The Nek-Ne Invasion; Day 1 Planning
Sub-General Aiden Gracia currently stared up above into the sky, wondering which god he had insulted so much. 'It must be all of them,' he eventually concluded, heading back into his tent, desperately wishing that he was inept enough so he would have packed alcohol with his equipment and staff. He hadn't. Fortunate for his liver, as in his opinion, a drunk general was one who killed their soldiers, made bad strategic decisions, and was lousy overall. Unfortunate, as his mind was adamantly refusing to cease screaming in abject horror and jubilant ecstasy about the 'asset' placed under his command for the duration of the Nek-Ne Invasion. The 'Daughter Of Dawn,' as the gargantuan ship was called, currently floated above Jokvi, visible to all, massive banners showing the Imperial Family and House Dall's crest alongside the Empires Flag, fluttering in the wind. In any other situation, he would have been happy to have such power under his command, but now? Now, it made him want to scream.

He was fighting a Tribe, not a conventional force, one that would meet in open battle or close to it as it could come. The game's name would be to hide and strike, ambush and deceive, not crash with an iron fist. If he wasn't careful, the Nek-Ne might decide to avoid the might of the Daughter, splinter into a massive amount of tiny groups, plunder the Region for as long as they could while drawing together within a day or two to kill every force he ordered to kill a smaller target, only to be crushed in detail himself. A nightmare scenario for any planner, and one which his instructors had extensively warned him against producing when he had studied at the academy. Worse was, InSec was unable to give him a concrete answer on the number of foes he would encounter, or their composition, only guesswork. That terrifying information safely secured in his mind, he began to gather the last odds and ends for the upcoming strategy meeting, calming his mind by repeating something his mother had said to him before his first battle.

"Lives Are In Your Hands. Spend Them Well."

***​

Imperial Historians would remember the Tessen Region's defense as one riddled with logistical problems caused by the nobility's interference. If the aristocracy hadn't ordered the coming Invasion to be hushed up to prevent a panic, and if they had supported the Military with the needed resources, many argued that the whole affair would have ended remarkably differently. Some say that revealing such an attack would have caused more damage than merely leaving the Military slightly unprepared, but others objected to such thinking. However, for those men and women receiving orders near Jokvi to sally forth, such future intellectual debates were of no concern; only the enemies in front were. And those responsible for leading them could only order the sons and daughters of the Empire to certain death and pain, knowing that they had a duty to fulfill, as they themselves fought with their own leaders and suppliers.

Captain Kyar pilots the Daughter of Dawn above Jokvi.

[Asset Gained: Daughter Of Dawn]

Chapter-Master Alson Dulhne,
Leader of the Knights, currently has 2 Hel's (50 Knights) ready for action, with another 2 Hel racing to reach their position and expected to arrive tomorrow. Rampant Machines, unfortunately, bound 2 Hel near Mirn, with another Hel on stand-by in case either the Machines broke through or were needed here.

[Asset Gained: 50 Knights. 50 Arrive Tomorrow.]

Champion of the Cavalry, Ariala Sheperd,
has 2 Squads of War Lizards and 6 Patrols of Scout Lizards present. 4 War Lizards Squads and another 12 Scout Lizard Patrols are expected to arrive in two days.

[Asset Gained: 2 War Lizard Squads, 6 Scout Lizard Patrols. 4 War Lizard Squads, and 12 Scout Lizard Patrols arrive in 2(two) days.]

Leader of the Infantry, Sulu Zuln,
reports that the 7 Battalions under her command are ready for action; another 2 are being mustered from Jokvi, expected to arrive tomorrow. Their composition is such: 2 Spear, 2 Sword, 3 Crossbow, with 1 Spear and 1 Crossbow being the reinforcements. The question if the Militia is to be raised beyond alert is on the table.

[Assets Gained: 2 Spear, 2 Sword, 3 Crossbow Battalions. 1 Spear and 1 Crossbow Battalion arrive tomorrow.]

