Show me your orders/battle plans!

My captial destroyed and my army surrounded, as well as losing much land... im sorry but i am repeatly getting on the wrong side of luck with NES, i dont want to have another nES that i am fighting from a losing position when i deserved more.
 
Spoiler Hong Kong Pacific War turn :
Republic of Hong Kong
Capital: Hong Kong
Ruler: Shan Chu Fong Sai Yuk/LuckyMoose
Government (Efficiency): Mercantile Guild-based Republic (Brilliant)
Culture: Confucianist Southern (Hong Kee) Chinese; limited Nihonese, Khmer, Sanghist and Dukunnugeyan influence, somewhat greater Han Chinese influence, but mostly in the past; regional minorities fully or almost fully assimilated; Taoist, Hindu, Sanghist and Nevasanghist religious minorities are tolerated, but are minor in any case; the Hong Kee culture itself is decentralized, especially due to urban regionalism, yet still tied together; it is mostly quite vibrant and developing; increasingly-assimilated miscellaneous natives in the New World colonies (main exception being the highly-developed Olmecs).
Tech. Level: Middle Medieval Age
Army (Quality): 137 thousands (Juggernaut)
Navy (Quality): 169 ships (Juggernaut)
Economy (Points): Growing (5) (7 banked)
Trade: 3
Size (Points Required): Above Medium (3)
Infrastructure: Very Efficient
Education: Well Educated
Prestige: Popular
Confidence: Loving
Projects: Project Mun (+1 Economy, +economic reserve) (Done!), Colonial Administration (+1 Prestige, +3 Confidence, +1 Efficiency) (Done!), Grand Port of Hong Kong (SECRET) (2/4)


Economy: [Total= 15]

-2 will be spent to further to construction on the Grand Port of Hong Kong.

-2 will be spent on Military Logistics and other misc. military things. Including Anti- Nihon propaganda. In the months leading up to the attack.

-7 will be spent on the creation of 70 Ships.

-1 will be spent to maintain training of these Ships. As well as equipment quality.

-2 will be spent to raise 20 thousands.

-1 will be spent to maintain the equipment and training of the soldiers.


Domestic:

As you may know from all others involved in this conflict. We aim to destroy the Nihon empire with one decisive move. But no invasion can begin without the support of the people. Thus in the months leading up to and even a year leading up to the initial attack. We will punch out paper leaflets in all major cities to be bulletined for the people. On these it will say the Colonial and Trade ambitions of Nihon and Hong Kong have recently collided. The Nihon are slowly conquering all lands and trade. Now these are not to be in a manner in which Nihon spies can determine anything from them. It’s mainly something to make the merchant class really disgusted at the Nihon. We had previous colonial and trade agreements which have been broken and are the main causes for the Propaganda.

Along with the propaganda against Nihon we will begin bragging of our own achievements to the populace. The Grand Port in Hong Kong is nearly complete and our economy is on the rise. The people live in decent to great living conditions and are not a poor as some countries. This is all for morale boost before the attacks.


Military:

Note: Troops at home and Navy at home are on High Alert.

itnesnorthamericantheatzk0.png


Firstly, you should know by now that an attack on Nihon has been building up for quite some time. Thus the naval races between itself and Oceanic. Well the time has come and jointly Tieh China, Oceanic Empire and Hong Kong have agreed the time is now to invade. Our war has been talked over for a while now and we have the plans laid out. My involvement in the war will mainly be in the North American Theater where I will get most of my gains. But this will not be a slow ground war with high casualties I hope.

Now. My military campaigns in Mexico are the only places my troops will confront and fight the Nihon armies. We will be moving 20 of the new thousands to this location all before the war starts. Though keep the numbers on the down low. In cooperation with this the new large fleet will arrive. But only 1/3 will come into shore. The new fleet is 70 Ships. We suspect by the time they realize the ships are building up it will be to late for them.

The way I have it laid out on the map. 40 will arrive in the North from the West. And 30 in the South from the West. These alone outnumber the naval forces of Nihon in the area. And so with the joining of my already present 30 ships. It will allow for overwhelming odds.

The fighting should begin around the same time as the other campaigns begin. As on the map the now 45 ships in the North will first head North the defeat the navy present off of Oregon. The main strategy here is surprise as it is with the rest of the campaign. But unlike on the map our forces will head out to sea and circle around North and come back on them heading south. Separating and defeating the ships individually to allow for less casualties. In the Oregon area our troops are to move to the borders and dig in. We realize the Nihonese will fight us on land as soon as they figure out what is happening. We are outnumbered. But we can hang on. They will run out of steam without naval supplies. And the river will provide us with a decent border.

Then the remaining ships of this 45 will head south. We should have a large enough if not the full fleet we started with. They will head south and will destroy and merchant vessels of Nihon on the way before reaching the other fleet. The largest in the area. As shown on the map the fleet of ours that arrives in the south will split in two. Now it will by then consist of 55 ships after joining our other fleet. It will be split down to 40 for the south and 15 for the north. The reason for smaller numbers heading North will be due to the fact our other fleet will be heading south to meet the same fleet. When they head north they will comb the coastline for merchant vessels anything that could feed fish or other supplies to the soldiers on the mainland. Once arriving in the North to the Nihon fleet. The other fleet shall be arriving from the North near the same time. If not arrived yet we will sail a few days in wait. Once we engage the enemy fleet we shall resort to the same tactics of separation and overwhelming. Now we realize they are equal in training and equipment. But our use of numbers shall overcome these odds.

Post that naval battle the Navy will split up again. Sending half north and half south. The Half north will continue patrols and even carry out small sailor only raids on Nihon cities. The fleet heading south will then patrol the Gulf of California. Continuing our merchant vessel hunts and small raids.

Now for the far southern operation the navy there should be 35 ships. Enough to carry on our strategy used in the north. Down the coast of Mexico to defeat the other fleets on post by Nihon. Post victory we will do the merchant vessel hunts and any escaping soldiers of Nihon will be defeated.

Now for the land war. Of which we will use 33 Thousands. 20 new recruits from Hong Kong and 10 from the 18 thousands in the south of our Mexico colony, and 3 from our west coast regional army. The first attacks on the west coast in the North will be by 18 thousands. This is a main attack however the Nihon will want to attack it instead of our other armies which will descend on them in the south east. We will hug the coast and use it to our advantage. The navy offshore will help us along the way by revealing troops locations and other useful info they learn in the raids. The challenges in the Western Offensive will be great. The brunt of the fighting will begin there. But we should be able to fight them off. And with our army in the south attacking and back tracking we should be able to fight them down into surrender. When the invasion ensues the army in the south will go in the next day. Easily marching by this time period standards over relatively undefended lands. We will probably find the civilians hostile but we can handle them. It’s all about speed and surprise. We can cut down back up supplies for the army of Nihon in the north fighting our guys and they slowly bleed to death. This is the focus of the southern army as we march and eventually destroy the remaining Nihon soldiers. After we have taken out the major threats the main army of both of the forces combined will move south into the second phase.

A complex set of Advances on various cities in the southern Nihon territories. Which with other tactics should allow us to slowly defeat them. The only problem we have here is we cannot stop the supplies via sea from the Caribbean. But we will be able to out last them in the end. In the north our troops might have to fight off a huge invasion force from the Texas areas of Nihon. They outnumber us heavily there. So other troops in our Mexico area will head north to defend from this. Leaving a couple thousands behind to consolidate our new territories. Once in the south our armies are victorious. We will calm the civilians down and send most of the army back north in preparation for the other battles to come.





Not the best and I ended up losing a lot but whatever. My orders style has changed completely since then.
 
bump, this is a good thread
 
Ironic orders from the turn my beloved Emperor Alexandors IV Megas was assassinated by the Celts attempting to use a Cthar'i in hopes I would get thrown off. Note the ironic attempt to beef up security based on the intuition that something would happen soon. Well done, intuition - day late and dollar short, as they say.

