Show me your orders/battle plans!

Dachspmg said:
Uh, what you talking about? 2007?

What else?No I meant 2006 if the Democratic alliance didnt save your ass.
 
Uh...yeah. That might have happened, except you just pulled out. It ended up not mattering what you would have done...

You were just asking for trouble from the alliance, though. I had some prior arrangements with a few members.
 
Yes it didnt matter really,as I was screwing around something which I rarely do these days.(really I mean who does communist revolutions in the modern age)
I like to call it the Cleric syndrome.Turning into a socialist/communist government for little to no reason :D
 
Is that a subset of Sheep syndrome? :lol:
 
O RLY?

Here are more orders: from Rome in ITNES I IT II. This attack failed because I got betrayed; my ships were intercepted by those of the Punic navy and never landed.

Spoiler Roman orders :
Res Publica Romanorum

Start project: Reconstruction of Rome (effects should be: +Rome as a city, +4 eco levels). Put one of the eco points into it, and the other into 5 more thousands, or if possible, something slightly different and a little more novel: the construction of 5 more ships, detailed below. Please PM me as to which one is used.

The Allied Plan

According to our allies, this is the basic sketch of the plan for the years 210 BC - 200 BC:
1) Kartyria uses bulk of troops to squash Gallic revolt and restore order there.
2) Byzantium advances slowly toward Carthago, maintaining order in conquered Punic provinces and slowly crushing Carthaginian resistance.
3) Rome lands troops both behind the fortified lines in Iberia and also as a diversionary attack in Sicily (before the Iberian attack, naturally) to draw enemy reserves, in a Marlboroughesque maneuver, like Blenheim 1704.
4) Other possible events include a Dacian landing in Syracuse and a Kartyrian attack on Corsica. The Allied navy should stay together to stay strong and be able to wipe out any Punic force that tries to squash it.

The Sicilian Attack, Summer 210 BC

Naval specifications: If the ships are constructed, then these are the specs, or at least very rudimentary versions. They should be about the size of Ptolemy's "eights" from the wars of the Diadochi OTL, but transport ships instead of purely war vessels. They should have fighting-platforms upon which to position archers and velites, and space for marines to fight. There should be no ram, however, to increase possible speed. Fit a small catapult (torsion version, not non-torsion) on the top.

If the ships are not able to be used, use regular transport ships, escorted by 5 of our regular vessels, which, according to the time, should be quinqueremes. The quinqueremes should have small catapults on them, similar in weight to the corvus of earlier in the war, so they will be top-heavy. Load these ships with 10 thousands (two legions, a Consular Army, dubbed the "Army of Sicilia", commanded by G. Claudius Nero, one of the two consuls for 210) and 2 Praetorian cohorts. The two legions are I Italica and II Sabina) and set sail from Rhegium (if you can swing it, Hipponium if not) under cover of darkness. Do not sail in bad weather, because the top-heavy catapults will sink the ships, and consquently our legions. At the dockyard itself, keep security tight, and don’t let ppl know that a fleet is sailing, but don’t act like this is a uniform thing. Do the same thing in various other southern ports like Sybaris, Tarentum, Metapontum, and the Campanian ports of Pompeii, Capua, Herculaneum, Baiae, and Neapolis to send any Punic agents on false scents. To repeat for clarity: start sealing off dockyards for first part of year 210 BC in the southern half of Italy and redirect naval traffic north, to Ariminum, Genua, and Ostia, and don’t let anyone in. However, real preparations will only be going on in Rhegium (and Croton if need be). Keep dockyard workers inside the yard itself to keep them from letting the Carthaginians know anything until the invasion begins. We want this to look real to draw enemy reserves, and in fact it will be real, sort of.

The journey to the Messana coast should be undertaken in a night. School the captains and navigators in the Sicilian coastline to make sure they are moving to the right spot, and have a small torch on each ship, only visible from about 100 meters, only to avoid collision. Prevention of detection is going to take primacy in the invasion. As soon as the enemy coast is gained, use the catapults to knock out any obvious fortifications or lookout towers. Anything manmade that could impede the invasion should be destroyed. If, by any chance, an enemy patrol ship is sighted, switch fire onto it with a few ships, using flaming arrows and catapults, and maneuvering rapidly to avoid same from enemy. Land the troops as soon as possible thereafter. They should go just south of Messana, along the coastal section of the Mountains of Neptune. The coast there is gradual, so a landing shouldn't be difficult. Use the cats here to knock out Punic or Sicel units forming up to oppose the landing at its source, and have archers fire from the fighting-tops. As soon as we disgorge the legions and their equipment (as rapidly as possible, make sure that they have their things with them and have eaten breakfast before disembarkation), we need to get them in a cohortal pattern, to resist enemy troops. Nero should have a good control over this.