Viam, Leader of the Auxilia,
reports that several weapon-teams have been sent from the Vanar-Feer to bolster the ranks against the upcoming Invasion. Tribal Warriors from the defeated Tribes have demanded to be allowed to participate.

[Assets Gained: 2 Vanar Longbolt Launcher Teams, 1 Vanar Grenadier Outriders, 1 Vanar Slingshot Heavy Coilgun, 4 Tribal Squadrons]

***​

You currently have 500 Supplies and gain 150 Supplies per Day.
[Daughter Of Dawn
Numbers: 1
Size: Dreadnought
Strengths: Big Honking War-Ship (Stats are Yes. Upkeep is No.)
Weaknesses: Big Honking War-Ship (You cannot afford to lose this Unit. It also represents a chance for the enemy to scatter into the countryside, which would be dangerous.)
Attack: Yes
Defense: Yes
Range: Yes
Speed: Yes
Morale: Yes
Supply Cost: No.
Supply Upkeep: No.]

[Knight - Hel
Numbers: 25
Size: Giant
Strengths: Anti-All (Bonus against all enemies), Mecha (immunity against all biological and fire hazards, resistance against chemicals), Punching Above (No mali against enemies one size higher), The Elite (Morale cannot be affected)
Weaknesses: Difficult Logistics (Increased Supply usage), Centerpiece (Will receive the most focus of the enemy)
Attack: 80
Defense: 105
Range: 1-10
Speed: 30
Morale: 1000
Supply Cost: 150
Supply Upkeep: 25]

[War Lizard Squad
Numbers: 6
Size: Large/Giant
Strengths: Anti-Infantry (Bonus against infantry), War-Beast (Reduced Supply Upkeep after battles), The Strong Thrive (No mali for losses)
Weaknesses: Controlled Frenzy (Minor Chance to lose control of this Unit when in battle)
Attack: 55
Defense: 30
Range: 1
Speed: 40
Morale: 120
Supply Cost: 60
Supply Upkeep: 10]

[Scout Lizard Patrol
Numbers: 18
Size: Large
Strengths: Extreme Speed (Can outrun all Units not sporting the same speed), Scout (Enhanced information when used for scouting), Anti-Infantry (Bonus against infantry)
Weaknesses:
Attack: 25
Defense: 15
Range: 1-5
Speed: 80
Morale: 100
Supply Cost: 40
Supply Upkeep: 6]

[Spear Battalion
Numbers: 1250
Size: Medium
Strengths: Punching Above (No mali against enemies one size higher), Disciplined (Reduced Morale damage suffered)
Weaknesses: Weak Attack (Not the best at attacking)
Attack: 6
Defense: 16
Range: 1
Speed: 5
Morale: 60
Supply Cost: 5
Supply Upkeep: 2]

[Sword Battalion
Numbers: 1250
Size: Medium
Strengths: Disciplined (Reduced Morale damage suffered), Versatile (Can fill any role)
Weaknesses: Versatile (Always beat by specialists)
Attack: 12
Defense: 10
Range: 1
Speed: 5
Morale: 60
Supply Cost: 5
Supply Upkeep: 2]

[Crossbow Battalion
Numbers: 1500
Size: Medium
Strengths: Disciplined (Reduced Morale damage suffered), Ranged (Can assist Units despite narrow conditions)
Weaknesses: Ranged (Cannot engage within structures), Weak Defense (Has a weak defense)
Attack: 14
Defense: 4
Range: 1-8
Speed: 6
Morale: 60
Supply Cost: 8
Supply Upkeep: 3]

[Vanar Longbolt Launcher Teams
Numbers: 2
Size: Tiny
Strengths: Assasin (Can target individuals reliably), Fury Of The Small (No size restrictions apply), Scout (Enhanced information when used for scouting)
Weaknesses: Weapon-Team (Size set to smallest size)
Attack: 250
Defense: 1
Range: 1-25
Speed: 12
Morale: 80
Supply Cost: XXX
Supply Upkeep: 5]

