Apparently Gill convinced everyone else that it would be fun to haze the Admech by pretending they don't exist, so nobody else introduced themselves. How cruel.
As the allotted time draws near the regiment is called back into action with a combination of trumpets and vox calls. Keeping up with the hurry-up-and-wait culture of every military known to man, once you arrive you hop into your Chimera and wait for further orders. It is a bit more crowded with a new man, new machine, and new drum of acid, but you still have extra legroom even with your full gear nearby. The sun sets a brilliant orange.
Finally whatever was delaying you was settled and you are ordered to equip your night vision gear and get into formation by vox. Your squad will be leading in a wedge with Chevalier and Gallant on either side. Behind you the rest of the regiment will follow in column formation 600 meters back. Communication is to be by vox (as the Ork seem completely unable to intercept communications there is no pressing reason not to). If you are attacked, the standing order is to suppress the enemies until the main force maneuvers in to destroy them. You receive a heroes sendoff which was mostly red people confusedly cheering in your general direction in the dark.
You will not have any local support for some time, as the locals lack both your mobility and night vision capabilities. You don't expect to have any artillery support (not that any of you use it anyway) until they catch up.
As the center of the wedge, you mostly end up driving in line with the railroad. The jungle was cut back neatly at some point in the not-too-distant past, but new growth is already starting to approach the railway as humanity has been too busy to keep it in check. You occasionally see the heat-outlines of jungle creatures that rush away from your aggressive engine noises. Fortunately this isn't a death world and no creature seems to be anywhere near powerful enough to take on a Chimera. Unfortunately some of these creatures are birds that may give your position away if Orks are anywhere near smart enough to know what birds flying in mass meant. Which is an open question.
After some time your jungle crews simply becomes boring. You travel in a more-or-less straight line in a dark field waiting for something to happen. It is difficult to avoid falling asleep in these situations, Gill napping after the first hour. Alrin is nearly there, despite his best attempts at avoiding it, after the second. After the fifth it is Havir who notices something in the distance. Bright red lights starting in the center of the railroad and going to the jungle on either side. They're apparently static - possibly an Ork fort of some kind?