If enemy troops appear to resist the attack at its beginning, and the legions are already disgorged, Nero should start attacking the Punic troops with a few of his legionary cohorts and form up cavalry for a charge. Elephants should be neutralized by velites and/or archers from the ships. The ships need to leave quickly, to avoid the enemy navy which is so sure to reappear soon. Then, carrying some small siege equipment (mainly onagers, torsion catapults, and a few rams to lighten the load and make rapid travel possible) that we carry with us on the transports, move north and attack Messana. We should, at a good marching pace and barring an enemy sally or attack before we get there, be there sometime in the afternoon of the same day, depending on where we manage to land. Keep velites out and ready for enemy skirmishers; support these with light cav (equites). Keep the heavy legionary alae cavalry and the two legion heavy troops together marching along the coast. If an attack escalates into more than just skirmishing or cavalry sorties, then detach Legio I Italica's heavy units and Sabina's cav to meet the enemy attacks in cohortal pattern and using preferable the Tarquinian Oblique Order to maximize impact, while Sabina's heavy infantry and the siege engines make a run for Messana and digging positions. Nero should develop his tactics based on the terrain upon which they are fighting, and make sure the velites and equites never have to relinquish the first ridge of the Neptunes overlooking our position, so that the heavy infantry and cav can occupy it in the event of a major battle. As always, throw pila first, then attack or defend, with velites withdrawing behind our troops to rain javelins on the advancing (or withdrawing) enemy units. Watch the wings to prevent a Cannae-like encirclement, and deploy cavalry there. If an opportunity arises and an ambush is either not obvious or feasible for the enemy, then exploit it with heavy cav in a shock charge like those of Alexander. After a few hours have passed and if the battle is not yet over, withdraw under skirmisher cover to protect II Sabina and cover them more efficiently.

Messana: Upon the appearance of II Sabina, and if the city isn't guarded or doesn't have a wall, start pounding away with the siege engines while the legionary infantry begins the attack. If the legions are not attacked and all stay together by the time Messana is gained, then use II Sabina for the assault and I Italica as a general reserve, with cavalry racing through the streets and crushing any major enemy non-cav and non-phalanx resistance. For those two, use our own light troops in conjunction with the cav, or outflank them through other streets. Break up the walls as rapidly as possible with rams and onagers, and the cats, and then begin the assault. Gain control of a gatehouse early as possible and use it to ascend into the wall and capture it, too, preventing enemy troops from firing down on our units. Avoid boiling oil by breaking up the sections of wall we assault. Protect the siege engines until they break the walls in a few places, and use them to fire on any major enemy sally effort.

As soon as all legions are in Messana, keep one legion on guard, the light cav and some skirmishers foraging (as said before, many times, Sicilia is one of the most fertile areas of the "Transpoenic", so there is definitely forage somewhere). If that fails, get food across on ships from Rhegium. For that purpose, keep the ships used earlier in the run to the beachhead in Rhegium, ready to ship supplies if needed. The remaining skirmishers are on the walls, the other legion is repairing the walls and fortifications, and the heavy cav will respond to any major non-infantry enemy move. Keep them away from elephants, though, to prevent spooking, although if mounts aren't afraid of our friends with tusks, then that's just dandy, and we can use them. Watch for enemy counteroffensives, and meet them with a legion, or more troops if necessary, in cohortal formation. Light troops are key in the Messana region of Sicilia due to the terrain, which is mountainous, especially (duh) around Etna.

Keep them in Messana through the winter of 210-09 to draw the Punic troops, then comes the Iberian operation. Through the winter issue messages to the Syracusans, asking them to help rise up against the Punic troops that had handled them so badly four centuries ago. The supply lines from Rhegium to Sicilia should not be easily interdicted, due to the short length. However, if the Punic ships try to set up a blockade (hopefully for them not in winter, when the weather sucks around Sicily and fighting ships, being top-heavy, will sink very easily), we need to concentrate ships at a single point, smash through, and then run with all speed to the other side of the strait, and stay there until the blockade ends for bad weather or lack of supplies. In a blockade situation, learn the enemy patrol patterns, and then slip through with supplies during a lapse or period with few enemy ships patrolling. Try to forage as much as possible to lessen the supplies needed for the campaign, but if the grain has been removed to Punic cities or if the enemy is out in force (pretty stupid in winter because of the weather and the lack of food), then we need to rely on primarily supplies. Let Nero, a capable commander in OTL and hopefully even better in the NES with the training bonus, decide on possible alternate routes.