[Vanar Grenadier Outriders
Numbers: 18
Size: Large
Strengths: Anti-Infantry (Bonus against infantry), Lizard Synergy (Bonus to attack and defense for any Lizard Units assigned the same tasks)
Weaknesses: Difficult Logistics (Increased Supply usage)
Attack: 35
Defense: 10
Range: 1-5
Speed: 65
Morale: 65
Supply Cost: XXX
Supply Upkeep: 15]

[Vanar Slingshot Heavy Coilgun
Numbers: 1 (25)
Size: Medium
Strengths: Fire Modi (Solid Shot, Canister, Vanadium Steel Dart), Extreme-Range Artillery (can fire 6-20 km), Rapid Fire (Drastically increased fire-rate)
Weaknesses: Horrific Defense (Cannot defend itself), Difficult Logistics (Increased Supply usage), Extremely Slow (Massive malus to speed)
Attack: 150/300/450
Defense: 1
Range: 1-100
Speed: 1
Morale: 55
Supply Cost: XXX
Supply Upkeep: 30]

[Tribal Squadrons
Numbers: Medium
Size: 800
Strengths: Mutated Members (Increased Attack and Defense), Our War (Vastly Increased Morale), Tribal (Does not cost any upkeep.)
Weaknesses: Witnessed The Horrors (Increases Morale Damage taken), Unused To Coordination (Mali to all orders)
Attack: 12
Defense: 14
Range: 1-3
Speed: 7
Morale: 95
Supply Cost: No.
Supply Upkeep: No.]
Your forces are currently all stationed at your H.Q. and cost no supplies due to their closeness to Jokvi. Four routes lead to Jokvi: The Alali-Pass, Nimer Flats, Gu Valley, and the Sivaldy Cave-System.

The Alali-Pass does not contain any significant geological dangers except a wide river, slowing down any march between [Midway] and [Exit] by a day and includes two entrances to the [Sivaldy Caves] at its [Entrance] and [Midway].

The Nimer Flats have several [Ancient Structures] scattered about, though mostly picked clean. They would make excellent defensive positions if their supply can be guaranteed or contain a force to fall into the enemy's back. One [Sivaldy Cave] exit is situated [Midway].

Gu Valley is notable for having one Entrance to the [Sivaldy Caves] at its [Exit] and being narrow, unsuited for any cavalry. Two [Villages] lay within, who, if necessary, can be ordered to evacuate, creating a momentary drain on your supplies and defensive liability, or sacrificed for strategic/tactical goals.

The Sivaldy Caves run through the whole northern part of Jokvi, connected to the city itself via a heavily guarded gate. Two entrances are within the Alali-Pass, one each for the Nimer Flats and Gu Valley, with another three in the [Wastes] themselves. They need to be patrolled and guarded if you wish to secure your rear and Jokiv itself.

Current Strategic Evaluation: N/A
Recent Tactical Evaluations: N/A

1x Daughter Of Dawn
2x Knight - Hel
2x War Lizard Squads
6x Scout Lizard Patrols
2x Spear Battalions
2x Sword Battalions
3x Crossbow Battalions
2x Vanar Longbolt Launcher Teams
1x Vanar Grenadier Outriders
1x Vanar Slingshot Heavy Coilgun
4x Tribal Squadrons
[ ] Scout (Forces)
Cost: 20 Supplies
Time: 1 Day
Reward: Information

[ ] Fortify Cave Exit - (1/2/3) - (Forces)
Cost: 30 Supplies
Time: 2 Days
Reward: Defensive Bonus (Stacks with repeated use)
[ ] Guard - (Entrance/Midway/Exit) - (Forces)
Cost: 10 Supplies
Time: 1 Day
Reward: Forces ready within the area.

