 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.
    -[X] Medium- The default option that balances damage for exchange rates and casualties.- Currently selected
    -[X] Mine Option 2: Use a Quarter of original mines- This will inflict some damage and provide some opportunities to your harassers by expending all of your mines.
    -[X] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.
    -[X] Psyker Support - Your Diviners, Telepaths and Biomancers could support your ground and air forces, improving their impact and preserving their lives.
    [X] Defanging the Beast
    -[X] Cripple Warboss Scalpchoppa's Horde by deploying the rest of your knights - A few Courts of Aesir Knights should be enough to wipe out Scalpchoppa's Gargents allowing the rest of your superheavies to be withdrawn..
    -[X] Cripple Warboss Eadwhacka's Horde by deploying the Svartalfar Guard -A few Divisions of the Svartalfar Guard will be enough to massacre the elites within Eadwhacka's Horde Headcrusha reaches Khazad-dum without using your very best troops.
    -[X] Cripple the minor warbosses by deploying thirteen Grenadier Armies (out of 17) - by deploying your Grenadiers to the minor cities currently under siege you should be able to cause enough damage to their besiegers to make it safe to pull out almost all of your forces to help combat Headcrusha's Horde
    --[X] Governor-General Aelfric
    -[X] Low- Continue as things are, sacrificing fighters in order to cover a campaign of harassment on the ground which would be supported by bombers
    -[X] 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.
    -[X] High
    -[X] Mine Option 2: Use a Quarter of original mines- This will inflict some damage and provide some opportunities to your harassers by expending all of your mines.
    -[X] Air Defence- Your Pyromancers and Teleknetics could turn their attention to taking out the Orks aircraft.
    -[X] Scry and Fry- Your Diviners could work with your other psykers to locate the most dangerous foes and take them out.
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