Spoiler :
Spoiler :
Byzantium
Capital: Constantinopolis
Ruler: LittleBoots
Government (Efficiency): Selective Dynastic Monarchy (3)
Economy: 7 (0)
Technology Level: Early Medieval Age
Education: 4
Army (Quality): 26 divisions, 10 Kyriohippeis divisions (6)
Navy (Quality): 24 squadrons (2)
Culture: 4
Confidence: 3
Projects:
Nation Background: Byzantium turned Kyrian in the 200s, but has remained a largely stable state as the centuries rolled by. A Mesopotamian empire was gained from the Persians, and lost to the Rubenids, but Greece and Asia Minor remained secure, a bastion against the change that swept the world during the Hunnic invasions. More recently, Byzantium has begun to come out of isolation. Ties with the Bulgar Khanate were reaffirmed, and Emperor Alexandros decided it would be advantageous to side with the Ctha’ri in the Great Crusades. Elite Byzantine armies embarked on a true campaign of conquest for the first time in many years, and northern Mesopotamia and southern Germany quickly fell under the control of Constantinopolis. However, history may prove that Alexandros has played his cards too soon. No longer able to wait patiently as the world fights its wars, Byzantium is fully committed to a conflict that spreads from Scotland to the Indus.


EP Spending

- 3 to Spy/Assassin network
- 2 to Army Recruitment (26 divisions > 36 divisions)
- 1 to Army Training (6>7)
- 1 to Logistics (unless 2 would make things much easier, in which case, take the EP devoted to Training; I didn’t know exactly how much you think would be necessary, so whether its 1 or 2, you decide, I merely have an alternative plan of spending depending on what is required by you as a Mod)

Domestic Orders

- Phillipos and Stephanos have had a series of conversations and meetings. Stephanos has been convinced of his untenable position, but still respects Phillipos enough to accept his advice on how to maintain some shred of honour. A deeply religious young man who has grown up fighting Celts with his father, Stephanos jumped at the idea of advancing a rank within the Kyriohippeis (Stephanos was a Strategos Megas, one step below the Hierophant-Strategos; its rather common for young men to advance quickly, particularly Emperor’s sons and particularly in times of War, due to the turnover rate increase).

- Stephanos will travel to the Thebes, where the first Kyrians arrived in Greece and the site of one of the most famous temples of the Kyriohippeis, for his confirmation as Hierophant-Strategos. On his way there will meet with a Ctha’ri blade and will join the rest of his family in the afterlife. If captured, the assassin is to be shipped to Constantinopolis for questioning and will die along the way. Hopefully he’ll be responsible enough to kill himself if capture is imminent. A sad time for Alkmaeonids, but loose ends must be tied up. It will be even more glorious if the assassination can be pinned on the Celts. In fact, use a Celt to hire the Ctha’ri (under the supervision of a Greek, unknown to the Ctha’ri), so regardless of whether or not he breaks, we’ll declare Celts were behind it. It will also be asserted that information has been obtained that implicates the Celts in the brutal murder of Alexandros and his first son.

- In light of the tragedy, evidence is to arise that clearly implicates foreign involvement and clears the Prince’s name. Obviously, if he was assassinated by the same people, he wasn’t involved.

- The replacement Emperor will be selected from among the Strategoi Megai, the Great Generals of the Kyriohippeis. Adrastos of the House of Leandros, the closest uninvolved relative of the ruling Alkmaeonid Dynasty, will be chosen to rule the Empire. He is a solid commander, has a winning record within the Kyriohippeis, he is a man of the people, given that he began (as Alexandros), the second son of his father. He has been with the Kyriohippeis all his life and has learned the arts of war, politics, religion, and peace. His main strengths are in his familial connections to the dynasty, his family’s long history of loyalty to their Alkmaeonid cousins, and his personal charm and ability to befriend almost anyone. Even so, he is not a flatterer. He speaks plainly and does not tolerate corruption of any kind. He was a Strategos Megas, but he shifted lanes to get there from his position as a Theologos Megas within the Kyriohippeis. Thus, he was not only a Great General, but a Great Teacher as well. He is a spiritual man whose very name means “He who stands his ground” or “courageous.”

- A Council of Three Hundred Theologoi will be established in the event that such a massive blow to the Royal Family ever happens again. The council is so large so as to make bribery or corruption difficult, as well as to prevent individuals from trying to seize power through the Council. It is also hand picked by the Emperor to begin with and he holds ultimate power over the composition of the Council. It is typically compromised of the most pious Theologoi the Emperor can find, to reduce the chance of corruption and encourage right-thinking in the selection process.

- The Council exists to arbitrate in dynastic succession disputes. If another such problem arises over dynastic succession, the Council will deliberate and then vote, selecting the next Emperor. Voting is anonymous. The Council has no power outside of this. Randomly selected citizens under military supervision will count the ballots. The votes will also be cast as colours and the counters will not know what they mean. This ensures no corruption on the part of the counters. The result of the will be announced, but numbers will not. This should prevent anyone from becoming disgruntled as no one will know if they were close to winning or not. Revealing whom one voted for is a crime punishable by death. Obviously there are flaws in every system, but hopefully this will minimize the problem of internal succession with myriad double blinds.

- While Adrastos travels to Constantinopolis to become Emperor, Phillipos will temporarily hold the title He will issue a law that declares that any future rebellion against the Empire will be punishable by confiscation of property, exile, and possibly death. Grievances can be addressed through the High Courts, not through warfare. He will also issue a reminder that betrayal is a sin, according to the Word of the Lord, and rebellion is a betrayal.

- Once all is said and done, Phillipos will retire and die. Adrastos will take the reigns of government and begin gaining the nobles’ trust and loyalty through personal meetings with important noble families. He will continue the policies of Alexandros IV Megas and will not abandon the noble ideals he strove for.

- The new Hierophanet-Strategos will Kadmos, is a brilliant Strategos Megas with years experience fighting the Celts. He was with them from the first invasion through the present day. He is a distance cousin of Adrastos and is well known for his loyalty (he in the Kyriohippeis, after all). He will be confirmed in the position an appropriate amount of time after Stephanos’ death is announced to fend off suspicion. His House (Agathon) is small (both in number and power), but has a long, proud history.

- Conversion efforts should continue apace in all conquered regions. One God, One Emperor, One Empire.

Military Orders

MINOA
10 divisions, 5 Kyriohippeis divisions

DELETED

BENJID REMNANTS
5 Kyriohippeis divisions

DELETED

HOLY CELTIC EMPIRE
Everything I have, minus 5 divisions to defend Constantinopolis

DELETED

AEGYPT

- If Aegypt betrays us before the war on the Celts is declared, cut them down instead with a campaign through their heartland sprung from our Benjid lands.

- If after… Kyrios have mercy on us all.

Espionage Orders

- Besides what has been already outlined, there are many things I have in mind for our new espionage apparatus, especially now that it is well funded.

- Assassinations of warlike/competent Khazar generals (to reduce the likelihood they will “convince” the king to declare war; to reduce their chances of success if they declare war anyway). Work through middle-men to seek out disgruntled Khazar nobles and pin the assassinations on them.

- Work hard to discover what the Celts’ secret divisions are all about and how to defeat them.

- Widespread assassinations of Celtic generals should take place immediately preceding our declaration of war. After they beef their security up (thus reducing their efficiency and making them paranoid and thus foolish), move to assassinate politically important nobles throughout the empire. Use Ctha’ri or disgruntled Celts for dangerous jobs where the risk of capture is too great to risk a Greek. Provide all assassins with a poison to take to kill themselves before they are captured and inevitably tortured. The poison should be quick and relatively painless.

- Seek out disgruntled nobles within the Byzantine Empire and begin assassinating them, so that the evidence of who is behind the assassinations isn’t too obvious. We don’t want to remove too many and we want it to be troublemakers anyway, but this is one of the most sensitive parts, as we can’t be revealed as doing all this ourselves.

- Our object this turn is to cause a ridiculous amount of internal problems for the Holy Celtic Empire. According to the old description, the only thing that was holding the empire together was the will of the emperors and the religion. Exploit regional differences and try to incite rebellion, especially among non-Celts/Germans.

