If you see an order such as "continue rebasing/building up", it refers to the origanal instruction, and should be done for each turn. There should be 3 carriers that are built, of which will go towards Samaria. If more are built, great, more bombers for those carriers. (If the governors of Ville du Buisson and Anarchy don't post instructions, feel free to switch those cities to carriers now. They will take 4 turns, and will be the closest to the southern invasion point). Also, once the tank stack has reached its' tank quota (30 to 32 tanks - shouldn't be too long), continue airlifting tanks, and mechs to the other continent. Mechs can be continuously airlifted prior.
Turn 0 -
1 - Move the tanks from the Greek/Egyptian Island onto the mainland, and group with the tanks near Villa Park.
2 - Move the artillery that's near the former Babylonian land area near the Villa Park Tank Brigade (stack).
3 - Move all artillery tanks and cavs on the other continent into groups (i.e., groups of 25).
4 - Move all infantry on the other continent into cities with barracks.
5 - Move all Mech Inf so that you have 1 Mech per city.
6 - Move all workers towards the chokepoint (this is a special danger bulliten from the Military Department, as barbs will be unleashed very soon).
7 - Send Mechs to defend workers that are stuck in the middle of nowhere.
8 - Rebase the bombers in Tlateloco
before abandoning the city - they will vanish if you don't, and move them to New Hlobane.
9 - Cities of Tlaxcala, Tlateloclo, Tamuin, Tzintzuntzen, Calixtlahuaca, and Tepexpan are no longer needed for military purposed. Raze them and redistribute any remaining mechs. (Remember that Teotihuacan stays).
10 - There are ships and a transport by the Persian island. Keep them there until next turn.
11 - Move the carrier in New Falcon's Haven to the tile 3 south of Samaria.
12 - Have the ironclad 3 south of Samaria fortify there.
13 - Have the destroyer between Samaria and Anarchy go to the tile 3 south of Samaria and fortify.
14 - All other ships may be used for patrol and continue to approach Zulu lands, and Persian lands from the south (especially around Samaria and other coastal cities).
15 - Rebase the bomber in New Falcon's Haven onto the carrier that just left.
16 - There are 5 transports near Anwerp. Have them meet up with the fortified transports by Villa Park. (The transports should be 1 north of the current tank stack).
Turn 1 -
1 - Move the tanks on the Persian island into the transport, and move those ships to Happy City (this will take 2 turns).
2 - With mechs, patrol the empty area (on rails) for barb camps.
3 - If the DP wishes, they may use a mech or two to escort workers to build roads and rails.
4 - Continue to stack artillery and tanks where the current artillery and tank stacks are on the mainland.
5 - Continue rebasing bombers onto the carrier. Any extra bombers should be rebased to New Hlobane.
6 - Continue Barb Farming.
Turn 2 -
1 - The transport and escort from the Persian island arrive. Have the tanks unload, and all units fortify in Happy City.
2 - Continue stacking the tanks and artillery, as well as airlifting bombers onto carriers (the carriers must be out at sea for the rebasing to work properly).
7 - Continue Barb Farming.
Turn 3 -
1 - Continue the build up as mentioned.
2 - Continue Barb Farming.
Turn 4 -
1 - Continue the build up, and barb farming.
2 - Start upgrading. Only upgrade the tanks in Villa Park so that they have a head start.
Turn 5 -
1 - Upgrade
all tanks (they take priority), or as many as you can, even if they're elite. Remember not to upgrade ones that are still healing.
2 - If the tanks in Happy City were upgraded, move that transport fleet (with the Modern Armor loaded) back to the Persian island.
3 - Continue barb farming with mechs.
Turn 6 -
1 - Unload the transport fleet by the Persian island on the two unclaimed territory tiles (4 MA each).
2 - Upgrade any remaining tanks, and then infantry.
3 - Barb Farm with available Modern Armor, making them elite if possible.
4 - Prepare the Gauntlet as shown in the bottom graphic.
5 - Create 2 Mech Inf armies with vet mechs.
The yellow tiles are where to place troops. Place 3 tank armies on the southern yellow tiles. 1 in New Hlobane, 1 west of the city, and one east of the city. Place Mech Inf on all yellow tiles (3 each on the tank army tiles if possible). You can also bridge the gap in the 2 Northeastern-most tiles with mechs. Place tank stacks on all 3 tiles west of New Swazi. Place artillery there as well. Please upload the save before declaring war so that I can inspect the troops. Also, make sure that the chokepoint is clear, and that we have a few undefended cities FAR to the south on the main island. There should be a clear path. This is the lure. It's highly recommended to declare war on both Persia and the Zulus at this time.