[ ] Fortify Position - (Entrance/Midway/Exit) - (Forces)
Cost: 50 Supplies
Time: 1 Day
Reward: Defensive Bonus (Stacks with repeated use)

[ ] Fortify Cave Exit - (Entrance/Midway) - (Forces)
Cost: 30 Supplies
Time: 1 Day
Reward: Defensive Bonus (Stacks with repeated use)
[ ] Guard - (Entrance/Midway/Exit) - (Forces)
Cost: 10 Supplies
Time: 1 Day
Reward: Forces ready within the area.

[ ] Fortify Position - (Entrance/Midway/Exit) - (Forces)
Cost: 50 Supplies
Time: 1 Day
Reward: Defensive Bonus (Stacks with repeated use)

[ ] Fortify Cave Exit - (Midway) - (Forces)
Cost: 30 Supplies
Time: 1 Day
Reward: Defensive Bonus (Stacks with repeated use)

[ ] Fortify Ancient Structure - (Entrance/Midway/Exit) - (Forces)
Cost: 20 Supplies
Time: 1 Day
Reward: Massive Defensive Bonus (Stacks with repeated use)

[ ] Camouflage Ancient Structure - (Entrance/Midway/Exit) - (Forces)
Cost: 15 Supplies
Time: 1 Day
Reward: Hidden Forces attack as if rolling critical and deal twice the Morale Damage.
[ ] Guard - (Entrance/Midway/Exit) - (Forces)
Cost: 10 Supplies
Time: 1 Day
Reward: Forces ready within the area.

[ ] Fortify Position - (Entrance/Midway/Exit) - (Forces)
Cost: 50 Supplies
Time: 1 Day
Reward: Defensive Bonus (Stacks with repeated use)

[ ] Fortify Cave Exit - (Exit) - (Forces)
Cost: 30 Supplies
Time: 1 Day
Reward: Defensive Bonus (Stacks with repeated use)

[ ] Evacuate Village - (Exit/Midway) - (Forces)
Cost: 70 Supplies
Time: 2 Days
Reward: Civilian lives saved, hurray?
[ ] Guard - (Jokvi/Gu Valley/Nimer Flats/Alali-Pass/Wastes) -(Forces)
Cost: 10 Supplies
Time: 1 Day
Reward: Forces ready within the area.

[ ] Fortify Position - (Jokvi/Gu Valley Exit/Nimer Flats Midway/Alali-Pass Entrance/Alali-Pass Midway/Wastes 1/Wastes 2/Wastes 3) - (Forces)
Cost: 50 Supplies
Time: 1 Day
Reward: Defensive Bonus (Stacks with repeated use)
[ ] Request More Supplies
Time: 1 Day
Reward: 10d20 Supplies

[ ] Request Reinforcements - (Write-In)
Cost: Variable
Time: 1 Day
Reward: Reinforcements
2x [Acid Troopers
Numbers: 18
Size: Small
Strengths: Acid Attacks (Instantly breaks morale)
Weaknesses: Acid Attacks (Contanimates an area for 1(one) day, dealing moderate damage to all)
Attack: 30
Defense: 60
Range: 1-4
Speed: 4
Morale: 55
Supply Cost: 35
Supply Upkeep: 15]

20x [Militia
Numbers: 1000
Size: Medium
Strengths: Expendable (Casualties do no impact other Units morale)
Weaknesses: Low Morale (Reduced Morale), Milita (Reduced Stats)
Attack: 4
Defense: 4
Range: 1
Speed: 3
Morale: 15
Supply Cost: 1
Supply Upkeep: 10]

5x [Knight - Hel
Numbers: 25
Size: Giant
Strengths: Anti-All (Bonus against all enemies), Mecha (immunity against all biological and fire hazards, resistance against chemicals), Punching Above (No mali against enemies one size higher), The Elite (Morale cannot be affected)
Weaknesses: Difficult Logistics (Increased Supply usage), Centerpiece (Will receive the most focus of the enemy)
Attack: 80
Defense: 105
Range: 1-10
Speed: 30
Morale: 1000
Supply Cost: 150
Supply Upkeep: 25]

AN: Something completely unexpected appeared! If you have questions, feel free to ask! But yeah, you will be stepping into the the role of Aiden Gracia, tasked with the destruction of the Nek-Ne Invasion for the next several weeks/months. I hope that this short intermission will be fun for all involved, though if people don't or hate it, then normal updates will return.
Also regarding my health: got tested due to symptoms, and no Covid-19! While I still felt like shit the past week, it has mostly gone by.
Also: have an early update I finished at 2am! Rejoice while I sleep.