- Assassinate the English King if at all possible and cause trouble for him as well. While we’re doing the rounds, cause trouble in Iberia if possible. Assassinate Pelagius and incite a few nobles to claim the throne as their own. These are secondary and its okay if we don’t have the ability for this.

- Beef up our counterintelligence program to intercept incoming threats to the Emperor and the Imperial family.

- If this is overreaching, temper it. But I think you understand the objective, so just work towards that with what I have. I tried to give it a fairly large chunk of change this turn to accomplish all this.
 
My orders from the turn that Alexander was killed.
Spoiler :
The Holy Celtic Empire
Capital: Paris
Ruler: Perfectionist
Government (Efficiency): Feudal Monarchy (4)
Economy: 7 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 15 divisions, 6 SECRET divisions, 3 irregular divisions (4)
Navy (Quality): 6 squadrons (2)
Culture: 3
Confidence: 7
Projects: Revitalization (+2 economic centers) Done!

ECONOMY:
2 points into UU (6>16 Divisions)
4 points into army (15>35 Divisions)
1 point into army quality

DOMESTIC ORDERS:
1) Call for donations to the Triniade. Have the church ask the nobility to donate some of their wealth to the cause. If possible, offer remission of sins for donations.
2) Set up paramilitary organisations in our territory. Dead drops, weapons caches, hideouts, secret paths, codes, contacts, sleeper agents, the works. Set up the framework of resistance movements in case we are conquered.
3) Crack down on religious minorities. Expel all Kyrians and Ctha'rists from their homes and confiscate their property. Then force them into enemy occupied territory. Hopefully the stream of refugees will complicate enemy logistics.

FOREIGN AFFAIRS:
1) Dispatch messengers to all Trinitist areas, calling for men to join the Triniade. Not just to Ireland, Scandinavia and England, but also to the uncivilized regions to the east. Get the High Priests to offer remission of sins for those who join. Also promise plunder, pillaging and the chance to wreak havoc for a holy cause to the less civilized people.
2) Try to convince the Trinitist barbarians to the north of Bulgaria to attack Bulgaria.

ESPIONAGE ORDERS:
2 UU assigned to support of the assassination of the Byzantine Emperor
1 to Morocco
5 to infiltrate Byzantium
4 to infiltrate occupied Iberia
4 to infiltrate occupied Italia

1) Assassinate the Byzantine Emperor and his first heir, and set up a succession struggle. First, case the joint. Identify the players: the Emperor (henceforth referred to as E), his immediate successor (henceforth referred to as S ), the second in line to the throne (henceforth referred to as H), and a charismatic, popular, conspicuously loyal and preferably non-Greek general (henceforth referred to as G). Find out the habits of E and S, and find out where they can be killed easily. Get one of our men as E's personal priest; if this is not possible, bribe E's personal priest. Infiltrate H's household, and begin spreading rumours about H's ambition. It should be possible to recruit Ctha'rists to carry out the actual assassinations and make them think they are working for H; on the offchance that it is not, provide our men with Ctha'rist weapons and try to make it look like rogue Ctha'rists were responsible.
Once we are ready, kill E and S on the same day. If possible, make E's death look like an accident at first, though it must become apparent later that it is an assassination. Immediately after the deaths, spread rumours that H was behind it, that his overwhelming ambition for the throne brought this about. Once people are receptive, have one of our men in H's household come forward and say that he knows that H was behind it. At the same time, produce a forged will, making G the second in line to throne, which with the death of S makes G the Emperor. Have E's personal priest claim that E was aware of H's ambition before his death, and decided to cut him out of the succession. Have the priest claim that the will was dictated to him on the night before E's death. Send word to G to come to the capital to claim the throne, and encourage H to attack G.
The idea is that many of the nobles will be turned away from H because of his apparent involvement with the assassination, and towards G because of his proven loyalty to E. That loyalty will force G to press his claim, to prevent E's killer from reaching the throne. At the same time, some nobles will support H, believing the will to be a forgery, the assassination to be a set up, or simply not trusting G because he isn't Greek. Hopefully the split will be roughly 50-50, setting up at least a bitter power struggle, and hopefully an all-out civil war. Our men should do whatever they can to bring a civil war about, including trying to induce men to join whichever side is outnumbered. Moreover, because it will appear that Ctha'rists in H's employ carried out the actual killings, the Byzantine people will hopefully turn against the Ctha'rists. Again, our men should do whatever they can to foster the idea that working with people who reject the idea of a Trinity to attack people who believe in a Trinity was a very bad decision. Hopefully, there will be a split between pro and anti-Ctha'rist factions, which will further destabilize the situation. Finally, the chaos after the assassinations should prevent any in-depth inquiry from occurring, keeping our role hidden.
2) Set up a radical populist preacher in Morocco. Ctha'rist theology apparently teaches that all are one in Amon-Ra. This has obvious democratic, egalitarian and pacifistic overtones. And yet the Ctha'rist states are warmongering, totalitarian theocracies. There is a disconnect here, and we hope to exploit it. Set up a charismatic preacher in Morocco, to preach that the peasants are equal to the priests and nobles, and that they should not be exploited and should have the same say in government, and that Ctha'rists should not kill those who. This should be an extremely attractive message to the Ctha'rist underclass: peasants, slaves, servants etc. These people are being heavily exploited so the priests can have their war in Europe. The lower classes shouldn't care about Europe or Trinitism; they should scarcely know they exist. All they know is that they are being taxed and forced to go fight off on the edge of the world. Hopefully the message will sweep across the Ctha'rist world. It should at least sap their will to fight, and more probably result in a revolt against the priests, which should be more likely and have a better chance of succeeding due to the fact that the Ctha'rist armies are away. We should do whatever we can to try to bring such a revolt about, possibly by making it appear that the government attempted to have the preacher killed.
3) Organise resistance in occupied territories. Our enemies may be in too great strength for an full scale uprising to succeed, but that does not mean that resistance is impossible. Organise the people to disrupt enemy activities. Poison supplies, ambush patrols, gather intelligence, and kill officers whenever possible. In particular, recruit among the prostitutes that the enemy will drag into service. They should be receptive to our overtures, and obviously are in a good position to discover enemy plans or kill high ranking officers. Also, organise the people for a revolt when and if our armies approach. Coordinate the revolt with the arrival of liberating armies if possible.
[b[4) Gather as much intelligence as possible.[/b] Again, we expect to have a massive intelligence edge, which will help us immensely.
5) Disrupt the workings of the enemy armies. As always, do what we can to disrupt them, by making sure that supplies are lost, orders are bungled and generals die at critical moments.
6) Try to cause a revolt on Crete. The chaos that should follow the death of the Byzantine Emperor will give the inhabitants of Crete a good opportunity to gain their independence.

MILITARY POLICY:
1) Receive longbows and trainers from England. The English are providing us with the means to equip a large section of our army with longbows and to begin production of our own longbows. Begin large scale production of longbows and training of longbowmen.
2) Call for volunteers to defend Trinitism. This should net us 20 Irregular Divisions.
3) Fortify Avignon. Use everything we have learned about siege warfare in Svearland to make Avignon the best defended city in the world.

MILITARY ORDERS:
5 Divisions each from Ireland, Norway, Svearland and Denmark, 2 Divisions from Finland.
22 Divisions from allies.
35 Divisions from ourselves.
57 Divisions, 23 Irregular total.

Tactical overview:
The introduction of the longbow to our army leads us to introduce a new basic tactic for our army. The cavalry will be held in reserve at the rear. Heavy infantry, alternating with some longbowmen, will occupy the center. Most of our longbowmen will be on the flanks guarded by some of the infantry, in a position to enfilade the enemy. The archers will drive sharp stakes into the ground in front of them, to deter any cavalry charge. The longbowmen will fire in volleys as soon as the enemy comes into effective range, about 300 yards. The enemy should be devastated and disorganised by our archers, at which point the cavalry will charge them, doing extensive damage. Once the cavalry has done their damage, they are to withdraw and the cycle repeats. The enemy should be kept quite disorganised by this, so even if they reach our lines our infantry can mop them up. If the enemy try a cavalry charge against either of our flanks, they will have to contend with the lines of stakes, which will slow them down and allow them to be obliterated by close range arrow fire. Even if they manage to close with the archers, they will be disorganised and our infantry can polish them off. The other possible danger is that enemy heavy infantry will form a shield wall against our arrows. In this event, our archers are to fire arching shots, very high and coming down steeply, over the shield wall, breaking the formation.

