Alright let's analyze this puppy here:
9 general d20 available and a minimum of 5 die per category is required. The full amount of dice is 9+4+4+7+7=31.
I'm also going to guess synchronization bonuses since according to OP they exists:
Not quite. both you and barbarians have your starting bonuses. And your actions do have synergies between them.
I'm just refusing to show them right now as to tone down on munchkining and minmaxing.
The goal here is to find economy of action to do as much as can be done with as few a dice.
Security
4 d20 available
[] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
- So have to use at least one security die and can use logistics dice on top of security and general dice for this. This is protection from ambushes. In most other cases I'd say take it, but in this case we are fighting a bunch of discount Khornates so I'm not sure this is necessary to take.
[] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
- This probably synchronizes with fortifying the camps for a larger effect. Also may synchronize with other combat actions as a buffer against counter-attacks.
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)
- Any die can be used on this one so long as you pay the two security and one logistic dice price first. Also is the prerequisite for other stuff in this vote. Definitely take it.
[] Regularly patrol the territory you nominally control (2 die max)
- This synchronizes with the logistics actions involving the supply trains.
[] Establish PoW treatment procedures (2 die max)
- Useful for both interrogation and integration of conquered population.
[] Establish advanced field hospitals in permanent fortified positions (requires having taken option that provides forts; 3 die max)
- Field hospitals reduce battlefield casualties. Get it as soon as both forts and logistics trains are covered.
Logistic
4 d20 available
[] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
- This is us establishing command lines in the plains territories. This will synchronize and build on any fast action we take or are forced to take. Take it.
[] Establish a proper logistics train (1 logistics die min)
- Proper logistics train means we get steady supplies. A must that also synchronizes with any fort actions.
[] Establish centralized fortified locations for resource and repair depots (2 logistics die min; can use security die)
- Useful. But I'm not sure it's that useful at the start of the campaign. Synchronizes with the supply train and other fort actions.
[] Organize and maintain morale raising events (1 logistics die min)
- Not sure we will need this before we establish forts. Afterwards? A must.
[] Be on the lookout for strategically significant resource nodes (2 die max)
- We would need Taesta to be participating in order to take this on the first war turn. Later. Maybe. It's useful, but not as useful as some of the other stuff in here.
[] Establish regular gear and kit inspections (2 die max)
- A must. Without it gear and kit will have a chance to fail at a really bad time.
Scouting
7 d20 available
[] Keep track of enemy movements (1 scouting die min)
- A must. Knowing where and when your enemy will strike is the first thing any commander worth their salt seeks to learn about the battlefield. It also synchronizes with any actions that are about acting on our enemies in the field of battle.
[] Locate enemy staging grounds and other PoI (1 scouting die min)
- This tells us where we need to strike so a must. Also synchronizes with both the fort actions and keeping track of where our enemies are.
[] Insert scouts behind enemy lines (can only use scouting die)
- We don't even know where the enemy lines are right now. Don't take it on it's own.
[] Organize sabotage missions (1 scouting die min)
- Sure. If we didn't have other things to deal with.
[] Organize supply raids and resource denial missions (2 scouting die min; can use logistics and combat die)
- This is a must. We are doing a blitzkrieg style attack so now is the time to do this.
[] Set up ambushes (4 die max; can use combat die)
- Combat dice are usable here from the start.
Combat
7 d20 available
[] Intercept enemy movements (1 combat die min; can use scouting die)
- This synchronizes with tracking enemy movement and with ambushes. Take all three at he same time to save on dice.
[] Respond to enemy provocations (1 combat die min)
- A fight. Also may synchronize with defensive training.
[] Hold strategic positions (1 combat die min; can use security die)
- This was confirmed by OP to be buffed by the forts options:
[] Hold strategic positions (roll difficulty 25; 1 combat die min; can use security die)
I would have thought this was covered by this option:
[] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (roll difficulty 50; 2 security die, 1 logistics die min; can use any die)
What's the difference between them?
The later massively buffs the former, and does not give you counter-attack rolls
[] Besiege enemy fortifications (requires having taken scouting option to locate enemy PoI; 2 combat die min)
This will most likely bring Taesta onto the battlefield because of this:
Loyal as ever, Nicholas almost jumped at the opportunity to join him and offer his own advice and observations.
Just as predictably, Taesta buggered off, having no patience for the interminable minutiae necessary for a proper campaign. His specific words were: "Just call me when you need me to wreck shit up. In the meantime, I have no time for military dog-and-pony crap." Eloquence, thy name is Taesta Tasakar. Not.
meaning that if we siege we should also go resource hunting as well. Not interested in taking it this turn since we have other things to do.
[] Advance the lines of battle (2 combat die min; 5 die max)
- This moves the battlefield forward. Let's establish a field hospital first to avoid attrition as much as possible.
[] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
- Ah now this is useful in preparation for advancing the lines of battle and for various scouting actions especially the insert scouts behind enemy lines action.
[] Draw enemy into combat on the fields of your choosing (5 die max)
- Useful, but probably not this turn.
[] Secure your posterior (3 die max)
- Definitely synchronizes with the logistics train actions.
So what is my plan for this turn? Here:
[X] Plan Economy of Action:
9 general dice available
Security
4 d20 available
-[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[X] 1 security die
-[X] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
--[X] 1 security die, 1 combat die
-[X] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (2 security die, 1 logistics die min; can use any die)
--[X] 2 security die, 1 logistics die
Logistic
4 d20 available
-[X] Organize and establish proper lines of communication (1 logistics die min; can use scouting die)
--[X] 1 logistic die, 1 scouting die
-[X] Establish a proper logistics train (1 logistics die min)
--[X] 1 logistic die
-[X] Organize and maintain morale raising events (1 logistics die min)
--[X] 1 logistic die
-[X] Establish regular gear and kit inspections (2 die max)
--[X] 2 general die
Scouting
7 d20 available
-[X] Keep track of enemy movements (1 scouting die min)
--[X] 1 scouting die
-[X] Locate enemy staging grounds and other PoI (1 scouting die min)
--[X] 1 scouting die
-[X] Insert scouts behind enemy lines (can only use scouting die)
--[X] 1 scouting die
-[X] Organize sabotage missions (1 scouting die min)
--[X] 1 scouting die
-[X] Organize supply raids and resource denial missions (2 scouting die min; can use logistics and combat die)
--[X] 2 scouting die
-[X] Set up ambushes (4 die max; can use combat die)
--[X] 1 combat die, 3 general dice
Combat
7 d20 available
-[X] Intercept enemy movements (1 combat die min; can use scouting die)
--[X] 1 combat die
-[X] Hold strategic positions (1 combat die min; can use security die)
--[X] 1 combat die
-[X] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
--[X] 1 combat die, 3 general dice
-[X] Secure your posterior (3 die max)
--[X] 2 combat die, 1 general die
This plan has us bowling into the barbarian territory in the plains, taking strategic positions, fortifying them, securing supply lines for them and at the same time running a slew of guerilla actions against our enemies.