Turn 7 -
1 - Watch the invasion force, and take a bunch of pretty pictures.

2 - Bombard with bombers first, then artillery. Attack, but do not block the chokepoint.
3 - The tanks, mechs, and artillery by Villa Park should be ready (if there's not enough, wait 1 more turn).
a - 2 transports will hold 16 artillery.
b - 4 transports will hold up to 32 Modern Armor.
c - 1 transport will hold 2 Mech Inf armies. (The AI won't touch 'em!

)
d - 1 transport is a Christmas Present for the DP. The DP may put in what they please.
4 - If we have enough, set sail this turn. If not, set sail next turn.
Note: If we have more carriers than expected, but short on artillery, 1 artillery boat can be delayed, allowing the invasion to move fowards.
5 - Attack the 2 cities on the Persian Island.
6 - Move the Destroyers, Ironclads, transports, and carriers to the tile 1 south of Samaria.
7 - Continue to bombard Samaria with planes and artillery every turn until the invasion starts (we will wait 1 turn even though the stack is there).
Turn 8 -
Note: The first wave of the invasion may start here. If you see any roads in future war paths (based on the red lines), please rail them.
1 - This is the 2nd turn of the War of Attrition.
2 - Continue to attack any remaining troops.
3 - Focus on the Persian cities first, then Zulu cities. (if we have enough troops to attack with).
4 - Follow the warplan with the red arrows. (the sole blue city in the south is optional this turn).
5 - There's a cluster of cities that are really close together. Artillery will be very useful here.
6 - Only keep cities that border Persia and the Zulus so that we can invade quicker. If they no longer touch a border, then abandon the city (unless it holds a wonder).
7 - If there's tanks left over, prepare any tanks for the blue routes. (some blue routes don't reach a city).
8 - Unload the southern force on the hill 1SE of Samaria with 1/2 of the total modern armor and mechs (do not unload the artillery).
9 - Unload the 2nd half of the invasion force of 16 MA, and mechs 1 each of Zohak.
10 - Load the MA that were on the island, onto the transports, and take them to a coastal city on the other continent. They will join up with the rest of the attack force.
Turn 9 -
Depending on how things go, start bombarding Samaria with bombers, then artillery from 1 artillery boat if needed. Attack Zohak with artillery, and any left over bombers. Remember to bombard atleast any cities over size 13. Use artillery to bombard cities if you can. Follow the paths shown. (Note that the right side dark red path should take priority on the south side, and move north if possible. It's possible that other tanks could meet up with it). Abandon cities that are no longer needed (and not touching the AI border). You may keep New Tegula.
Please attack according to the warplans below.
Persian/Zulu Warplan (warning - huge file!!!!).
Key:
Red Route - This is the "turn 1 route", which could be started early.
Dark Red Routes - These are southern invasion routes. I'm not sure how successful they will be, so I left the colored boxes in place.
Blue Route - "Turn 2 route".
Light Blue Route - "Turn 3 route".
Green Route - "Turn 4 route".
Yellow Route - "Turn 5 route".
Dotted Lines - "Oppurtunistic Routes" if we have enough troops, or have done enough damage.
The transparent tiles are resources. Notice that a lot of them are clustered around the interior "light blue" cities. These should be a primary target (to take these cities).
Remember, only keep cities that "punch into" the Persian/Zulu border. Also, build rails in order to get to the next city quicker. There should be ample workers now.
If you have any questions during the turnchat, ask me. Also, provide me with constant updates (game saves and screenies). Instructions may change depending on the outcome of battles. If we are
extremely lucky (the RNG shines favor upon us!), this war could take 2-3 turns after we start the invasion. If our tanks wish to lose to spears, then it make take longer, even up to 12 turns.
Remember that the 3 carriers, 8 transports, destroyer, ironclad, and any other ship will remain 1 north of the stack of tanks next to Anarchy. These will go to the tile 3SE of Samaria during the turn that we declare war, but will not land until 2 turns later when the majority of Persian forces have been defeated. Don't forget this 1/3 of the invasion force!
I will be home a bit earilier tomorrow, at approx. 4:45pm or so.