Show me your orders/battle plans!

Spoiler JalNES Update 10 Orders, Part 2 :
UR

>>>>>Ur

Total Spending points: 7 (economy: 5/0/2 (-1 point from raids)(+1 point from Medes))
- use 3 eco.points to recruit 1,500 Katarakti infantry
- use 1 eco.point to recruit 500 archers
- use 3 eco.point to build 30 river boats

Total army size: 3,200 Katarakti Infantry(UU), 300 Chariots, 1700 Spearmen, 1550 Archers, 400 Axemen

Military campaigns:

Armygroups:
1st army: 700 Katarakti Infantry, 50 Chariots, 700 Spearmen, 250 archers, 30 river boats.
2nd army: 2,500 Katarakti Infantry, 150 Chariots, 1,000 Spearmen, 1,300 archers, 400 axemen.
3rd army: 100 Chariots

Map: http://img148.imageshack.us/img148/176/urbattleplan9ik9.png

If not instructed otherwise, use oblique infantry deployment. Encourage generals to come up with new ways to apply the tactic in different situations.

1st Army:

The main goal for 1st army is to use the rebuilt fleet to anchieve total naval superiority on tigris. It is likely that Medeans are building new ships, so this won't be a easy task. Use following tactic to decimate enemy fleet:

Form my fleet into one big spearhead, and drive it directly into enemy fleets center. This maneuver will cause chaos and split their fleet in half. After the spearhead attack, the boats will start systemically destroy the enemy fleet. My boats will operate in pairs, each pair concentrating one a single ship at a time. Either destroy the enemy ship by ramming it from opposite directions and crushing it between, or alternatively board the enemy ship with both ships and overwhelm it with superior numbers. Use the 700 spearmen to provide additional marines on the ships to make the battle go smoother.

Once enemy fleet is destroyed and Tigris is in our control, 1st army will burn down all the bridges crossing it to prevent enemy from attacking. The fleet and 700 spearmen will guard the river and destroy any medean attempts to build new bridges. Meanwhile, rest of the 1st army ( 700 Katarakti Infantry, 50 Chariots, 300 archers) will march west all the way to Euphrates and secure the rich farmlands. Then, after leaving small diversion force near the border in the north to confuse the defenders, main army will cross Euphrates in the south and go around the fortifications, then taking them by suprise with an attack from behind.
Incite rebellions amonst the hittites by promising them autonomy if they rise in arms to support us. This should at least make the Hittites look us more favorably than the Medeans, and make the "liberation" of their lands go smoothly.
Once forts are taken, occupy rest of the Medean western provinces and harness the riches of this territory for our warmachine.

Plan B: IF the liberation of hittite territories doesn't succeed as planned because enemy garrisons in the area are vastly larger than expected, promise the hittites full independence if they rebel and aid our forces to destroy Medes. This should make the hittites much more willing to support us than mere autonomy.

2nd army:

The task for 2nd army is to delay the Medean assault east of tigris as well as they can (like using chariots to attack enemy supply lines), and when there are no other options then fight a pitched battle on highly defensiveable terrain. The main bulk of the forces will take positions in a narrow valley which would render the superior numbers of the enemy useless. In the Valley, deploy army as following:

The Katarakti infantry will form the centre, while spearmen form the left and right wing. Archers, axemen and chariots will be deployed behind. Unlike before, army will not be deployed in oblique infantry formation. Instead they are deployed in normal battle line. One important part of the strategy is that our army will not move an inch from the defensive positions it has, forcing the enemy to charge our phalanx.

There are three ways to counter the new enemy UU. First one is chariots. When the enemy forces charges towards our army, suddenly open up a hole in our battle line through which our chariots will charge out directly towards the attacking enemy infantry. Such sudden maneuver will take enemy completely by suprise and leave them unable to counter this new threat in time. Chariots will likely cut down thousands of their infantry before they are repulsed.
Second one is archers. Since medean UU carries two axes, it will be unable to carry a shield, thus making it very vulnerable to arrow fire. We will use this to our advantage. Deploy several spotters behind the main battle line, in such positions that they can see over the heads in front of them and spot the enemy UU's. Once they see the UU's spotters direct the archer's arrow barrage on the enemy with several simple commands. This will extract massive casulties from the enemy while they try to penetrate our phalanx.
The last resort will be axemen, who will be sent to reinforce that part of our line in which the enemy UU's have managed to penetrate our phalanx.

Once the impetuosity of enemy charge is gone and their UU's repulsed, our phalanxes will start pushing their way through enemy. On generals command, each soldier in phalanx will take one step forth, pushing the enemy with their pikes. This will be done several times in a row, and on each time every soldier lets out a shout. When several thousands of soldiers do it at the same time, it will become a warcry, and when on every shout the army unstoppably advances a step, the warcry will have a add great demoralizing effect on the advancing phalanx. The army will continue "pushing" untill enemy army breaks and routs from the field. To prevent enemy from rallying on another day, pursue the enemy to their camp and disperse it.

If the battle is victorious and enemy army destroyed, start advancing into Medea.

Plan B: If the battle is lost, retreat across the river and burn down all the bridges. Start reinforcing the capitols defences.