A moratorium will be until 23.02.21 at 17:00 CET.
Voting will be closed on 25.02.21 at 17:00 CET.
The update will be online on the 28.02.02 at 17:00 CET.
 
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so fortify and try to get more supplies seems like the name of the game here... probably should scout the waste as well just to make sure nothing sneaks up on us.
 
I think we can turn Alali-Pass into a death trap by utilizing the river. Guarding the Exit with Crossbow units and some Spearmen units should be good enough to secure it and deal a lot of damage if the army want to cross the river with Crossbows showering them with bolts while they try to cross.

A Crossbow, Spear, and Scout Lizard Battalion would be the minimal requirment to secure Alali-Pass at the Exit, with a Longbolt team at the Entrance to provide advanced warning. More could be added once we figured out the other minimum requirements to secure the other entrances.

The Flats will likely have a majority of our cavalry since there are a lot of wide open spaces for them to maneuever freely. An Outrider, War Lizard and Scout Lizard should be able to deal a large amount of DPS. Having the Tribals and a Knight Hel here should be a strong enough backbone for the cavalry especially the Outriders to murder the back.

Gu Valley is narrow so cav won't be much use here. So damage will have to come from Crossbows and the Slingshot. Guarding the Exit should cover the main route and the cave. Have a Longbolt positioned at the entrance to give advanced warning, and the Slingshot pointed at the cave ready to murder whatever came through. If it is too narrow for cav, use the Sword Battalion to guard the Slingshot and a Crossbow to provide ranged support. The rest of the tribals could be stationed here to.

For the Caves, could we station cav in there? If we could, we should assign the Scout Lizards on each Waste Entrances to see whether they enter the cave system. Now the biggest weak point of this plan if the army entered the Caves and come out in Gu Valley right next to the Exit. The Scout cav could give advanced warning to see if they entered the caves. If they do we can send our reserves to reinforce the Gu Valley Exit since we are sure the army won't travel through the overland routes. If they did we would have enough stationed there to make them bleed and give advanced warning to send reinforcements.

I'll have a plan set up once voting opens.
 
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What if we leave the Alali pass mostly open, to draw in the bulk of their forces, then have DoD appear and scour the earth once the majority of their forces are open targets?
 
What if we leave the Alali pass mostly open, to draw in the bulk of their forces, then have DoD appear and scour the earth once the majority of their forces are open targets?
That is an option but there is the risk that they'll break into lots of tiny problems and with 2 tunnels to the caves they could go anywhere. The best case scenario would be to have the entire army commit to 1 huge battle and then encircle them to wipe out everyone. DoD and cav can handle the encirclement.

Stationing Acid Troops in the caves is a great delaying tactic too.
 
I think the Daughter will be most effective in the Nimer Flats. By the name I imagine it has very little natural cover and we can play shooter with impunity, also it only has one cave entrance so we can easily put the ship on top of it to gaurd it.

With some light cavalry for spotting targets we would be golden.
 
I think the Daughter will be most effective in the Nimer Flats. By the name I imagine it has very little natural cover and we can play shooter with impunity, also it only has one cave entrance so we can easily put the ship on top of it to gaurd it.

With some light cavalry for spotting targets we would be golden.
Best to have DoD as a reserve and send it at what is guaranteed to be a large army and encircle them so that they can't escape and cause a lot of problems down the line.
 