Iberian Assault, Spring/Summer 209 BC

The other wing of the attack, and the more-weighted blow, will fall in Iberia. Vote on proconsular commands for Publius and Cnaeus Scipio, for a joint army. However, keep these proceedings secret, to prevent Punic knowledge of an attack. Build up an army of 20 thousands (Legio III Augusta, Legio IV Victrix, Legio V Alaudae, and Legio VI Ferrata), 5 Praetorian cohorts, and 20 levy thousands (Legio I Adiutrix, II Adiutrix, III Adiutrix, and IV Adiutrix) slowly in the Po valley, repossessing it from the evacuating Kartyrians and replacing them with Roman administrators. Call this the Second Consular Army or the Army of Iberia (the First Consular Army being that of Nero in Sicilia). Disperse these troops throughout many camps to prevent Punic troops from finding out that there is a freaking huge army in northern Italia. Stay here through 210 and into early 209. On the Ides of March, load these troops into ships at Genua. If the 5 new ships were made, the whole navy goes here, if not, then 8 ships go to protect the transports. The basic mission is to race along the Kartyrian southern coast, staying away from any Punic ship detachments, and land near Barcelona, on the north side of the Ebro (Roman Iberus), close to Tarraco. Whatever that trade-center port is, Tarraco or Barcelona, we need to take it. Advance to its walls as soon as the troops are disembarked (try using the same basic preparations as with Sicilia: the cats on the ships, etc. are described below). The Preparations for Landing: Basically, use the cats on the ships as before. A night attack might be difficult, (issue rations and equipment as the ships are starting to leave their night anchorage) but we should be able to find a few deserted anchorages along the Spanish coast (we need to avoid open sea because of the top-heavy ships), at places like Barcino vel Favienta and Ampuriae. Send scouts in fishing boats or trade cogs along the coast to map out possible landing sites, but use a code on the map and mark certain places that look likely but that we definitely won’t use, to keep the Punic troops guessing if the cartographer is captured. If captured, naturally a fight to the death with the requisite gladius is required.

Anyway, we land not far from the enemy trade center. Punic troops will probably be out in force now, or at least will keep a heavy guard due to the trade center’s existence. Invest the city as best as we can with trenches and/or walls of circumvallation (with defenses pointing both outward and inward to help delay an enemy relief army), but its position on the sea will make it difficult to starve into submission. Therefore, we need to assault it. Carry small cats and onagers on the transports to allow the troops to begin a siege immediately. We can construct ladders from nearby woods, as well as siege towers. Of course, we put skins on the siege towers to prevent the enemy from burning them. The basic principle is here as at Messana. However, just to cover our bases, we should build a mine to sink the enemy wall. It should be unnoticed through all of the hullabaloo over the main assault. Do it as quickly as possible, to avoid enemy attack from the rear by a relieving army. If they try a sally and relief at the same time, blast the large relief army formations with the siege engines and try to deploy cavalry and skirmishers to delay the enemy sally while we clear the relief effort, then continue the siege assault. As soon as we seize the city, place the four levy legions on guard while the others gather food. Send out scouts to gauge the Punic reaction and whether or not they can send reinforcements, or if there are any major enemy armies in Iberia, or whatever. We, unlike parts of the earlier strategy, should hit them where they is, so we can destroy their field forces. Naturally, if the fortress line to the north is occupied, then we need to smash it from the rear and detail two legions to cut off supplies, and give battle if they offer it, relying on our light-infantry superiority to win the day, along with the cohortal-formation stuff. Watch out for relieving armies here, too. Anyway, with the other troops (dispatch a levy legion to hold the trade center while we have some fun, so we have 2 regular legions and 3 levy legions) begin forays into Portugal (Roman “Farther Spain) to contact the rebels under Daorus, and promise them support if we can throw this Punic army out of Iberia. Move through western Celtiberia, raising Portuguese rebels and promising them to throw off the Punic yoke. As you have noted to Kartyria, the eastern tribesmen will be more difficult to raise. Try it anyway, but keep them out of the loop involving plans, just in case they try to switch sides. Don’t look like we’re trying to keep them from knowing, just don’t tell them everything about maneuvers. Try to glean information about Punic tactics from the Celtiberian tribesmen and have the Scipios adapt their plans accordingly. March back to Cartagena/Tarraco after this work if we can’t entice the Punic army to a battle and winter there, withdrawing our legions from the northern Iberian fortresses back to the port if they have not finished crushing the enemy. If the Punic troops are on their last legs that is another matter; stay there until they are starved out if that is the case. However, this should not be so: they should surrender before winter, or never. Keep the tribesmen watchful up in the north over the winter to make sure of the Punic troops’ inability to escape, and to hunt them down if they try. If the Punic Army offers battle before we winter, then try to get them to battle in a relatively open area, but not an outright plain to avoid possible encirclement. Keep the levies and the tribesmen in the middle, in something of a shallow wedge, with the regular legions on the wings and our cavalry occupying same position. Try to get the enemy to attack the wedge and try to deflate it, and then envelop them with the good infantry and the cavalry like at Cannae. If they let us make the first move, try to use the wedge to split their army, which can be dealt with individually.