3rd army:

3rd army will operate from armenia and start making hit and run attacks into medean mainland, burning down crops etc. If enemy attacks the province of armenia, use scorched earth tactic and harass the supply lines of advancing enemy.
----------------------------------------------------
ROME

Rome/alex994
Rome
Government: Republic
Color: Royal Purple
Economy: 2/5/1
Size: Getting There(2)
Age: Bronze Age
Army: 1300 Spearmen, 700 Axemen, 500 Archers
Navy: 30 galleys
Infrastructure: Dirt Roads(3)
Education: Bad(3)
Culture: Strong
Confidence: Great
Projects: Temple of Jupiter (+2 confidence, +2 culture) (complete) Imperial Library of Rome (+2 education) (0/9)
Description: Hailing from legend, of Romulus and Remus, Rome has defeated the Etruscans, and now must contend with the hostile Italian tribes, who are surprisingly stubborn...
Roman Orders

Spend 6 eco points on increasing education to Okay improving the literacy and general intelligence of the nobility and other well off classes vastly.

Spend 1 eco point on continuing project.

Spend 1 eco point on researching the grey metal and trying to find various ways to improve it.
------------------------------------------------------
BRITTANIA

1.) Build three cities along the coast and build Edinburg where it should be. (4 points)
2.) Put 1 point into education (1 point)
3.) Put the last 2 points into infrastructure.
4.) Capute the remaining islands off the Scottish coast with necessary troops.

Brittania/~Darkening~
Caer Troia (London)
Government: Monarchy
Color: Dark Red
Economy: 4/1/2
Size: Respectable(2)
Age: Bronze Age
Army: 3900 Axemen, 2800 Archers
Navy: 53 galleys
Infrastructure: Dirt Roads(3)
Education: Huh?(1/2)
Culture: Tower of Babel
Confidence: Okay
Projects:
Description: Founded by a legendary king named Brutus, the kingdom soon developed well around Caer Troia. Highly influenced by both farming and the sea, the nation developed in isolation--but no more. It is in an uneasy alliance with Eirehann.
 
Lord_Iggy said:
alex just sent stats?
No, I just forgot to paste those in, along with Brittania's orders. Fixed.
 
Das, very interesting to see your orders for Panda's NES considering it was the turn where my forces joined in the war against Austria. I'd love to see the Austrian orders for comparison... but mainly I'd have liked to see what the results would have been :)
 
Harleqin said:
Das, very interesting to see your orders for Panda's NES considering it was the turn where my forces joined in the war against Austria. I'd love to see the Austrian orders for comparison... but mainly I'd have liked to see what the results would have been :)

Trust me, I would have lost. I completely forgot about eco sacrifice.
 
North King said:
Trust me, I would have lost. I completely forgot about eco sacrifice.

Well, that is comforting :) I've deleted my orders, but I seem to recall raising 20 extra divisions and training them whilst still having a bit left over for logistics. Something like that anyway.

I sent a small force into Wurtemberg to link up with France, kept some on my borders aided by my UU and then launched a massive attack south into Tyrol to link up with the French armies in Northern Italy. Whilst a rocky area, it is exactly the environment my UU excelled in.
 
Harleqin said:
Well, that is comforting :) I've deleted my orders, but I seem to recall raising 20 extra divisions and training them whilst still having a bit left over for logistics. Something like that anyway.

I sent a small force into Wurtemberg to link up with France, kept some on my borders aided by my UU and then launched a massive attack south into Tyrol to link up with the French armies in Northern Italy. Whilst a rocky area, it is exactly the environment my UU excelled in.

Well, my strategy wasn't too shabby. I was keeping some men back to repel a French invasion, and forcibly invading you to keep you from using those very UUs. :p
 
Nope!
 
Highly useful when you need to play catchup, do something really quickly, or are being invaded. Money doesn't do much good if you're dead.
 
Nope!
 
It's usually an emergency situation. I'd typically rather keep my country, and have a ruined economy but my enemy dead, than not have a country or an economy at all. "Use it or lose it" as it were. Unless money's really tight, you're really getting beaten, or you're really far behind, I'd typically advise building up though, actually.
 
Economy sacrifice is basically a representation of mobilizing the nation's resources (and thus spending them considerably); generally agree with Symphony about its use.
 
Some really, really old ITNES orders. Like, mid-IT II. I recently happened upon them. Sadly it has deleted my recent NES2 VI orders in the process...