Best to have DoD as a reserve and send it at what is guaranteed to be a large army and encircle them so that they can't escape and cause a lot of problems down the line.
If that's the plan then we should fortify all entrances to the caves. If the Nek-ne manage to get in then we lose the advantage as the Daughter can't get in, and they would be able to travel across the region under cover.
 
If that's the plan then we should fortify all entrances to the caves. If the Nek-ne manage to get in then we lose the advantage as the Daughter can't get in, and they would be able to travel across the region under cover.
That is the plan, station scouts at each cave entrance and route Entrance to get info on where their army is and provide advanced warning so that we can move our defense accordingly. We'll also leave a few units in that positions I mentioned to delay an army if they just sprinted through one route before the early warning system and defenses are set up.
 
@HeroCooky, four questions to begin with.

Can DoD's plasma battery fire at the ground if the target is sufficiently far off to the side?

The Wastes are basically just a giant desert to the north of the four combat zones, yes?

Lastly, what is the effective firing range on DoD's weapons, and what kind of sensors is it equipped with?
 
@HeroCooky, four questions to begin with.

1. Can DoD's plasma battery fire at the ground if the target is sufficiently far off to the side?

2. The Wastes are basically just a giant desert to the north of the four combat zones, yes?

3+4. Lastly, what is the effective firing range on DoD's weapons, and what kind of sensors is it equipped with?
1. Yes, the turret is mounted on a ring which allows it to rotate around the whole of the DoD.
2. Yes, summed up, that are the Wastes.
3. Effective Range: Yes. (Line of sight)
4. If DoD is stationed within an area, you will have perfect radar coverage, along with an 80% accurate count of all enemies within a combat zone.

Though remember that DoD is still a Big Honking War-Ship.
 
1. Yes, the turret is mounted on a ring which allows it to rotate around the whole of the DoD.
2. Yes, summed up, that are the Wastes.
3. Effective Range: Yes. (Line of sight)
4. If DoD is stationed within an area, you will have perfect radar coverage, along with an 80% accurate count of all enemies within a combat zone.

Though remember that DoD is still a Big Honking War-Ship.

....Alright, @HeroCooky, if that's the case, I just don't see how this scenario can work.

We're dealing with an area that, at maximum width, is small enough that it can be reasonably commanded from one central position in Jokvi, as opposed to requiring separate commands for the four combat theatres.

The wastes have no cover, DoD has range yes, sensors up to the task and firepower yes. Further, if I'm recalling correctly, it can very nearly achieve low orbit.

I just don't see how we don't just tell DoD

1) Fly to max altitude.
2) Station yourself over the relevant area of the wastes.
3) The horizon is now 407.4 km away. You now have visual of 521,425 square km of desert. You have perfect radar coverage of this area.
4) Fire as necessary.

Scatter? They're foot soldiers. Heck, anything short of a fighter jet is simply not going to be able to move fast enough to get out of DoD's range.

Just, I don't see how DoD fails to trivialize this problem.
 
Just, I don't see how DoD fails to trivialize this problem.
I think it is like the Area 51 scenario, DoD has plasma cannons true, but they are not several hundred machine guns and high explosive missiles of the US Army. DoD most likely doesn't have the rate of fire to shoot all of them fast enough that have the time to scatter and be a hundred small fires of guerilla bandits that can come back one the DoD is reassigned to another area.
 
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Unless the plasma cannon has the aoe of precision guided bombs or can shoot as fast as a GAU Avenger, there will be survivors who scattered into several thousand individual targets. DoD isn't going to stay at Jokvi forever, and when it leaves, the invaders would most likely regroup with an even bigger army from their territory.
 
....Alright, @HeroCooky, if that's the case, I just don't see how this scenario can work.

We're dealing with an area that, at maximum width, is small enough that it can be reasonably commanded from one central position in Jokvi, as opposed to requiring separate commands for the four combat theatres.

The wastes have no cover, DoD has range yes, sensors up to the task and firepower yes. Further, if I'm recalling correctly, it can very nearly achieve low orbit.