Sicilia in 209 and beyond

After the first winter, begin operations against the Punic troops anew. Syracuse is our next objective; we should march there, sending messages to rise up against the Punic troops and help destroy the tyrant Barcelona. Their help is not necessary, but it is most welcome. Advance south in a fashion much the same as that towards Messana the previous year (detaching a cohort of 1000 men from Legio II Sabina to guard Messana from further Punic attacks), and as soon as Syracuse is gained, we need to strike. Deploy siege engines rapidly and break into the Euryalus fort, then move and secure the Epipolae plateau, which is the decisive advantage. We are aiming for something of a combination of the campaigns of Timoleon and Demosthenes: the revolt by the populace and their help (Timoleon) and the general Athenian plan, modernized with elements of that of the Roman one (Demosthenes). Mount siege equipment on the plateau and start shooting into the Achradina and the citadel, then breach the walls and take the city. If the populace revolts in our favor, then we can adjust the plans accordingly to avoid damage to the civilian population. After Syracuse (detaching 1000 men to garrison it, respectively), we can advance to Agrigentum, Gela, Panormus, and Lilybaeum, the major cities, besieging them in much the same way. If a major Punic field army is encountered, deploy units in a Marathonic formation with strengthened wings, still using the cohortal system (the new Roman standard), to collapse inward on the enemy, as at Ostia in the first IT against the Sicels themselves. Try to get the populace to rise up in revolt. If fortified lines are encountered, invest the forts and bring up siege engines, then occupy and repair the fort, unless we have no intention of using it, then finish its demolition.

Iberia, 208 and beyond

The year after the first one in Iberia should be relatively quiet. We're making sure of Celtiberian support from Daorus, and effectively letting them administer Punic land in the west and southwest until a Roman magistrate can be brought in. The general pattern of attack for the Scipios in a different time would be to advance down the coast, but seeing as the Punic navy has control of the seas we can't really do that, can we? Head inland, relying primarily on forage and our Celtiberian friends to raise food and supplies. Post two of the levy legions in the north against the fortresses and the Gallic revolt under Cnaeus if those haven't been finished yet, and when the fortresses fall, rejoin the father-and-son combo to the southwest. We move inland to the main pockets of resistance control, and establish more bases, then we strike at the Punic trade center at the Pillars of Hercules (their Heracles). During the Gibraltar plan all notations and names will be the English version, since it's decidedly difficult to find maps of the ancient version. During all of these moves, if we are attacked by a Punic field army (which is likely), use cohortal formation and try that wedge thing out again, with a slightly smaller wedge and freaking huge wings. Keep from being drawn into an ambush by sticking Celtiberian scouts and our standard Roman velites in the vanguard with some equites light cav, and use them to scout things out and make sure of no ambush. In case the Punic troops have some system like "let the skirmishers go past and then strike at the main body", look through the area carefully. This place is mainly dominated by Daorus' rebels, according to the map, so they will probably know if a Carthaginian force of any consequence appears in the area. Support velites and the tribesmen with the heavy infantry and cav if they desperately need it, because we'd like to save our light infantry. River crossing need to be forded by light infantry and cav first (at a ford or bridge), and they make sure no Punic troops are on the other side, waiting for an ambush. Every Roman legion carries around some small assault boats for river crossings (standard procedure, I'm sorry if I failed to mention it earlier), so they can send troops across in those if the bridge is out and the ford is far away. Send a party (probably a century or maybe even a maniple) across first, to check out the surroundings (yes, these are heavy infantry) under archer and javelin cover from the other side. Then, use the troops on both sides (ferry some light troops and heavy units) to make a bridge for the cav to cross, again under heavy missile cover, with skirmishers deployed to slow down an enemy attack and to warn us of its impending danger.

The Pillars of Hercules: Keep the levy legions (should be two) facing the area now know as the Linea de Concepcion, and build siege weapons (towers, rams, ladders, cats, onagers) from wood to the north, in Celtiberian territory. In something similar to the 82nd Airborne's crossing of the Maas in assault boats to seize a bridge in Market-Garden OTL, use the boats we would have used for river crossings and make an attempt (during night, of course) to cross a legion (probably Ferrata) around any fortifications into the dock area and harbor. Have the boats go fairly close to the shore, since they most definitely are not seaworthy, but as soon as the harbor moles are passed (and occupied by a few light-infantry units), they can be a little less close to shore, since they are in the harbor. Land in the area now used as a set of drydocks (OTL, of course), and seize any fortresses or something that the Punic troops are using to keep watch, and send a few centuries to open the gates of the port to allow the other troops in. Eliminate all of the Punic military (and any civilian resistors) inside the port, and set up a small military government.

The next few years in Iberia will be taken up by seizing the remaining Punic land, and especially Nova Carthago. Assuming it is still the same as in OTL, we can mount our main assault with ladders from the landward (eastern) side, and send some units to cross over the lagoon to the north with some more ladders, while the main enemy guard force is at the east wall. Offer some sort of a reward to the first man to top the parapet, just like Africanus did in 209 OTL.