UNDER NO CIRCUMSTANCES ARE OUR INFANTRY TO BREAK FORMATION. They must not allow themselves to be lured into the open, where cavalry can hit them. Stay behind the stakes.

Do not underestimate the effectiveness of the longbow. A halfway decent archer can fire ten arrows a minute at a range of three hundred yards with enough force to penetrate any armour of this period, and a good archer can fire twenty arrows a minute. At close range, a longbow arrow can have enough force to go through a man and hit the man behind him. Large numbers of longbowmen can produce a rain of arrows that has a large psychological effect on the enemy, in addition to the devastating physical effect.

Wherever possible, pick the battlefield in a favourable location. Drawing up our lines on a hill so that the enemy has to charge up it is good, as is fighting in a defile, where the enemy has no choice but to advance straight into the teeth of our archers, or near a forest, which breaks up the enemy formations. Perhaps best of all is a muddy field, which will slow the enemy advance.

This obvious drawback of this tactic is that it requires the enemy to be on the offensive and ourselves to be on the defensive. For the campaigns of this turn, this should not be much of a problem. We expect that the enemy will be quite aggressive, in an attempt to rapidly destroy our power. To ensure that we are the defender, take provocative actions. Insult the enemy commanders, commit atrocities against enemy prisoners. If the enemy, particularly the Aegyptians, attempt to use their cavalry to raid us and inflict damage while avoiding our main force, go for their baggage. The loot and supplies that they will have to take along cannot move very fast. If we attack the baggage, they will have to give battle to defend it. If they do not, they will run out of supplies, and many of their men will probably leave to try and retrieve their plunder, as happened at Tours in OTL. Once they return, incensed, to defend their baggage, we can pick the field.

A major concern is enemy horse archers. We do not know how many, if any, will be deployed, but it seems likely that some will be at least. They are deadly on the plains of the east, but we hope that their effectiveness will be reduced in Europe for several reasons. First is the fact that the longbow far outranges any horsebow. Second is the terrain of Europe. It is much rougher and more heavily forested than the east, which reduces the horse archer's mobility and provides him with less grazing room.

We do not expect logistics to be a problem, as we are operating in areas where the populace overwhelmingly supports us and that were under the control of our allies until recently. Our operations are really defensive in nature.

Work with native rebels wherever possible. Our UU should be organising uprisings as our army moves towards territories. After we liberate any territories, we should try to pick up some volunteers from them. People who have been living under occupation and who have been organised into resistance movements anyway should be more than normally willing to enlist.

Operations:

Place our fleet, and the fleets of our allies, in the Bay of Biscay. There they will meet a portion of the English fleet. Their sole objective is to prevent the enemy fleets from operating in the Bay. The enemy fleets are made up of Mediterranean galleys, which are very effective in the placid Med, but are next to useless in the cold, rough seas of the Atlantic. In addition, the enemy captains will not know the waters, while our men will. We should be able to use this fact to our advantage, for example by maneuvering the enemy onto shoals or something like that. The greater knowledge of the Atlantic of our men, coupled with our advantage in ship construction, should allow us easily win most battles. In addition, we should evacuate any Iberian forces that happen to be surrounded on the northern coast.

Iberia. Assigned forces: 10 Divisions. We expect the Tunisians to set up fortifications in the Pyrenees to prevent us from coming to Iberia's aid. We intend to circumvent those fortifications. To do this, we will enlist the aid of the Basque. They are, of course, fierce fighters and don't like bowing to foreign domination. If Charlemagne couldn't dig them out, the Tunisians won't be able to either. We should send some men to make contact with them. From there, we have a couple of options. If possible, we would like the Basque to lead our army on paths that the Tunisians are unaware of and so have not defended. If this is not possible, we will use the Basque to launch guerrilla raids on Tunisians positions, culminating in an ambush of one of the defended passes, (OOC: Roncesvalles, possibly) in which Basque fighters will try to take the Tunisian position from behind while our army attacks from the front. Either way, we should hopefully be able to cross the Pyrenees with minimal casualties.

Once we are through the mountains, continue to use the Basque to ambush Tunisian units as often as possible. Meanwhile, our army shall move down the southwestern side of the mountains, hopefully taking Tunisian positions from the rear. They should make sure not to drink the water in the rivers, as the Iberians are apparently going to poison them. Move down towards Barcelona, where our men should link up with the main Iberian army. From there, coordinate with the Iberians.
inesibiberiacampaign730mw0.png

There is a possibility that the Tunisians may decide not to fortify the Pyrenees, and instead push into France. In this event, our men should fortify and try to bleed them, while the Iberians hit them from behind. A major thrust would likely be aimed at Bordeaux, in which case their supply lines would pass through Basque territory. We would then use the Basque to raid the Tunisian supply lines and ambush isolated formations, hopefully severely disrupting their operations.


Italia. Assigned forces: 27 Divisions. Here, our course of action depends on the strength of the opposing army and its aims. If it is too strong for us to defeat, we should fortify and try to hold the line and the Mediterranean coast. Most probably, however, we believe that the main Aegyptian force will move into Italia, probably leaving fortifications in the north. As in Iberia, we should enlist the aid of the locals to bypass any fortifications wherever possible. The Italians should strongly hold Rome while a portion of their army moves north to engage the Aegyptians, where it should use guerrilla warfare to keep them busy for as long as possible. Hopefully the Aegyptians will be busy with the Italians when our army hits them from behind.

Again, there is a possibility that the Aegyptians will commit the majority of their forces to this sector, and will mount a major offensive towards Avignon. If the Aegyptian force is too strong to be effectively opposed, we should withdraw towards Avignon, where we have set up major defenses. The men should fight particularly well if they are defending their holiest city. On the other hand, if the Aegyptian force can be opposed, we should draw them in. Let them reach Avignon, where they should be stymied by the massive walls of the city. Meanwhile, our main army will move to surround the Aegyptian army, whereupon it can be easily destroyed. After the main Aegyptian force has been defeated, our men should advance into Italia.

Germany. Assigned forces: 23 Irregular Divisions, 20 Divisions. Prince Charles commanding. Assuming that the Byzantines mount a major attack in this sector, the Irregulars are to hold the Danube line. Build fortifications, break dykes and set up traps to slow the Byzantines down. In particular, if we can make the ground wet and muddy, the Byzantines should be extremely vulnerable to our longbowmen. We expect that a major Byzantine objective in this campaign will be Regensburg, for obvious reasons. We also expect that they will not move straight into the city, for fear of a Kilworth Hills, but will instead mount a two pronged assault to surround the city. In this event, we should keep a large force in reserve and identify the likely crossing points. Once they cross, the reserve and most of our forces should immediately move to destroy one of the Byzantine forces, whereupon the other one will either retreat or be destroyed.

Hopefully our men will be able to stop the Byzantines from crossing the Danube, or at the least inflict terrible casualties. Either way, once the Byzantine attack has reached a conclusion a counter attack should begin. The Regulars should move around the headwaters of the Danube and through the mountains in Switzerland, again with local and UU support. From there, they should move and attempt to retake Venice, while the Irregulars tie down the remaining Byzantine armies near the Danube.

There is a possibility that the Byzantines will not attack across the Danube. They may decide to move west into France instead, and fortify the Danube to keep us busy there while their main army wreaks havoc elsewhere. Due to the activities of our UU, we should be rapidly aware if they try something like this. In this event, transfer most of our troops to the west, leaving enough to hold the Danube. In the west, our men should use our superior intelligence to ambush the Byzantine army in one of the mountain passes. Hopefully their army will be smashed, whereupon we can advance upon Venice.