Spoiler :
DOMESTIC ORDERS:
1.) Sacrifice 1 Eco. level (Richer > Very Rich) for points (2 > 8). This must be done in order to both finance payment to Sinhala (to prevent an invasion of Tumasek, but that's not known outside of a very small cadre) and to facilitate continued military reforms against the now ominous Hong Kee threat.
2.) Send 3 Eco. points to Sinhala as the initial payment for the security of Tumasek.
3.) Establish a very small branch of the Military called the Palace Guard (note: not a UU, just an internal organization). Their specific duty is the protection and security of the Royal Family, primarily Empress Fan Chan, King Ke Nam, and Princess Fai Shan. Their ranks are to be picked from a mix of the best ground soldiers and civil police of Funan-Champa and their oath lies only to those three members of the Royal Family. Their current tasks are to:
a.) Protect the Royal Family from plots, assassinations, and other attempts at bodily harm or death.
b.) Establish who or what is attempting to destabilize Funan-Champa's relations and provide this knowledge to the Royal Family. Odds seem very high that the instigator is none other than Hong Kong, attempting to split the kingdom to regain the loyalty of Champa and to gain a foothold in the Tumasek League.
c.) Root out and neutralize sources of destabilization through either detention (and interogation for further information) or death.
d.) Clamp down on the affairs of government officials with "divergent" goals from those of the Royal Family and closely monitor those not "towing the line". Interogation and threat are to be prime "motivators" however, in the event of continued disobediance, "accidents" happen.
e.) Make sure any and all "blue pottery" is limited in usage on royal premises and not used for cooking or eating purposes. Also appoint food-tasters.
This continued interference in the further unification of Funan-Champa especially with an heir apparent to the thrones of both nations is unacceptable and must be dealt with immediately.
4.) Those officials who remain and whose loyalty is assured are to be sorted through to find those of the best caliber. These are then to be placed in the offices in which they might do the most good and are to be used as models for future successors and those of lower positions. This is somewhat of a stop-gap measure in light of purging of corrupt officials, but will have to suffice to maintain (or perhaps marginally improve) the quality of civilian government until the Civil Service Institute is completed.
5.) Continue progress on establishment of the Civil Service Institute of Funan. Hopefully with some of the foremost minds in civilian goverment being sought after and brought to prominence this might result in a speedier establishment of the criteria necessary for a nation-wide system.

THE SECOND GREAT MILITARY REFORM:
1.) Use 2 Eco. points on increasing Army Training (Good > Professional). Given recent internal rumblings that are likely of Hong Kee origin and peaceful settlements with all remaining nearby powers it seems possible that Hong Kong is gearing up for an invasion of Funan-Champa. If the country is to have any hope of surviving such an attack her soliders must be of comparable skill to put up any sort of effective resistence at all.
2.) Use 2 Eco. points on increasing Military Leadership (Competent > Good). To match the increase of the abilities of the average soldier, the officer corps must be brought to higher standards as well, especially if it is to match wits with the immense skill presented by the Hong Kee military. Good soldiers need good commanders, especially if they are to withstand an assault from Hong Kong.
3.) Use 1 Eco. point on increasing Army Size (34 > 39 Thousands). While bolstering the quality of the military it is also important to grow the ranks in order to bring them up to a similar quantity as Hong Kong. This combined with other measures should also reduce the impact of any desertations which occur following further reforms.
4.) In a move to reduce desertation from further toning of the military, all Funan-Champa military personnel receive a 50% tax break on any and all items bought within the state. This is to be done by the issue of special bracelets of specific manufacture (hard to duplicate) that designate military service. This coupled with the prior pay rate increase and having seen actual combat should help to keep morale levels high despite continued training.
5.) Similar to the effort in the civilian sector of government, military commanders of the best caliber from recent battles are to be sought out and brought to positions of prominence, and their efforts are to be made a model of in order to try and boost the overall quality of command in the Army and Navy of Funan-Champa. Emphasis is to be placed commanders who show intelligence and planning over those who simply win - even the greatest fool can win a few battles through blundering. Sufficiently good commanders are also known to bring out the best in their subordinates and this will perhaps aide in the refinement of the military.
6.) Military advisors are to be sent to the Northern Mon-Khmer tribes to begin drilling military forces of appreciable strength and skill in order to deter a Hong Kee invasion from that direction or to provide a flanking action against Hong Kong should it choose to attack Funan-Champa directly.
7.) Also seek out and employ the aide of both Mon-Khmers and Mercenaries who have proven adept at jungle/mountain survival skills and guerilla tactics. Such knowledge would prove useful in either an offensive or defensive conflict with Hong Kong and would add to a growing pool of knowledge that might potentially give Funan-Champa forces an edge in any protracted war.

Funan-Champa
Capital: Vyadhapura (Funan) and Nha Trang (Champa)
Ruler: Empress Fan Chan and King Ke Nam/Symphony D.
Government: Divine Monarchy
Centralization: Confederation
Tech. Level: Late Iron Age
Religion: Kalingan Hinduism (Funan) and Chinese Ancestor Worship (Champa)
Army (Training): 34 thousands (Good), 12 Mercenary thousands
Navy (Training): 30 ships (Normal)
Economy: Richer
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Tolerable
Education: Literate
Culture: Average
Confidence: Tolerating
Projects: Civil Service Institute of Funan (+2 Civilian Leadership, +1 Centralization) (3/5)
 
My old orders for Daft's Civ3 NES 1 - as its an unique kind of a NES, the orders are also fairly different from my usual style, and are somewhat story-like, I even considered posting them on that thread but its more on-topic here.

Spoiler First Turn Orders :
Not much to order at this stage, so I'll stylize it for the sake of confusion.