Roman defense plan

The remaining 16 (or possibly 21, depending on that thing with the ships in the orders earlier) thousands are divided into four legions: three with 5 thousands (VII Claudia Pia Fidelis, VIII Augusta, IX Italica Concors), and X Fretensis, with 6 thousands, specially tasked to guarding the site of Rome and the Seven Hills, which are under reconstruction. The whole force is under Consul Marcus Claudius Marcellus, the other consul this year, and another excellent general in OTL. Have him deliver a few anti-Carthaginian speeches similar to Demosthenes' "Philippics" (I'm calling these "Hannibalics" and will post them on the thread after I finish orders). Enlist the help of the People once more and set up guard towers all along the Adriatic and Tyrrhenian, and post a few centuries or maniples at particularly good landing spots. Station two legions in the south, in Campania (VII and VIII), and IX north of Rome, to spot and defeat any major crossing attempt. Respond to amphibious attacks with the legions there, and use cohortal formations. If they get further inland, cut off supplies to eliminate their cav, and dishearten their troops, and then mount more attacks, of varying fashion based on terrain. Don't use too many troops against each beachhead, and call for reinforcements only if it appears to the commander that he needs help, to avoid being too spread out and not able to oppose other, more major landings.

If they land in Italia before the Army of Iberia leaves, then have those men leave as soon as possible, to carry out their mission, but have them leave a single levy legion behind to boost our defenders' strength. If necessary, help use our troops in the rebuilding of Rome to get it to go along faster.

Other notes

If the naval route to Iberia is blocked, land troops on the coast as close to Iberia (and the objective) as we can get, and then march the remainder overland under heavy velites and equites protection. If we can't get the Celtiberians to join in, go for Nova Carthago instead of the Pillars of Hercules and hope that that victory changes their minds, and then attack the Pillars. Redeploy troops from Italia (not too many, though, as we don't want to overly weaken Rome) to Iberia if necessary. In the Sicilian attack, withdraw troops if we absolutely need to, but keep the attack going to draw enemy troops until the Iberian forces land, and then, only if necessary, withdraw to southern Italia and boost the defending army's strength. If the Punic Army tries a blow into Kartyria before we attack Iberia, continue the Iberian op, but make sure we detail a legion or so to smash the Punic troops in the back. Do not rely only on the mercurial Celtiberians for recon, also use the reports of our troops, but do not discount tribesmens' information too quickly. They can be strong allies, and we should court them as such. See if we can bestow on Publius Scipio (elder) the title of "Campanicus" for his outstanding victory. That's all I can remember. Continue the cries of "Delenda Carthago!'

Dachspmg / Consuls G. Claudius Nero and M. Claudius Marcellus, and Proconsuls (hopefully) P. Cornelius Scipio and C. Cornelius Scipio, and Praetor P. Cornelius Scipio (to take over Army of Iberia if no proconsular commands for his father and uncle, who will still assist him if necessary)
 
What format do i need to put a paint image in to host it on imageshack?
 
Thank you, andis
 
*Little bump*

Does anyone else pack a ton of information from their orders into a map? I do it all the time. An example is below; blue lines show missionaries, red dots are new cities, yellow lines mark troops movements, light yellow regions mark areas to expand into.

 
I used to make lots of maps with complicated arrows (see here, from RTOR 13), but I've lately come to prefer text instead when it's easily visualized.
 
Yep... Take this, from a crucial ITNES turn:
 

Attachments

  • Kalinga3.PNG
    Kalinga3.PNG
    43.6 KB · Views: 179
That's quite an interesting arrow on the bottom. :p
 
I knew it! You and your evil missionaries trying to convert rightful Chinese territories... :p Well, Tibet became mine anyways when toteone led them against me :lol:
 
I use maps almost allways when in war, just to clear things up...

 
alex994 said:
I knew it! You and your evil missionaries trying to convert rightful Chinese territories... :p Well, Tibet became mine anyways when toteone led them against me :lol:

As you might recall, your nation was falling to pieces, so I wouldn't be so cocky. Furthermore, your puppet attacked mine, and I might well have gone to war over it, in which cas, you'd be even worse off. But there'll be plenty of time to solve that on the battlefield.
 
I was browsing my rules post in my own thread when I noticed the link to this, and I'm going to bump it with more orders.

This was the turn that saved the Ottomans in NES2 VI.