There is also the possibility that the Byzantines will not mount any major offensives into our territory, preferring to concentrate on Italia and the east while fortifying the Danube. In that case, our men should mount a counter-offensive, but not directly across the Danube. Some of the army should stay and skirmish with the defenders, while the main body moves east, into the territory controlled by Trinitist barbarians. The barbarians should support us, or at least allow our men to pass. From there, our men should move south, into Bulgaria, hopefully aided by Trinitist partisans, and then west, back into Byzantine occupied territory. This maneuver should allow us to take the fortifications from behind, negating their value and trapping a large section of the Byzantine military. Once we have secured the Danube, proceed south towards Venice.
Did you ever find out what the secret divisions were?
Exploit regional differences and try to incite rebellion, especially among non-Celts/Germans.
That's funny, actually. You remember the German rebellion on the first turn? I incited that, to draw out all the possible rebels so that something like this wouldn't work.

EDIT: Am I reading your orders correctly? Did you only send 21 Divisions against me?
 
I really want to see Kal's orders from the last turn, to see what I was up against.
 
No I didn't, as I think this was only the turn before the turn it all ended. Well done by the way. My espionage has always been my weakness, in my opinion.

That German rebellion is a handy piece of work, although I personally probably would have recommended Celt mercs do the killing, or at least Jews. The obvious option was to go with Cthar'i, something I saw immediately through.

Also, I realized that these are actually my final turn orders, minus the lengthy military stuff. My orders from the turn before had shorter espionage orders that essentially amounted to "We are concerned that our security around the Emperor is insufficient and will begin taking steps to beef that up." These are the orders from the turn I signed the peace treaty that I discarded as invalid due to Stephanos' signing of it. Thinly veiled betrayal, but in character it wasn't really. Turned out to be rather profitable I guess ;)

My orders from the turn that Alexander was killed.
Spoiler :
The Holy Celtic Empire
Capital: Paris
Ruler: Perfectionist
Government (Efficiency): Feudal Monarchy (4)
Economy: 7 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 15 divisions, 6 SECRET divisions, 3 irregular divisions (4)
Navy (Quality): 6 squadrons (2)
Culture: 3
Confidence: 7
Projects: Revitalization (+2 economic centers) Done!

ECONOMY:
2 points into UU (6>16 Divisions)
4 points into army (15>35 Divisions)
1 point into army quality

DOMESTIC ORDERS:
1) Call for donations to the Triniade. Have the church ask the nobility to donate some of their wealth to the cause. If possible, offer remission of sins for donations.
2) Set up paramilitary organisations in our territory. Dead drops, weapons caches, hideouts, secret paths, codes, contacts, sleeper agents, the works. Set up the framework of resistance movements in case we are conquered.
3) Crack down on religious minorities. Expel all Kyrians and Ctha'rists from their homes and confiscate their property. Then force them into enemy occupied territory. Hopefully the stream of refugees will complicate enemy logistics.

FOREIGN AFFAIRS:
1) Dispatch messengers to all Trinitist areas, calling for men to join the Triniade. Not just to Ireland, Scandinavia and England, but also to the uncivilized regions to the east. Get the High Priests to offer remission of sins for those who join. Also promise plunder, pillaging and the chance to wreak havoc for a holy cause to the less civilized people.
2) Try to convince the Trinitist barbarians to the north of Bulgaria to attack Bulgaria.

ESPIONAGE ORDERS:
2 UU assigned to support of the assassination of the Byzantine Emperor
1 to Morocco
5 to infiltrate Byzantium
4 to infiltrate occupied Iberia
4 to infiltrate occupied Italia

1) Assassinate the Byzantine Emperor and his first heir, and set up a succession struggle. First, case the joint. Identify the players: the Emperor (henceforth referred to as E), his immediate successor (henceforth referred to as S ), the second in line to the throne (henceforth referred to as H), and a charismatic, popular, conspicuously loyal and preferably non-Greek general (henceforth referred to as G). Find out the habits of E and S, and find out where they can be killed easily. Get one of our men as E's personal priest; if this is not possible, bribe E's personal priest. Infiltrate H's household, and begin spreading rumours about H's ambition. It should be possible to recruit Ctha'rists to carry out the actual assassinations and make them think they are working for H; on the offchance that it is not, provide our men with Ctha'rist weapons and try to make it look like rogue Ctha'rists were responsible.
Once we are ready, kill E and S on the same day. If possible, make E's death look like an accident at first, though it must become apparent later that it is an assassination. Immediately after the deaths, spread rumours that H was behind it, that his overwhelming ambition for the throne brought this about. Once people are receptive, have one of our men in H's household come forward and say that he knows that H was behind it. At the same time, produce a forged will, making G the second in line to throne, which with the death of S makes G the Emperor. Have E's personal priest claim that E was aware of H's ambition before his death, and decided to cut him out of the succession. Have the priest claim that the will was dictated to him on the night before E's death. Send word to G to come to the capital to claim the throne, and encourage H to attack G.
The idea is that many of the nobles will be turned away from H because of his apparent involvement with the assassination, and towards G because of his proven loyalty to E. That loyalty will force G to press his claim, to prevent E's killer from reaching the throne. At the same time, some nobles will support H, believing the will to be a forgery, the assassination to be a set up, or simply not trusting G because he isn't Greek. Hopefully the split will be roughly 50-50, setting up at least a bitter power struggle, and hopefully an all-out civil war. Our men should do whatever they can to bring a civil war about, including trying to induce men to join whichever side is outnumbered. Moreover, because it will appear that Ctha'rists in H's employ carried out the actual killings, the Byzantine people will hopefully turn against the Ctha'rists. Again, our men should do whatever they can to foster the idea that working with people who reject the idea of a Trinity to attack people who believe in a Trinity was a very bad decision. Hopefully, there will be a split between pro and anti-Ctha'rist factions, which will further destabilize the situation. Finally, the chaos after the assassinations should prevent any in-depth inquiry from occurring, keeping our role hidden.
2) Set up a radical populist preacher in Morocco. Ctha'rist theology apparently teaches that all are one in Amon-Ra. This has obvious democratic, egalitarian and pacifistic overtones. And yet the Ctha'rist states are warmongering, totalitarian theocracies. There is a disconnect here, and we hope to exploit it. Set up a charismatic preacher in Morocco, to preach that the peasants are equal to the priests and nobles, and that they should not be exploited and should have the same say in government, and that Ctha'rists should not kill those who. This should be an extremely attractive message to the Ctha'rist underclass: peasants, slaves, servants etc. These people are being heavily exploited so the priests can have their war in Europe. The lower classes shouldn't care about Europe or Trinitism; they should scarcely know they exist. All they know is that they are being taxed and forced to go fight off on the edge of the world. Hopefully the message will sweep across the Ctha'rist world. It should at least sap their will to fight, and more probably result in a revolt against the priests, which should be more likely and have a better chance of succeeding due to the fact that the Ctha'rist armies are away. We should do whatever we can to try to bring such a revolt about, possibly by making it appear that the government attempted to have the preacher killed.
3) Organise resistance in occupied territories. Our enemies may be in too great strength for an full scale uprising to succeed, but that does not mean that resistance is impossible. Organise the people to disrupt enemy activities. Poison supplies, ambush patrols, gather intelligence, and kill officers whenever possible. In particular, recruit among the prostitutes that the enemy will drag into service. They should be receptive to our overtures, and obviously are in a good position to discover enemy plans or kill high ranking officers. Also, organise the people for a revolt when and if our armies approach. Coordinate the revolt with the arrival of liberating armies if possible.
[b[4) Gather as much intelligence as possible.[/b] Again, we expect to have a massive intelligence edge, which will help us immensely.
5) Disrupt the workings of the enemy armies. As always, do what we can to disrupt them, by making sure that supplies are lost, orders are bungled and generals die at critical moments.
6) Try to cause a revolt on Crete. The chaos that should follow the death of the Byzantine Emperor will give the inhabitants of Crete a good opportunity to gain their independence.

MILITARY POLICY:
1) Receive longbows and trainers from England. The English are providing us with the means to equip a large section of our army with longbows and to begin production of our own longbows. Begin large scale production of longbows and training of longbowmen.
2) Call for volunteers to defend Trinitism. This should net us 20 Irregular Divisions.
3) Fortify Avignon. Use everything we have learned about siege warfare in Svearland to make Avignon the best defended city in the world.