Baralyk-Khanal has ascended to the throne, and issued forth such decrees:
- That the Description of Altyn-Kanalat is changed from the foul Aragosic anachronism and outofcharactery to a Description befitting a great empire blessed by the Eternal Blue Sky. Specifically, the Description of Altyn-Kanalat is to read as such from now on: "Having in the ancient days lived near the Taejon Valley, the Kozars and the other Turuks (steppe people) have learned much from that civilization, but mostly remained unassimilated and barbaric. Driven eastwards by the rising states of Taejon, must Turuks persisted in their barbaric and nomad ways, but the Kozars who have strayed from the rest and settled in the lands of the great lake Altyn-Kule. There, they became sedentary and created a new civilization of their own, mixing Turuk and Taejon ways, the cult of the Eternal Blue Sky and the concept of the Heavenly Mandate, and finally created the Golden Empire, Altyn-Kanalat, which, ironically, is eastern civilization's first line of defense against the western Turuk barbarians." But if too lenghty it seems to the Pantsyr which is Daft, let it be abridged.
- That all the lands near and within Altyn-Kanalat be given fitting names. Thus the lake-river is to be named "Altyn-Kule" (Golden Lake), and the sea to the south of Altyn-Kanalat is to be named "Ak-Dynghez" (White Sea, for we are largely colourblind plus it seems pretty whitish). And the eastern river is to be called plainly "Itil", while the mountains between Altyn-Kanalat and Argos are to be called "Sybur-Alin" (Sleeping Mountains). The southwestern land by the sea is to be called "Dyngheza-Ibyr" (supposed to be Maritime Land or Coastland or something like that...). And the western desert is to be called "Ak-Ibyr" (White Land) and corrupted thusly by barbarians: "Akibir". The desert in the north is to be called simply: "Kuzey-Zula" (Northern Desert). And that all who ask why is "Ak-Ibyr" not named "Ak-Zula" are to be disembowled, but then let go freely (or thrown out if they can no longer move), for excessive punishment is against the will of the Eternal Blue Sky and its Chosen, Baralyk-Khanal.
- That the Point of Spending is to be expended upon Colonisation, the recruitment of settlers and construction of new cities and forts in the Dyngheza-Ibyr and other surrounding territories.

And thus all shall be done!


Spoiler Second Turn Orders :
Upon the ascendancy of Taralyk-Khanal to the Golden Throne, he proclaimed, when asked of new policies, that peace and prosperity were in the land, and few changes were needed at home. The Description-of-the-Nation and the Geographical Place Names were all in good working order. But changes were needed abroad if the land was to remain in this great and glorious state.

Ulaks vile and barbaric were growing in strenght in Ak-Ibir. Already, the safety of the Ak-Ibir trade routes of Altyn-Kanalat was challenged by their desert bastion of Ghulaman; already, Altyn-Kule itself was falling to their reign, with the creation of Talulak. If they are allowed to grow in strenght any further, woe shall be upon Altyn-Kanalat!

So Altyn-Kanalat must strike hard, and strike first. Into this, the Point-of-Spending shall be invested! Going by the lake, warriors of Altyn-Kanalat shall surround and attack Talulak! Travelling through the desert, a great host under Taralyk-Khanal himself shall destroy all the Ulak forces that might be gathering there before they can attack, and then strike at Ghulaman.

Time for war has come.


Spoiler Third Turn Orders :
OOC: Care to update the nation descriptions?

IC:

After the fall of Ghulaman, Taralyk-Khanal died quietly, knowing that he had led his his country to a great victory. His successors were weak and squabbled amongst themselves; this almost doomed the Kanalat, as the Ulaks recovered. Baralyk-Khanal II came to power just in time to face their threat. He had ordered a revision of the stats, and the preparation of defenses.

Having already taken all the Ulak cities deemed important to the Kanalat, the warriors were ordered to prepare fortresses and ward off enemy attacks. In general, however, Baralyk-Khanal II hoped and worked for peace, and accordingly ordered that the Point-of-Spending be commited great construction projects, not just on the wall but also on various buildings and great projects (OOC: in other words, apart from the forts do as you please, but concentrate on domestic development and construction of roads and buildings; also, if possible try to work on a wonder. NOTE: if the enemy threatens any of our cities, switch to troops).


Spoiler Fourth Turn Orders, came too late and thus not used :
Baralyk-Khanal III came to power when already thirty-two, having not yet achieved much of note, as opposed to his predecessors and relatives. This he seeked to compensate for this as ruler; he dreamt of glory, and dreamt of the Eternal Blue Sky promising him that glory if he were to chart and bring into his realm the wild-lands beyond Ak-Ibyr. A river valley was said to exist in that barbaric, unclaimed, yet rich land. Also, there roamed the vicious Riskien, who were eternally a threat to the Kanalat. Even those who disagreed with Baralyk-Khanal III's great vision accepted that, as the Ulaks were pushed out of their forward outposts and thus were not a threat to Atil, so must the Riskien and other western barbarians be prevented from attacking Kanalat's further colonies.

Thus the Point-of-Spending was employed by brave Baralyk-Khanal III to assemble a great expedition. First went the scouts, to report on the land, so that the army may be prepared for what lurks within; they returned bearing news of barbarians and foreign empires beyond. Baralyk-Khanal III then gave two orders: one, to bestow names upon the lands ahead, doing favour to their future conqueror by dubbing the lake there Baralyk-Kule, the river - Baralyk-Il, the mountains around the whole land - Baralyk-Alin and the valley itself - Baralyk-Hondy; another, to assemble a great army followed by loyal colonists. The valley was to be conquered; all foreigners expelled by force; all locals who do not submit slaughtered (or also expelled if they want to flee *shrugs*). And great new cities were to be built then (and their names all need to somehow include the word "Baralyk"; there's a challenge for you, I suppose...), roads built and foreigners allowed to trade on our terms only.