Spoiler orders :
Ottoman Empire
Capital: Constantinople
Ruler: Osman IV/Kentharu
Government: Theocratic Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Early Industrial Age
Army (Training): 7 divisions (Normal), 4 irregular divisions
Navy (Training): 12 squadrons (Normal)
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Improving
Education: Educated
Living Standards: Tolerable
Culture: Devoted
Confidence: Barely Tolerating
Projects: National Railroad System (+1 Economy, +2 Infrastructure) (3/10)
Nation Background: The Ottoman Empire has once filled the entire Europe with fear, but, alas, this fear was unfounded. Turkish armies were turned back at Vienna, and the Turkish fleet was defeated at Lepanto; and despite all efforts, the Ottomans never did fully recover. Its lagging behind became even more evident in the 17th century, when in a series of wars Russia-Lithuania broke the Turkish predominance over the Black Sea and took over the northernmost Ottoman fortresses, the Poles added Hungary to their Union of Krakow and a Spanish-Venetian fleet defeated the last Ottoman grasp for naval supremacy at Malta. The only relief came in the 18th century, during the rule of Osman III (r. 1701-1728), reformed Turkish armies held the Russians at bay in Caucasus and the Danubean Principalities. Persia collapsed due to Afghan invasion allowing the Turks to pick up the pieces and the Wahhabi tribes of Central Arabia were finally subdued. But the Ottoman Empire is still weak and stagnant, and not even Osman III could completely root out the corruption and catch up to the Europeans. The next few years will decide whether the Ottoman Empire will have enough time to recover its strength or whether it will be destroyed before it could do so.

Domestic Orders:

Change Player to North King

Capital is now to be Ankara. Begin the process of relocating our infrastructure there and stuff. You know the drill, I imagine.

Continue Project to (4/10).

Sacrifice one economy level (down to Not Bad (+1)): +6 economy points

2 economy points from conehead’s Spain for last turns sale of Crete and Cyprus.

3 economy points from Panda’s France for... being me. ;)

1 economy point from normal income anyway. 9 total to spend.

Invest 1 eco point into trying to make an economy center in Ankara. It’s in the center of our nation, close to iron and coal deposits, and a good site for industrialization. It’s also a good transportation hub. In other words, trade and industry will come into play here.

1 eco point into helping out the people in the lands we will be regaining this turn in order to help rebuild their lives and infrastructure.

2 to fund campaign logistics.

2 into army training, this is primarily into training us in the new weapons we will be receiving from various sources, most specifically Disenfranchised’s people...

5 into army (+25 divisions).

1 into new UU:

Assassins: Not your normal assassins. These can not only do assassinations, but they are also experts at intelligence gathering; they serve as a mixture of assassins of the bland type and spies. A number of this unit are women, who can use their feminine charms to seduce and thus gain information from various generals.

Description should be secret. You can let the name out, if only to make them think they know what the description is. :D

DEALS MADE:

Overall changes can be seen on this map: this basically summarizes all of the treaties I’ve done. I’m basically giving away lands to the newly created states, and Romania to the Russians, and I’ve given away a deal of land to the Afghans. Also, the French get the future Suez Canal and Sinai, and Lybia.

Afghans:

The borders of the Afghans and the Ottomans are to be redrawn as per the map of overall changes.

With Disenfranchised, whoever he is playing:

Arms shipments of modern European weaponry from him to me.

In return, we will politely ignore other “cargoes” his people are shipping through our ports.

Treaty of Constantinople

I. The nations of Serbia, Bulgaria, Byzantium, Armenia, and Georgia are to be recognized as independent nations. Romania is to be annexed to Russia. Dagestan is to be returned to its rightful owners, the Ottoman Empire. Borders are to be as the affixed map is (that map is combined with the overall map I gave you above).

II. All signatories agree to religious toleration within the territories of the Ottoman Empire and all newly freed states.

MILITARY ORDERS:

Army (Training): 32 divisions (Normal), 4 irregular divisions, 5 Assassin Divisions
Navy (Training): 12 squadrons (Normal)

This is what it will look like at the start of this turn. Well, assuming my training doesn’t go down. Which, knowing you, it will.

In any case, refer to this map for these plans. It shows the official borders that our nation now recognize, it would be nice if you could put these on the map (they’re basically the same as the overall border change map up top). If the Caliphate wins, they are free to redraw the borders, but the official map boundaries should look like that. In orange are the territories we are regaining from the Russian and Afghan withdrawals. Red are my troop movements. Blue are France’s troop movements. Purple is combined.

Operations:

1. Reoccupy the territories that the Afghans and Russians are vacating with 2 divisions and 4 irregular divisions. Garrison Turkey itself with 5 divisions.

2a. Palestine Campaign

The general goal of this campaign is to secure all of the Palestine region. Surprise should be complete, because France is betraying the Caliphal rebels this turn, and thus, the peacekeepers that Thlayli let into his nation will turn on them, wrecking havoc. The general goal is to secure the major cities of the region, Beirut and Jerusalem, as quickly as possible.

I. Western Attack

Forces: 10 divisions, 2 UU, French support

This one is to attack towards that cluster of cities: Beirut, Damascus, and the other one which I won’t look up. Main goals are to secure the trade center and coast as quickly as possible, since we have intelligence that the Papal States are planning on landing there. Do not engage Papal forces unless they attack us.