MILITARY ORDERS:
5 Divisions each from Ireland, Norway, Svearland and Denmark, 2 Divisions from Finland.
22 Divisions from allies.
35 Divisions from ourselves.
57 Divisions, 23 Irregular total.

Tactical overview:
The introduction of the longbow to our army leads us to introduce a new basic tactic for our army. The cavalry will be held in reserve at the rear. Heavy infantry, alternating with some longbowmen, will occupy the center. Most of our longbowmen will be on the flanks guarded by some of the infantry, in a position to enfilade the enemy. The archers will drive sharp stakes into the ground in front of them, to deter any cavalry charge. The longbowmen will fire in volleys as soon as the enemy comes into effective range, about 300 yards. The enemy should be devastated and disorganised by our archers, at which point the cavalry will charge them, doing extensive damage. Once the cavalry has done their damage, they are to withdraw and the cycle repeats. The enemy should be kept quite disorganised by this, so even if they reach our lines our infantry can mop them up. If the enemy try a cavalry charge against either of our flanks, they will have to contend with the lines of stakes, which will slow them down and allow them to be obliterated by close range arrow fire. Even if they manage to close with the archers, they will be disorganised and our infantry can polish them off. The other possible danger is that enemy heavy infantry will form a shield wall against our arrows. In this event, our archers are to fire arching shots, very high and coming down steeply, over the shield wall, breaking the formation.

UNDER NO CIRCUMSTANCES ARE OUR INFANTRY TO BREAK FORMATION. They must not allow themselves to be lured into the open, where cavalry can hit them. Stay behind the stakes.

Do not underestimate the effectiveness of the longbow. A halfway decent archer can fire ten arrows a minute at a range of three hundred yards with enough force to penetrate any armour of this period, and a good archer can fire twenty arrows a minute. At close range, a longbow arrow can have enough force to go through a man and hit the man behind him. Large numbers of longbowmen can produce a rain of arrows that has a large psychological effect on the enemy, in addition to the devastating physical effect.

Wherever possible, pick the battlefield in a favourable location. Drawing up our lines on a hill so that the enemy has to charge up it is good, as is fighting in a defile, where the enemy has no choice but to advance straight into the teeth of our archers, or near a forest, which breaks up the enemy formations. Perhaps best of all is a muddy field, which will slow the enemy advance.

This obvious drawback of this tactic is that it requires the enemy to be on the offensive and ourselves to be on the defensive. For the campaigns of this turn, this should not be much of a problem. We expect that the enemy will be quite aggressive, in an attempt to rapidly destroy our power. To ensure that we are the defender, take provocative actions. Insult the enemy commanders, commit atrocities against enemy prisoners. If the enemy, particularly the Aegyptians, attempt to use their cavalry to raid us and inflict damage while avoiding our main force, go for their baggage. The loot and supplies that they will have to take along cannot move very fast. If we attack the baggage, they will have to give battle to defend it. If they do not, they will run out of supplies, and many of their men will probably leave to try and retrieve their plunder, as happened at Tours in OTL. Once they return, incensed, to defend their baggage, we can pick the field.

A major concern is enemy horse archers. We do not know how many, if any, will be deployed, but it seems likely that some will be at least. They are deadly on the plains of the east, but we hope that their effectiveness will be reduced in Europe for several reasons. First is the fact that the longbow far outranges any horsebow. Second is the terrain of Europe. It is much rougher and more heavily forested than the east, which reduces the horse archer's mobility and provides him with less grazing room.

We do not expect logistics to be a problem, as we are operating in areas where the populace overwhelmingly supports us and that were under the control of our allies until recently. Our operations are really defensive in nature.

Work with native rebels wherever possible. Our UU should be organising uprisings as our army moves towards territories. After we liberate any territories, we should try to pick up some volunteers from them. People who have been living under occupation and who have been organised into resistance movements anyway should be more than normally willing to enlist.

Operations:

Place our fleet, and the fleets of our allies, in the Bay of Biscay. There they will meet a portion of the English fleet. Their sole objective is to prevent the enemy fleets from operating in the Bay. The enemy fleets are made up of Mediterranean galleys, which are very effective in the placid Med, but are next to useless in the cold, rough seas of the Atlantic. In addition, the enemy captains will not know the waters, while our men will. We should be able to use this fact to our advantage, for example by maneuvering the enemy onto shoals or something like that. The greater knowledge of the Atlantic of our men, coupled with our advantage in ship construction, should allow us easily win most battles. In addition, we should evacuate any Iberian forces that happen to be surrounded on the northern coast.

Iberia. Assigned forces: 10 Divisions. We expect the Tunisians to set up fortifications in the Pyrenees to prevent us from coming to Iberia's aid. We intend to circumvent those fortifications. To do this, we will enlist the aid of the Basque. They are, of course, fierce fighters and don't like bowing to foreign domination. If Charlemagne couldn't dig them out, the Tunisians won't be able to either. We should send some men to make contact with them. From there, we have a couple of options. If possible, we would like the Basque to lead our army on paths that the Tunisians are unaware of and so have not defended. If this is not possible, we will use the Basque to launch guerrilla raids on Tunisians positions, culminating in an ambush of one of the defended passes, (OOC: Roncesvalles, possibly) in which Basque fighters will try to take the Tunisian position from behind while our army attacks from the front. Either way, we should hopefully be able to cross the Pyrenees with minimal casualties.

Once we are through the mountains, continue to use the Basque to ambush Tunisian units as often as possible. Meanwhile, our army shall move down the southwestern side of the mountains, hopefully taking Tunisian positions from the rear. They should make sure not to drink the water in the rivers, as the Iberians are apparently going to poison them. Move down towards Barcelona, where our men should link up with the main Iberian army. From there, coordinate with the Iberians.
inesibiberiacampaign730mw0.png

There is a possibility that the Tunisians may decide not to fortify the Pyrenees, and instead push into France. In this event, our men should fortify and try to bleed them, while the Iberians hit them from behind. A major thrust would likely be aimed at Bordeaux, in which case their supply lines would pass through Basque territory. We would then use the Basque to raid the Tunisian supply lines and ambush isolated formations, hopefully severely disrupting their operations.


Italia. Assigned forces: 27 Divisions. Here, our course of action depends on the strength of the opposing army and its aims. If it is too strong for us to defeat, we should fortify and try to hold the line and the Mediterranean coast. Most probably, however, we believe that the main Aegyptian force will move into Italia, probably leaving fortifications in the north. As in Iberia, we should enlist the aid of the locals to bypass any fortifications wherever possible. The Italians should strongly hold Rome while a portion of their army moves north to engage the Aegyptians, where it should use guerrilla warfare to keep them busy for as long as possible. Hopefully the Aegyptians will be busy with the Italians when our army hits them from behind.

Again, there is a possibility that the Aegyptians will commit the majority of their forces to this sector, and will mount a major offensive towards Avignon. If the Aegyptian force is too strong to be effectively opposed, we should withdraw towards Avignon, where we have set up major defenses. The men should fight particularly well if they are defending their holiest city. On the other hand, if the Aegyptian force can be opposed, we should draw them in. Let them reach Avignon, where they should be stymied by the massive walls of the city. Meanwhile, our main army will move to surround the Aegyptian army, whereupon it can be easily destroyed. After the main Aegyptian force has been defeated, our men should advance into Italia.

Germany. Assigned forces: 23 Irregular Divisions, 20 Divisions. Prince Charles commanding. Assuming that the Byzantines mount a major attack in this sector, the Irregulars are to hold the Danube line. Build fortifications, break dykes and set up traps to slow the Byzantines down. In particular, if we can make the ground wet and muddy, the Byzantines should be extremely vulnerable to our longbowmen. We expect that a major Byzantine objective in this campaign will be Regensburg, for obvious reasons. We also expect that they will not move straight into the city, for fear of a Kilworth Hills, but will instead mount a two pronged assault to surround the city. In this event, we should keep a large force in reserve and identify the likely crossing points. Once they cross, the reserve and most of our forces should immediately move to destroy one of the Byzantine forces, whereupon the other one will either retreat or be destroyed.