(OOC: Mind, I think we'll overstretch ourselves, outrage too many people and be slaughtered; but I'm happy either way, either we will be defeated, have a crisis of confidence and need of new leadership, either we will win, get mad with power and start attack everyone who doesn't kowtow to us at first sight! I like both scenarios, really.)
 
Hmm, I usually just write one liners. Though I translated my stats into 1337 just for variety one turn.
 
Lurking that game has actually sort of intrigued me since I have no idea how I'd write orders for it if I was playing it. I imagine everyone's must be fairly short.
 
Well, yes. So to compensate I stylized them into something mildly chronicish.
 
Well, here are my orders for JalNES throughout the turns of the Urrian war, which ultimately led to my destruction.

*sobs*

Yes, it still hurts. I have a hard time letting go.

Lord_Iggy said:
Economy
7 economy points.

1 to military upkeep.
1 to education. Train people to experiment with new metals to deal with the Bronze Problem. My large population (and thus potential pool of talent) should help here. This money will also go to building advanced forges.

On that topic, try to contact the nations on the far side of the Black sea by traveling with Sea People ships. See if I can get some tin from them.

I'm creating my UU. Khalishada. They fight with two axes and are fairly lightly armoured. They put one axe in a holster and take out a shield if arrows or other similar weapons become a problem.

They are going to be a deadly counter for Ur's Katarakti, whose large but clumsy weapons can easily be destroyed by the axes and high maneuverability of my Khalishada. These guys are like my axemen, and should cost the same. If it's free, change all of my axemen to Khalishada please.

4 points to training 3000 (1000 Men X 4 Points X 3 Size / 4 For lack of Bronze) new Khalishada.
1 point to training River Boats to patrol the Tigris and Euphrates. These will prevent any Urrian incursions into the north. As they are specially made for rivers (Ur's Galleys, I presume, are Sea Vessels) they should do excellently.

Notes
Shouldn't Ur have suffered some economic damage due to my occupation of some of their land? Oh well, I guess I didn't occupy enough.

Also, Ur's army's nearly as large as mine, yet they pay no upkeep. What gives? I have 10 550, Ur has 10 500, including 1000 from Dilmun, not including their navy. I understand why you want to slow me down, but to the point of active sabotage against me?

Military
6300 Spearmen, 3000 Khalishada, 3100 Axemen, 800 Archers, 350 Chariots

Homeland Defense
1800 Spearmen and 200 Archers will defend Medean lands, plus all of the civilian militias.

1500 Spearmen and 100 Archers will defend my recently conquered Hittite lands. Offer the people Medean rights, and only crush those who rebel against me. Consolidate and slowly and subtly begin introducing Medean culture.

This leaves me with 4000 Spearmen, 3000 Khalishada, 3100 Axemen, 350 Chariots and 500 Archers to pursue the war with Ur.

Urrian Front
4000 Spearmen, 3000 Khalishada, 3100 Axemen, 500 Archers

Seize control of the Western Trade Routes to Ur's northwest. Starve Ur of trade, redirect the trade to the Medes.

My Chariots are little use against Kataraktoi infantry, so I have a new job for them.

At night, in raids, sometimes prolonged raids, Chariots will slip into Ur (avoiding notice with care, of course) and wreak havoc. Kill Urrian Traders and take their goods, steal and pillage fields, generally damaging economy, hurting confidence, and lowering Ur's morale. Also drop feces, urine, poison, dead bodies of Urrians I killed shortly before into water supplies and granaries, to cause sickness, disease, and the like. I might need to get some of my raiding forces to get off their chariots and sneak into villages to do that.

I hope I might get some eco from all the pillaging. But doing good damage to Ur will be nice too.

Set up strong defenses on my river borders with Ur, to prevent all incursions. Remember my river boats.

Roughly 1/4-1/5 of my army will be manning these defenses and serving as backup. The majority of this army will campaign southwards towards the central Urrian city.

Mixed infantry front and center (depending on which one is more appropriate given the situation), archers surrounded by the infantry, and flanking chariots on the sides (some of my chariots will cease their raiding for this offensive to help)

Advance towards the city and attack it. Besiege if necessary. Adapt to fight Ur's tactics if mine don't work well, though don't put myself into a situation that could be compromised by a swift change of enemy tactics.

If Ur focuses all of its forces on the area so that I am in a difficult situation, send a large portion of the force over the river (throw up a bridge and use boats/rafts) and attack Ur.

Have New Armenia continue its attacks against the eastern city. Make it raid and pillage until the Urrians starve. New Armenia can have the city.

If Ur attacks New Armenia or gets around my forces and moves into Medea, send half of my Urrian offensive army back into Medea to stop them. Surround and destroy, with help from local defense.