The general strategy is to use mobility and quickness to outflank and destroy the enemy forces. Utilize our Assassin’s intelligence gathering capabilities to their utmost in order to predict and destroy the troop movements of the Caliphal rebels.

Use a variety of maneuvers, including flanking attacks, pincer attacks, central positioning to divide their armies and attack one group of them, whatever the generals feel appropriate. Always use intelligence gathering to the best of our abilities, but do not rely on it completely... If they plant disinformation, we should be able to see that they are moving a certain way, and react accordingly.

It may be that they will attempt to attack us in this theater. If this is the case, use ambushes, and fake defectors to lead them into the ambushes, to destroy and devastate their armies, so we can go back on the attack.

By the same token, enact counterintelligence measures, including disinformation and bribing their spies.

So, to sum up, attack using whatever maneuvers are appropriate, in general use speed, quickness, and surprise to devastate them. Use our intelligence operatives, but do not utterly rely on them. Secure the trade center above all; the other cities can be reconquered at a more leisurely pace.

II. Eastern Attack

Forces: 5 divisions, 1 UU.

This attack swings through the Syrian desert and rebel territory to try and secure the southern bit of the Holy Land. Now, the key is logistics here. We are already funding it a bit, but we have other things to do as well. As important is speed (as usual), and securing the flanks against the rebels.

The Assassins shall go ahead of our main troops, infiltrating the countryside as we advance, and telling us where the main watering holes are, and where the food sources are. Thus, we shall not be too thirsty, and the best routes shall be scouted for us, so we can make quick progress through this area.

Now, by the time we reach the Caliphal territory, our Western attack shall already be in full swing, so their forces will not be well placed to defend from both strikes. Our objective is to secure Jerusalem. Preferably cut to the coast as well, to cut off their northern forces from their southern power-base. After these goals have been secured, or if we come under heavy attack, dig in, and resist all their attacks as best we can. Use Assassins to counteract their maneuvers, but do not rely on the intelligence we gain.

If by happenstance they are so utterly crushed by our attacks that we can continue onward, make sure we have adequate logistical capabilities, garrison the area with 5 divisions, and strike southward with the other ten and the three UUs.

2b. Egyptian Campaign

Forces: 10 divisions, 2 UU, 12 squadrons, French support of 20 divisions and 30 squadrons

OK, Panda’s sending me a lot of support on this particular one, so I imagine it should be easier.

All ships should enact blockade procedures, but remain in constant communication, so that if any Caliphal naval forces might be constructed, we will be able to concentrate and destroy them. Keep the ships under good tactical control, so if one runs into a mine, we don’t ALL run into mines, and that land batteries on the shore can be effectively neutralized because we will pull out of range of their guns, and use our own, heavier guns (since ships could bear heavy weights easily, ships usually outclassed land guns) to pummel them from a distance.

First, 10 divisions of Frenchmen on ships with French banners shall sail into the harbor of Alexandria, claiming to be there as “peacekeepers”. Since the French are Caliphal allies, this should be easy enough to accept. Before they realize that no French divisions were promised for this area, act quickly, and begin to attack the port garrison, taking the city from the inside.

Next, when our transport ships are all ready, we shall make one landing just to the east of Alexandria. This is an area which is far enough away from the Delta that it doesn’t have much swamp, and few enough rivers, so it should be easy landing ground. This will consist of 10 French divisions.

Then, 10 Ottoman divisions will land to the West, after any local militia defenders of the Caliphal forces have begun to respond to the French landings, so they will meet relatively little resistance as well. They can then sweep to the east and take any forces attacking the French in the rear; result is victory almost for certain, as we will outclass, outnumber, and have the element of surprise over them.

Lastly, all of our divisions will secure Alexandria, and then move forward in a steady secure front, being cautious to avoid flank attacks or ambushes, yet still quick. With our Assassins, tell us of any deployments they are making, and act accordingly, but still use common sense. The objective now is to secure most of the Nile Delta and preferably Cairo as well. If the “Caliphate” doesn’t have a capital, they won’t really have much now, will they?

In all conquered territories, be kind to the populace, give them spare food if we can, return peace and order. Generally try to win the hearts and minds of the populace. See the spending, where we put one point into helping out these areas.


Rather shorter orders from fCNES, where I was the nation of Ixa, which acted in a very popelike capacity.