Hopefully our men will be able to stop the Byzantines from crossing the Danube, or at the least inflict terrible casualties. Either way, once the Byzantine attack has reached a conclusion a counter attack should begin. The Regulars should move around the headwaters of the Danube and through the mountains in Switzerland, again with local and UU support. From there, they should move and attempt to retake Venice, while the Irregulars tie down the remaining Byzantine armies near the Danube.

There is a possibility that the Byzantines will not attack across the Danube. They may decide to move west into France instead, and fortify the Danube to keep us busy there while their main army wreaks havoc elsewhere. Due to the activities of our UU, we should be rapidly aware if they try something like this. In this event, transfer most of our troops to the west, leaving enough to hold the Danube. In the west, our men should use our superior intelligence to ambush the Byzantine army in one of the mountain passes. Hopefully their army will be smashed, whereupon we can advance upon Venice.

There is also the possibility that the Byzantines will not mount any major offensives into our territory, preferring to concentrate on Italia and the east while fortifying the Danube. In that case, our men should mount a counter-offensive, but not directly across the Danube. Some of the army should stay and skirmish with the defenders, while the main body moves east, into the territory controlled by Trinitist barbarians. The barbarians should support us, or at least allow our men to pass. From there, our men should move south, into Bulgaria, hopefully aided by Trinitist partisans, and then west, back into Byzantine occupied territory. This maneuver should allow us to take the fortifications from behind, negating their value and trapping a large section of the Byzantine military. Once we have secured the Danube, proceed south towards Venice.
Did you ever find out what the secret divisions were?
That's funny, actually. You remember the German rebellion on the first turn? I incited that, to draw out all the possible rebels so that something like this wouldn't work.
 
Ah, so YOU were behind that Moroccan preacher... ho'd you set him up. There'd have been outrage if we'd known that Trinitists had helped his rise (of course, we didn't).

I really should start doing more subversive things...:p I'm not very good at it.
 
...All this talk about my NES has made me resurface, if only for a short time.

I have tried to do the 'last' update several times in the last few months, but have failed for various reasons. More interestingly, however, I did figure out some things, so the update wouldn't have been as endgame-like as I had originally thought. Here's a list of what would have happened, partially so I can stare at it at some later date and perhaps maybe flesh it out.

1) Germany would have fallen to the Byzantines at horrific cost. Pockets of Celtic resistance would remain just about everwhere, but at least technically, the Rhine would have been reached.

2) South France I belive would have fallen to Aegypt. Not sure or not if Kal actually ordered that attack, but I think he did, and if he did, it would have worked, as the Celts in the region would have been completely tied up making the Byzantines pay for every step they took. Avignon would have held out, however.

3) Spain would have been a mess. Despite Luckymoose's capitulation, not all of the fiercly independant minded Iberians would have agreed to serve Paris. Barcelona and invirons would have come under the control of the Celts, but central Iberia would be in anarchy, and the Basques would have quietly expanded into some of those lands. Meanwhile, in the west, a rather pathetic Portugalish nation would have attempted to form around A Coruna. In the south, Iggy would be stimied from much further expansion due to logistical issues (see below) and constant fanatic harrsement by rebels, albiet the land he already controled would be the calmest place on the pennisula and assimilation efforts would be going well.

4) Morocco would have entered into complete chaos. For whatever reason, Perfectionist had decided to use his pacifist preacher to start a rebellion, which is illogical, but enflamed masses don't tend to listen to logic, do they? (I suppose the actual thought process would be: a) The Tunisian overlordship is causing war. b) War is evil. c) Even though war is evil, there would be less war if we violently overthough the Morrocan government that is causing the war.) Long story short, the entire nation would be white, except for a few pixels near the Tunisian border.

5) Novgorod would have conquered Finland. A Celtic embargo of said nation would then have caused the Novgorod trade center to collapse.

6) Axum would take on Aegypt, in an attempt to redeem themselves from the last disasterous war. They would have been wildly sucessful. Almost everything up to Thebes along the Nile would be in Axumite hands by the end of the update.

7) The rebellions in central Byzantium would be put to a near-bloodless end. LittleBoots dealt with the problem though diplomacy, so most of the rebels would have laid down their arms. The Minoans, who had not, would have been embargoed, and eventually troops would be landed. Knossos would have been in Byzantine hands by the end of the update, and so would the rest of the island, but there would be much lingering resentment.

8) Khazaria would have concluded its peace deal with Byzantium, thinking that Byzantium did the same. Baku and invirons would be handed bloodlessly over to the Khazars in exchange for such a deal, but as soon as news reached Khazaria that Byzantium duped them, the generals and the people would be crying out for renewed war, though there would be no such thing, at least until a hypotetical turn after this one.

9) Israel would have fallen to the Aegyptians, and they probably would have made other small gains, but the Bachirans, ever annoying, would still be around at the end of the turn, and strong enough to fight tenaciously.

10) Contempt, looking for someone new to invade, would have attacked Sheep in Persia, and made substantial progress.

11) Substantial rioting would occur in major Chinese cities under Mongol rule, which would quickly evolve into a rebellion much larger then their organizer had hoped for.

12) Britainia would have colonized parts of Iceland.

13) Angkor would have colonized parts of Boreno.

14) A bunch of people would have done other minor things, and at least one insideous project would have been begun.

There.

As for my next project, it will not be the Alternate Cold War thing I posted on the althist thread. I have this idea about a 'light' NES, where orders are strickly limited to one PM per turn, there are a script of odd random events that are set to occur, the world is set, well, here, in 2050,

Spoiler something that is more interesting than these words :
futuremapqq9.png


...and no attempt is made to explain the bizzare choices of rising and falling nations. It's all in good fun. This part of the post probably should have gone somewhere else, but it's not really an Althist, as it's far too silly to be one.

Would anyone be intersted in this? What nation would you be most interested in if this ever got off the ground? (If anything does start, it will start in June, or so.)

(Alternatively, this summer, I might just start playing in a few NESes to redeem my horrible playing reputation, if there isn't interest in my new NES idea, or I realize I still don't have time to mod.)

Sorry for the somewhat jumbled post.
 
I might be interested in June for that NES. It depends on what is happening around that time but the east coast nation looks interesting.

What would have happened to the massive fleet me and Perfectionist assembled unless I missed mention of it?
 
What would have happened to the massive fleet me and Perfectionist assembled unless I missed mention of it?

No idea, hence it not being mentioned.
 
I would play any number of those nations, with a preference for South America.
 
I'd have to play the Ethiopian one. And I like my successes there.
 
Well, its good that my intention was to destabilise the region and throw it into anarchy as opposed to conquest. Too complicated for the present time.
 
My haphazard and rather pathetic orders from a game-within-the-game competition for NiNES (still running but I've no danger of being disadvantaged by posting this). Object is to capture the flag.

Spoiler :
Enemy has: 3,000 infantry and 300 tanks
We have: 1,200 infantry and 480 tanks

300 infantry and 180 tanks set up a defensive perimeter around the flag, with forward scouts to warn of enemy strikes and radio back to the defense force. Infantry is to be organized in three ways. First is the snipers, who will set up on the many hills of the dunes and do their best to pick off as many enemy troops as possible as they advance. The second group is those with anti-tank weapons, explosives, etc. They are held back in reserve until they are needed. When an enemy tank force breaks through or attacks the lines and the main infantry cannot handle it easily themselves, they are to advance and concentrate on blasting the tanks into the sky. The third and naturally most numerous are those men that will man the lines, and if they have time to entrench themselves properly. Furthermore the advance scouts are also to be sent to the far left and right to watch and warn of flanking maneuvers, so that they can be intercepted.

The infantry are under strict orders to NOT get themselves bogged down in a large firefight by themselves. That’s what the tanks are for. They naturally would support the tanks, but a full out infantry v infantry or infantry v enemy tank scenario is not encouraged. Our tanks are also discouraged from tank v tank battles as well. Infantry will also go for mobility kills by doing their best to destroy the treads of tanks and therefore cause traffic jams and vulnerability in the immobile tanks.