Ultimate Campaign Goals
-Weaken Ur's trade economy. Any trade I may lose can be shifted to the Sea Peoples and New Armenia.
-Conquer Ur east of the Euphrates.
-Devastate Ur's lands as much as possible.
-If Ur launches a campaign west of the Rivers, my force in Hatti will deal with them, plus my militia defenders.
-Don't let Ur get across the Rivers. If they do get across, make sure that they are cut off and no more get across, so the Urrians are contained then destroyed.
-Ultimately, if I am successful in conquering Eastern Ur, surround and besiege Ur, then conquer it. Kill all those who resist, pillage what I can, and kill the King! Then, I can focus on Dilmun...

Miscellaneous Miscellany
Don't be surprised by what Ur does, though make sure I'm not misinformed about things. Keep an eye on where Ur's troops are and such things. Don't be afraid to change tactics if necessary.

If something unspecified happens... you know the rest. Leave it up to governors/generals. They know what they are doing.

Stats
Medes/Lord_Iggy
Capital: Agbatana
Government: Monarchy
Color: Bluegreen
Economy: 4/3/1 (-1 for military upkeep)
Size: Healthy(3)
Age: Bronze Age
Army: 6300 Spearmen, 3100 Axemen, 800 Archers, 350 Chariots
Navy: None
Infrastructure: Dirt Paths(3)
Education: None(1)
Culture: Cohering
Confidence: Good
Projects:
Description: The Medes were always a power to be reckoned with in their lands, but they were divided. Until the rise of Iaxeres. The great general of Agbatana united the Medean people, and quickly led the new army to the destruction of all nearby states that could challenge him. The Medes rose to control most of the Fertile Crescent and destroyed the Hittites, but can they win against their former ally Ur?

Lord_Iggy said:
Economy
7 eco points in total.
1 point to Atyria along with my schematics for building chariots and a breeding population of horses (basically a chariot kit) in exchange for tin, so I can produce bronze units at normal price again. Yes!
2 points to training 6000 Spearmen.
1 point to training 750 Chariots.
2 points to training 6000 Khalishada.
1 point to training 1500 Archers.

Domestic
Keep things as they are, keep militia ready to fight off possible Urrian incursions. If anyone tries to sell Tin to the Medes they will be executed and their case investigated.

Minor expansion northwards to the Caucasus.

Military
Total Army: 8000 Spearmen, 1725 Archers, 1100 Chariots, 9000 Khalishada

Homeland Defense
Defend my homeland with 2000 Spearmen, 2000 Khalishada, and 500 Archers.

Urrian War
It’s time to end this war.

4000 Spearmen, 1000 Archers, 6000 Khalishada and 1000 Chariots are the hammer that shall crush Ur.

The remainder of my forces are to remain at the battlefield by the central Urrian city and at other parts of my border. They will maintain an illusion of being a large force, with extra tents, fires, etcetera.

My main offensive force will launch minor attacks over the Tigris into the Urrian lands between the rivers. Hopefully this will bring the Urrian army between the rivers down, in which case my whole offensive army will cross and fight them. Standard tactics. If an opening appears in Ur’s army, try using a chariot charge as a wedge through Ur’s forces, like Alexander the Great in his conquest of Persia.

If Ur’s force doesn’t confront me, confront it. Don’t fight it in unfavorable terrain unless absolutely necessary.

If Ur’s force makes a move for my capital, evacuate it and move my offensive army to confront Ur's force and destroy it.

Once the army is dealt with, the fall of Ur will be near. My offensive army will cross the Euphrates to the west of Ur, and prepare for a siege. Surround the city. Fire arrows on any supply ships. Kill any reinforcement armies. Demand Ur’s surrender. If it surrenders, occupy it and take the defenders’ weapons.

If not, starve the city until it is weak, then attack.

Cut down trees for rams, barrage the walls to prevent defensive arrow fire. When I conquer Ur, sack it. Take what I want, and kill Andisallamash V.

Assuming success, all that remains of Ur will be its lands east of the Rivers. 1/3 of my remaining offensive army will defend Ur and the rest will advance eastwards, demanding the rest of Ur’s surrender.

Basic Campaign Goals
Destroy Ur’s army between the rivers.
Capture Ur.
Proceed to conquer the remnants of Ur, liberating all occupied lands as well.

Standard Tactics
Infantry in the middle, defending barraging archers. Chariots on the flanks, launching quick attacks at enemy points of weakness, and exploiting brief chances that may open up.

Miscellaneous
Be careful about taking things from land that was once Ur’s, they may have poisoned wells. Use a taste tester first.
Continue using the River spikes to harm Ur’s naval actions.
Prevent Urrian movement with my River Boats. They can also raid in their spare time, continuing damaging the Urrian economy. Kill farmers on riverside fields, torch fields, etc.
Adapt my tactics if they aren’t working.
If I’m invaded (which I suspect may happen from occupied New Armenia and that general area), use my defending forces and militias to deal a war of attrition on the invaders, slowly retreating and dealing high casualties. Slow Ur down, giving my force the time to capture Ur. Once this is done, I can focus great force on invaders and destroy them. Evacuate cities before they fall, to keep manpower on my side. These people will, naturally, return to their cities when they are liberated later.
Send silent soldiers into Urrian camps and do things like take food (cause suspicion amongst the enemy), torch tents, slit throats in the night. Keep a close watch to make sure Ur doesn’t do this to me.

Of course, for everything unspecified… leave it to my generals and governors. They’re a clever and creative bunch.