Spoiler more orders :
Ixa
Capital: Ixafiranj
Other Cities:
Leader: Dia I "The Founder" / North King
Religion: Yexal
Government: Theocracy
Economy: 3: (2/1/0)
Army: 2,000 Spearmen, 1,000 Archers
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: Pathetic
Wonders:
Description: Ixa (EE-shah) is a small nation in the foothills of the Mountains of the Womb, where, legend has it, the mother goddes, Mixa (MEE-shah) gave birth to the first human, Urxa (OOR-shah). Don't worry if the names aren't concrete in your minds yet, for they will be constantly referred to. Urxa founded the first tribe of humans, which splintered apart after he died (a legend in and of itself) becoming the second major god of the pantheon. The human tribes spread apart and forgot their origins, all except for the Ixa, of course, who maintain their roots. Today, the Ixa have little concern for the worldly pursuits of territorial expansion. The only things that matter to them are the constant satisfaction of the dieties, the proper burial of their ancestors, and, of course, spreading the truth to others.

ORDERS:

Spend two points upon education (unless maintenance is needed for the newly gained level(s), in which case, one point, and one point to maintain), raising it to Illiterate (2)

CREATE WONDER:

Shrine of Gods: Upon the highest hill of the hill city of Ixafiranj, the Shrine of the Gods is a marvel of ancient architecture. It is a massive stone edifice, circular in shape, whose walls are said to resemble a mother’s embrace from afar; it has a main room with altars to both Ixa and Urxa and large space around them to accommodate thousands of worshipers, and many smaller rooms deeper in the temple to house the many priests and to give them a place to store their works that they labor upon in what little time they do not devote to active prayer. In the nature of the Yexal religion, the poor and humble may seek food, rest, and shelter within these walls free of any indemnity except to the gods.

In essence, a center of learning, healing, and helping, but above all a center of religion.

Invest one point into this wonder to get it started.

Actively encourage missionaries to travel to the nations of the north and to the peoples of the “uncivilized” lands to the south.

In the former, try to convert people to our religion through compassion and passion, and of course a hefty dose of miracle-working (which can be achieved through tricks, or through the use of real remedies to people’s problems i.e. effective natural poultices for the sick, etc.).

In the latter, give them the miracle working, and appeal to their much more anti-materialistic culture through the mother goddess, and help them build new lives. In other words, begin to civilize them, hopefully into nations that are of our religion.


These were orders from Azale's NES. I was mildly irritated at imageshack, as you can probably tell.

Spoiler somewhat vulgar orders :
Paraguay
Capital: Ascuncion
Ruler: /North King
Government: Despotism
Centralization: Unitary
Tech. Level: Middle Industrial Age
Army (Training): 30 Divisions (Tolerable)
Navy (Training): N/A
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Incompetent
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Barely Tolerable
Culture: Average
Confidence: Respecting
Projects:
Nation Background:

Leader info: President (effectively dictator) of Paraguay: Francisco Solano López

Sacrifice one eco level (6 points)+Trade center (1 point)+economy level (1 point)=8 economy points

Should be sufficient even for an insane spender like me.

3 economy points: transferred to the United States of America for Gatling Guns and Repeating Rifles.

1 economy point: directed towards the arming of our army with the Gatling guns and defensive warfare.

2 economy points: directed towards our army’s training, focusing on the offensive use of fire and move tactics using new repeating rifle covered by liberal artillery fire, and defensive use of gatling guns in concealed position along with liberal artillery usage.

1 economy point: towards Infrastructure, specifically the building of new railroads, especially to facilitate rapid military transportation across the country.

1 economy point: towards reforming Civilian Leadership, which will be put under strain in terms of resources for this war.

MILITARY:

30 divisions: 20 to invasion of Bolivia... er... Liberation, of Bolivia. 10 to garrison the homeland against potential betrayal.

GODDAMNIT! Image thingie is not working. So, forgive me, I’ll have to describe purely with words.

We’re attacking into the Gran Chaco. This is a vast plains area, though hot. The key is to maintain good supply routes so our troops are well watered; other than that, this is a tactician’s dream land to attack over. Really a nightmare to defend.

Since we assume Brazil is not attacking us, our thrust comes along their border–though watch out for ambushes from either side. We sweep over to the southwest, hitting the Bolvian and Peruvian defenders against the anvil of the Argentine front. Thus they are pincered, outmaneuvered strategically.

Tactically, advance with fire and move tactics, shattering any masses of troops with massed repeating rifle fire. Since we’ll be using fire and move, we’ll be far more effective against Gatling guns than most of our contemporaries. Use artillery support to neutralize heavy fortifications.

That’s all. I tried to keep it short and to the point, and I sincerely apologize for the lack of images. Imageshack was being a b!tch.


EDIT: Heh. Forgot I was saving my 9,000th post for my update. Oh well, it's helping newbies who drop by, I guess. :p
 
Why does it say kentharu is the player for the Ottomans in your stats on your orders :p
 
Kentharu had left because he was losing a war badly. NK stepped in and saved the Ottomans (only for them to fall apart later on).
 
Cuivienen said:
Kentharu had left because he was losing a war badly. NK stepped in and saved the Ottomans (only for them to fall apart later on).

Silly Iggy, taking trips everywhere. :p
 
Top Bottom