I just don't see how we don't just tell DoD

1) Fly to max altitude.
2) Station yourself over the relevant area of the wastes.
3) The horizon is now 407.4 km away. You now have visual of 521,425 square km of desert. You have perfect radar coverage of this area.
4) Fire as necessary.

Scatter? They're foot soldiers. Heck, anything short of a fighter jet is simply not going to be able to move fast enough to get out of DoD's range.

Just, I don't see how DoD fails to trivialize this problem.
Okay, I have made an assumption which lead to some confusion here. My bad. The Wastes are not just deserts, they contain Ancient Structures too. Many of them underground.

The DoD is the "I WIN!" button for you in this scenario, should you get the Nek-Ne to commit with their main force to a pitched battle. But there is the problem.

You have no idea where the Nek-Ne are, how many of them exist, or what they plan to do. Stationing the DoD over the Wastes would allow you to see all Tribals not underground, in structures, or protected from detection via artifacts. Further, once the Nek-Ne realize that you can shoot them like fish in a barrel, they will scatter into tiny groups and go underground, where the DoD will be useless.

The difficulty with the DoD is not to kill the enemy, but to create a situation where it will not result in them hiding/splintering/retreating.

The goal of this event is to trick the Nek-Ne to commit, and then kill them all in one fell swoop.
 
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Okay, I have made an assumption which lead to some confusion here. My bad. The Wastes are not just desserts, they contain Ancient Structures too. Many of them underground.

The DoD is the "I WIN!" button for you in this scenario, should you get the Nek-Ne to commit with their main force to a pitched battle. But there is the problem.

You have no idea where the Nek-Ne are, how many of them exist, or what they plan to do. Stationing the DoD over the Wastes would allow you to see all Tribals not underground, in structures, or protected from detection via artifacts. Further, once the Nek-Ne realize that you can shoot them like fish in a barrel, they will scatter into tiny groups and go underground, where the DoD will be useless.

The difficulty with the DoD is not to kill the enemy, but to create a situation where it will not result in them hiding/splintering/retreating.

The goal of this event is to trick the Nek-Ne to commit, and then kill them all in one fell swoop.

Alright, operating on the assumptions that a) the wastes are absolutely riddled with hidey-holes and b) they connect underground, eventually leading to the Sivaldy Caves, then I can retain sufficient suspension of disbelief.

The next maneuver that occurs would be: have DoD travel some distance away, ascend to the correct height, and then return to observation distance such that to the majority of the wastes, they are hidden in the sun (the irony).

Have them get us the best intel they can, and then retreat by the reverse method.

With an idea of how far out the enemy troops are, we could then decide whether we could use the plasma battery to destroy the cave entrances in the pass, flats and valley.
 
Alright, operating on the assumptions that a) the wastes are absolutely riddled with hidey-holes and b) they connect underground, eventually leading to the Sivaldy Caves, then I can retain sufficient suspension of disbelief.

The next maneuver that occurs would be: have DoD travel some distance away, ascend to the correct height, and then return to observation distance such that to the majority of the wastes, they are hidden in the sun (the irony).

Have them get us the best intel they can, and then retreat by the reverse method.

With an idea of how far out the enemy troops are, we could then decide whether we could use the plasma battery to destroy the cave entrances in the pass, flats and valley.
Yes, you can do so.
 

Right. Last major thing I think I need is more information on the Sivaldy Caves. I get the impression they're a vast network that spreads out in all directions, but how large are they, typically? Is this the kind of space where large units move as blocks, and we could send Knights down there? Where you have to send soldiers out in small squads to fight together? Are we talking about the more IRL typical kind of caving, where sometimes it's small enough that it's a squeeze for one person?

Just how interconnected are they? Is flanking an unavoidable danger, or are the routes few enough that you could hold strategic choke points and control the caves?

How large are the entrances?

How stable are the caves? Could Knights use their ranged weapons without fear of cave-ins, or would they be limited to melee?