The tanks will follow a policy of “hull-down”. This means they will situate themselves on the back side of hills so that their turret and sensors are the only thing exposed to enemy fire, and they can fire without difficulty. This provides the smallest possible target to the enemy. They will not be fixed positions however, the tanks will move back and forth as needed to concentrate fire on enemy concentrations and to counter any flanking maneuvers by the enemy.

If the defense finds itself being overwhelmed, it is to stall the enemy as much as possible. Move about to confuse the enemy. Concentrated artillery and tank barrages on parts of the lines. They, of course, will be given the freedom to react as they see fit and to use any ideas they come up with to slow the enemy down.

The offense, consisting of the remainder of the troops and tanks, will consist of a blitzkrieg movement. Troops with artillery will bombard the enemy lines heavily just long enough to confuse and disorient them, and simultaneously mines will be placed behind the offensive force and around the defensive perimeter. Then the mobile armor will swiftly move in on the left-of-center part of their lines (unless the other side be weaker or significantly further from the flag) and break through. The tanks will smash through the lines immediately, without hesitation, and will be followed by infantry who will support the tanks. They will move swiftly, doing their best not to let the enemy regroup. They will cut through, making a diagonal path towards the center (or rather, the flag). The tanks will fire in all directions as they go, but concentrate fire on critical (ie weak or valuable) points. Keep in mind that shifting defensive lines will take time for the enemy and there will be much confusion. These readjusted lines will also be very weak. Our troops are not to pause or regroup either, but to keep moving, spreading as much confusion as possible.

Phase two is known as paralysis. As part of the assault on the disoriented enemy forces after break through and our forces are deep within their lines, a few tactics will be employed. The forces must move swiftly to take advantage of weaknesses in the lines. "Success must be exploited without respite and with every ounce of strength, even by night. The defeated enemy must be given no peace." The OODA loop (observe, orient, decide, act) will be the command-action cycle. Furthermore, the decision cycle will include decentralized command. Commanders will be informed of their superior’s intent and their role in fulfilling it, and be allowed to act and react as seen as necessary. This will ensure swift movement and continue to keep the enemy in a state of confusion. No quarter, no rest must be given. The artillery in the infantry must give a relentless barrage against the enemy lines and troops must move locations swiftly to keep up confusion, taking advantage of the land (hills, etc.) as necessary cover or vantage points. Furthermore, rather than attacking just forces, special primary targets will be communications and anything “shock and awe” that may decimate morale and incite confusion. Enemy artillery, especially if targeted at the shoulders of the advance, must be targeted and eliminated immediately.

Also, after breakthrough a small contingent of engineers must be brought to the front to watch for mines and if so to do their best to disarm them. If this will take too long, the attack forces must move around them. They cannot afford to sit around, even for a moment.

Once the forces have neared the flag and the reserves that are bound to be sent forward and the entrenched flag defense force is within range, our forces are to flank and surround these troops, tanks making special use (as always) of their anti-fortifications and anti-infantry advantages. This is known as “cauldron battle”. The enemy is to be encircled and fired upon until defeated, or there is a point that is so obviously weak that it is not a great risk to send a spearhead force through to claim the flag (engineers probing for mines, naturally)

The key to the offense is speed. Break through the lines and get to the flag as much as possible. It is a battle of mobility and position, rather than attrition. If the troops get bogged down, there is a possibility that the defense will not hold long enough for the strike force to claim the flag.

Keep in mind that the aforementioned decentralized command applies here as well. Each of the contingents knows it’s roles and my objectives, and is given leave to react to any unexpected turns of events. In the event of a defensive breakthrough, the offense is not to pull back to aid, but to push harder and move even faster to pierce through the defenses, skipping the cauldron battle to strike directly at the flag.

The motto is thus: “He who gets there with the fastest and the mostest, will claim victory”

Yes, this is a perfectly viable strategy that has proven itself time and time again. If you find any confusion with anything (although I am sure you are very familiar with military tactics) don’t be afraid to wiki armored warfare or blitzkrieg for more details.



…I sure hope Erik doesn’t totally pwn me for overlooking something…he’s got a crazy big imagination.

Any questions?


By some freak accident, I won
 
From the secret files of crap computer OMFGWTFLOL...

The Huronic Empire's Orders for #1PersonsNES, recently deceased...

Spoiler :
Huronic Empire/carmen510
Color: Blue
Economy: 3/2/0
Cities: Manhashtan, Trentony
Size: Getting There (2)
Age: Bronze Age
Army: 2800 Spear men, 550 Light Calvary
Navy: 50 Galley, 45 triremes
Infrastructure: Dirt Tracks (1/4)
Education: illiterate (0/4)
Culture: Cohering
Confidence: Okay
Religion: Athiest
Projects:Huronic Advanced Units Academy (1/4. 1/3)
Description: A scientific people, they don't believe God exists, except Mother Nature as Scientific God. They have been united by tribes once warring, but now resolving their differences. Still, they have to resolve even more differences, and their culture.

Economic Orders:

Note: I've taken back the HET's EP invested, so I have 6 eco to spend for this turn only.

1. Train 200 light cavalry for 1 eco.
2. Train 30 triremes for 2 eco.
3. Invest 3 eco for the academy, thereby finishing the eco investment.

Domestic Orders:

1. Denominations for money are $1, $2, $5, $10, $20, $25, $50, $100, $200, $500, $1,000, $5,000, $10,000, $50,000, and $100,000.

2. We're to create the First National Bank, a bank with branches in towns with 1,000 people or more. It will allow loans, savings accounts, safe boxes, and as a foreign exchange of money.

Military Orders:

1. Begin to expand into South Carolina with 1,800 spearmen, and 300 light cavalry.
2. 500 spearmen and the rest of the light cavalry will be statined at the Nova Scotian border.
3. 250 spearmen will expand into Michigan.
4. The last 250 spearmen will be garrisoned.
5. Our navy shall patrol the waters.
 
From the secret files of crap computer OMFGWTFLOL...

The Huronic Empire's Orders for #1PersonsNES, recently deceased...

Spoiler :
Huronic Empire/carmen510
Color: Blue
Economy: 3/2/0
Cities: Manhashtan, Trentony
Size: Getting There (2)
Age: Bronze Age
Army: 2800 Spear men, 550 Light Calvary
Navy: 50 Galley, 45 triremes
Infrastructure: Dirt Tracks (1/4)
Education: illiterate (0/4)
Culture: Cohering
Confidence: Okay
Religion: Athiest
Projects:Huronic Advanced Units Academy (1/4. 1/3)
Description: A scientific people, they don't believe God exists, except Mother Nature as Scientific God. They have been united by tribes once warring, but now resolving their differences. Still, they have to resolve even more differences, and their culture.

Economic Orders:

Note: I've taken back the HET's EP invested, so I have 6 eco to spend for this turn only.

1. Train 200 light cavalry for 1 eco.
2. Train 30 triremes for 2 eco.
3. Invest 3 eco for the academy, thereby finishing the eco investment.

Domestic Orders:

1. Denominations for money are $1, $2, $5, $10, $20, $25, $50, $100, $200, $500, $1,000, $5,000, $10,000, $50,000, and $100,000.

2. We're to create the First National Bank, a bank with branches in towns with 1,000 people or more. It will allow loans, savings accounts, safe boxes, and as a foreign exchange of money.

Military Orders:

1. Begin to expand into South Carolina with 1,800 spearmen, and 300 light cavalry.
2. 500 spearmen and the rest of the light cavalry will be statined at the Nova Scotian border.
3. 250 spearmen will expand into Michigan.
4. The last 250 spearmen will be garrisoned.
5. Our navy shall patrol the waters.

That bank idea is the dumbest thing ever.
 
Whats the point?
 
Its not a stupid idea, just horribly, horribly out of place for the time period. Then again, that rarely stops people from "westernizing reforms" and "the enlightening rays of science over foolish religion" so anachronism isn't that uncommon a crime.
 
Back
Top Bottom