C’est tout!/That’s all!

Stats
Medes/Lord_Iggy
Capital: Agbatana
Government: Monarchy
Color: Bluegreen
Economy: 4/3/1 (-1 spending point to Ur)
Size: Healthy(3)
Age: Bronze Age
Army: 2000 Spearmen, 225 Archers, 350 Chariots, 3000 Khalishada(UU)
Navy:
Infrastructure: Dirt Paths(3)
Education: None((1/3)/1)
Culture: Cohering
Confidence: Good
Projects:
Description: The Medes were always a power to be reckoned with in their lands, but they were divided. Until the rise of Iaxeres. The great general of Agbatana united the Medean people, and quickly led the new army to the destruction of all nearby states that could challenge him. The Medes rose to control most of the Fertile Crescent and destroyed the Hittites, but can they win against their former ally Ur?

Lord_Iggy said:
Economy
6 economy.
2 to building River Boats
1 to building Sea Galleys. (to be built in complete secrecy on my coastal holdings)
1 to training 500 more spearmen
1 to training 500 more Khalishada.
1 to building a large amount of spears, khalish (axes), bows, and building siege weapons.

Domestic
Call my citizens to arms! Give volunteers weapons, make inspiring speeches, the works. Their Emperor, Iaxeres II, a skilled tactician and strategist, leads the armies personally. He will fill and exceed the great shadow cast by the first leader of united Medea, Iaxeres I.

Keep my militia ready too, and give them surplus weapons (I did spend half an economy point on them, that should be quite a lot.

Be prepared to move my government if my capital comes under threat.

Blob expand eastward a little bit.

Military
4600 Spearmen, 825 Archers, 400 Chariots, 4000 Khalishada

Immediately collect a force of 1500 Khalishada, 1500 Spearmen and half of my volunteers will race for the Black Sea, skirting around Urrian occupied territory and avoiding fights. Until I reach the Black Sea coast. Seize it immediately, and prevent shipments of tin from reaching Ur. Redirect them and any trade to Medea. Any amount of tin Ur manages to get will be minimal, and their production capacities will still be small.

EDIT: If there's no tin, then simply fight southwards, attacking the Urrian river fortifications from behind, and by surprise. Retake the western trade routes.

This force will then fight its way south

1500 Spearmen, 325 Archers and all of my militia (not to be confused with volunteers, who are new for this turn) will defend my homeland (less borders at the moment, so this should be easier).

Keep up my river defenses as always. All Urrian landings should be hassles.

Throughout the campaign, my river boats will make life for Ur hell, sinking everything I can, raiding, killing their limited fleet, destroying it as they try to build more if they do that.

Encourage a rebellion in New Armenia. I want them to try and take out as much of the Urrian garrison as they can. Then, 1000 Khalishada and 500 Spearmen will attack New Armenia and Urrian territory in the east. Liberate the territory.

200 of my chariots will raid against Urrian traders, hurting their economy.

Drop poison into enemy wells, sabotage the enemy, etcetera.

Meanwhile, the rest of my army (1100 Spearmen, 500 Archers, 200 Chariots, 1500 Khalishada, and the rest of my volunteer army) will be on the land between the rivers north of Ur and defending my secret galley construction east of Ur. The ones near the secret galley construction will also make assemblable siege weapons (towers, rams, ladders).

This is the group personally led by Iaxeres II.

If I get spare troops from the completions of other campaigns, add them to this group.

Summon my River Boats, though keep them scattered around the general area so as to not look like a sudden build up.

One night, my force between the rivers will bring all the river boats together, and they will cross the river, landing next to Ur. Avoid underwater traps by hanging cloth and nets in front of the ships so they will catch on hidden objects and I can avoid them.

At the same night, my secret galleys will be carried to the shore and my force will board them. They will race for the coast just south of Ur and disembark. Avoid fights while transporting the units.

There shouldn't be any enemy ships anyway, as there has been no sign of a Medean sea navy until it starts sailing for Ur. But my above statement was a 'just in case'.

My force attacking from the north (the river crossers) will arrive first, just before sunrise. Ur's forces will be drawn to the north, and I will start the siege.

My force sent by sea will arrive next, as the sun rises. They will land to Ur's south, and attack northwards with my siege weapons and forces.

Surround the city, barrage with arrows, ram the gates with my rams, use the ladders if a good chance arises...

When the gates are broken or I have secured part of the walls, enter the city. Fight with everything I have, Iaxeres II leading the way! If he lives, well, inspirational leadership, huge morale. If he dies during the battle, well, my people and army will be vengeful and fight more strongly.

When Ur is taken, demand that the rest of its forces stand down and surrender. If they don't sack the city. If they do, spare the city and exile Andisallamash V, forbidding him to ever return. Or kill him, if he refuses.

With the war over, free New Armenia and let it keep the coastal Urrian city. Begin the cultural assimilation of Ur, slowly and subtly.

Give my volunteers free land to farm, rewards and the like, or let them join the military permanently if they wish.

Standard Tactics
Infantry center defending archers, flanking cavalry.

If anything unspecified comes up, my general and governors will cover.