Sorry for the flood of questions. You've presented me with the kind of problem that I really enjoy trying to lateral think my way out of.
 
1. Right. Last major thing I think I need is more information on the Sivaldy Caves. I get the impression they're a vast network that spreads out in all directions, but how large are they, typically? Is this the kind of space where large units move as blocks, and we could send Knights down there? Where you have to send soldiers out in small squads to fight together? Are we talking about the more IRL typical kind of caving, where sometimes it's small enough that it's a squeeze for one person?

2. Just how interconnected are they? Is flanking an unavoidable danger, or are the routes few enough that you could hold strategic choke points and control the caves?

3. How large are the entrances?

4. How stable are the caves? Could Knights use their ranged weapons without fear of cave-ins, or would they be limited to melee?

5. Sorry for the flood of questions. You've presented me with the kind of problem that I really enjoy trying to lateral think my way out of.
1. The caves have been worked on to allow for the transportation of goods between the outskirts of Jokvi and the City itself. They are branched out enough that outside of main arteries, IRL cave-sizes exist, with only one person able to walk, while those routes between areas and towns/villages are enlargened enough to allow for convois of wagons to easly pass each other. Knights can be sent down there, though only for the main routes. Think Dawi Underway for an apt (though smaller) comparison.
2. It is the latter, though branching tunnels exist which could allow squads to flank or saboteurs to attack. Large forces above 100 people would be caught quickly while trying to file out of entrances.
3. Variable, though none are smaller than 20 meters in width and 18 meter in height, with a maximum of 39 and 44 respectively for one set within a dried delta.
4. The caves are as geological stable as they come. Earthquakes would knock some stalactites down. Knight can comfortably use ranged weapons, although explosives are discouraged.
5. Hey, no problem on my part! At worst, you find a solution which leaves me thinking "what an idiot I was", at best, one more person has fun!
 
The flight cealing on the DoD puts her out of vision even if there are no obstructions. Thus the DoD should take the high ground and the comander should comit a large but inadequite force in a forward position with exposed supply lines backed by a wide but weak screen.

Situation 1 - they forces hit the "attacking" force to overwhelm it. They die to laser fire sky.
Situation 2 - the forces hit the screen and die to laser fire from the sky.
Situation 3 - they go to ground and the defensive forces commit to a year or two of slow advance while leveling anyplace the enemy could be hiding in sufficent to establish a defensible DMZ.

There is no means of loss, only variable costs in time to victory.
 
The flight cealing on the DoD puts her out of vision even if there are no obstructions. Thus the DoD should take the high ground and the comander should comit a large but inadequite force in a forward position with exposed supply lines backed by a wide but weak screen.

Situation 1 - they forces hit the "attacking" force to overwhelm it. They die to laser fire sky.
Situation 2 - the forces hit the screen and die to laser fire from the sky.
Situation 3 - they go to ground and the defensive forces commit to a year or two of slow advance while leveling anyplace the enemy could be hiding in sufficent to establish a defensible DMZ.

There is no means of loss, only variable costs in time to victory.
Situation 1 - Bad End. They realize what is happening, send word to their main force which scatters, resulting in multi-year guerilla campaigns resulting in thousands of preventable deaths.
Situation 2 - Bad End. They realize what is happening, send word to their main force which scatters, resulting in multi-year guerilla campaigns resulting in thousands of preventable deaths.
Situation 3 - Worst End. The Tribe flips you the bird, scirts around the forces, then hits outlying villages, towns, caravans, and other Regions, resulting in multi-year guerilla campaigns resulting in tens of thousands of preventable deaths and massive political ramifications.

It is very tempting to use the DoD as a solution now. Understandable. But you have to remain aware that the Nek-Ne not commiting to a pitched battle will leave a large portion of the alive to cause havoc. Once you are certain that you have their main force, and know where they are, blast away. Now? You have no idea if the forces coming your way are scouts or not.
 
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