Stats
Medes/Lord_Iggy
Capital: Agbatana
Government: Monarchy
Color: Bluegreen
Economy: 3/3/0
Size: Respectable(2)
Age: Bronze Age
Army: 4100 Spearmen, 825 Archers, 400 Chariots, 3500 Khalishada(UU)
Navy:
Infrastructure: Dirt Paths(3)
Education: None((1/3)/1)
Culture: Cohering
Confidence: Good
Projects:
Description: The Medes were always a power to be reckoned with in their lands, but they were divided. Until the rise of Iaxeres. The great general of Agbatana united the Medean people, and quickly led the new army to the destruction of all nearby states that could challenge him. The Medes rose to control most of the Fertile Crescent and destroyed the Hittites, but can they win against their former ally Ur?

Lord_Iggy said:
Economy
10 Economy Points.

1 to purchasing Iron technology/Iron metal from Rome. (Contact through the Sea Peoples).

There is Iron in my lands, definitely in Anatolia. Hittites, first recorded Iron users, lived there. But if for some reason there isn't, pruchase Iron from the Sea Peoples, or other nations that I can possibly trade with with 1 economy point. If there is Iron and I don't need to pay for it, put this point into building River Boats instead.

Put 2 Points into building River Boats (Iron Age, so I should get more of them), a short distance away from the rivers, then sliding them all in upon their completion.

Train 8000 Khalishada with 4 economy points. Keep in mind, these men are particularly good at taking out Ur's Katarakti forces and spears in general.

1 Point to training 1000 Archers.

1 Point to training 2000 Spearmen.

Domestic
Accept any volunteers for the war.

Be prepared to move my government if my capital comes under threat.

Military
Send an offer to the PEOPLE (not government) of Ur. Join Medea, and they will be unscathed and given full rights.

This may cause revolts against Andisallamash, or at least some unrest and growing disloyalty.

I have: 4100 Spearmen, 1625 Archers, 300 Chariots, 8900 Khalishada- Iron Age

My Galleys at sea will survive by fishing and raiding Ur.

1000 Spearmen, 2000 Khalishada, half of my MILITIA (not volunteers) and 500 Archers will defend my homeland. Make sure that Agbatana remains well defended.

2000 Khalishada, 100 Spearmen and 125 Archers will defend my holdings west of the Tigris. And half of my militia.

2000 Khalishada, 1500 Spearmen, 500 Archers, half of my volunteers and 150 Chariots will cross the Tigris (aided by my river boats) and will launch an offensive southwards to retake the land between the Rivers. My forces defending my holdings west of the Tigris can chip in 1/3 of their force once the northern land between the rivers has been liberated.

2900 Khalishada, 1500 Spearmen, 500 Archers, the rest of my volunteers and 150 Chariots remain. This force is in the eastern front.

Call upon New Armenians to take up arms and fight the Urrians further. Push towards the coast, conquer Ur's two remaining cities.

Before conquering them, of course, offer them a chance of surrender. If they surrender, they will not suffer... you know the deal.

*****

If the city of Ur is rebuilt or is started to be rebuilt, fire flaming arrows into the town from across the river (once I've captured that land).

If one of my campaigns completes before another, send some of its forces to aid the slower/more difficult campaigns.

When all of Ur is conquered except for the lands west of the Euphrates, cross the river and conquer the rest. Then, the slow and subtle cultural assimilation can begin.

When my river boats are not transporting my troops, they should be hunting down and destroying Ur's ships.

Standard Tactics
Infantry center defending barraging archers, with cavalry on the flanks launching quick strikes against the enemy.

If my homeland is attacked, set up layered defensive lines, make the invaders bleed for all of the land they take. If Ur has sent a force to invade my homeland, their own lands should have less defense and fall more easily. Thus, I should be able to send north a force from my armies in Ur (once it has fallen) to wipe out the invaders.

If anything unspecified comes up, my general and governors will cover.

If a strong enemy force attacks me where I cannot repel it, divert some forces from my other armies to help contain and destroy the threat.

Oh, and if Dilmun sends more aid to Ur, recommend to Magan that it attack Dilmun, as Dilmun is less well-defended. Dilmun should, of course, be aware of this threat and avoid sending forces, so I shouldn't have to bring this up.

Campaign Goals
Conquer Ur.

If I can't conquer it, just try to get close to that goal and avoid economic damage. I can win by attrition.

Stats
Medes/Lord_Iggy
Capital: Agbatana
Government: Monarchy
Color: Bluegreen
Economy: 3/3/1 (+2 spending points from sack of Ur)(+1 spending point from Ur)
Size: Respectable(2)
Age: Bronze Age
Army: 2100 Spearmen, 625 Archers, 300 Chariots, 900 Khalishada(UU)
Navy: 10 Galleys
Other: 400 volunteers
Infrastructure: Dirt Paths(3)
Education: None((1/3)/1)
Culture: Coherent
Confidence: Great
Projects:
Description: The Medes were always a power to be reckoned with in their lands, but they were divided. Until the rise of Iaxeres. The great general of Agbatana united the Medean people, and quickly led the new army to the destruction of all nearby states that could challenge him. The Medes rose to control most of the Fertile Crescent and destroyed the Hittites, but can they win against their former ally Ur?
 
Now if only andis could post his...
 
das said:
Now if only andis could post his...
I would, but I'm on vacation. I will when I get back on monday.
 
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