Tentative Plan: Ackbar

DoD performs the scouting maneuver I mentioned a few posts ago. If the enemy is sufficiently far away, it then flies down to minimum altitude and destroys the cave entrances in the Pass, flats and Valley.

Our Knights divide into three units of 17, 17 and 16 knights. These push forward as fast as they can towards the waste cave entrances. Their job is to persuade the Nek-Ne that the Sivaldy Caves are a death trap and that overland is a much better idea, where the knights won't have perfect bottlenecks to work with.

Two units of scout lizards patrol the caves behind the knights. Their job is to polish off any Nek-Ne who use smaller caves to pass by the knights on the flanks.

One spear battalion, one crossbow battalion and the Vanar coilgun go to gu valley, and fortify just past the villages. They're to prevent passage, and evacuate the civilians if they must.

Two sword battalions, two tribal battalions, 2 war lizards, four scout lizards, 1 crossbow battalions and the Vanar grenadiers and long bolts go to the nimer flats and fortify the structures. The infantry are to play fortified anvil to the lizard-cavalry's hammer.

One spear battalion, one tribal battalion and one crossbow battalion go to Alali Pass. There, they start to fortify at the valley exit, but they make a point if being slow and not completing the fortifications. We want ths Nek-Ne scouts to see a poorly fortified, weakly defended passage.

With luck, we get the Nek-Ne to commit their forces to push through Alali pass. Once they're in there, with mountains on either side, no cover and a long-ass way to retreat, we call in DoD.

Game, Set, Match.
 
With luck, we get the Nek-Ne to commit their forces to push through Alali pass. Once they're in there, with mountains on either side, no cover and a long-ass way to retreat, we call in DoD.
Aren't there a cave on Midway and Entrance each at Alali Pass? If they are Midway, they can go in there. If they are at Entrance, they can enter there too.

@HeroCooky Can you explain what Supply Cost mean? I know Upkeep means that it'll cost that much for them to stay on the Field but what does the Cost mean? Is it going to cost that much to deploy them?
 
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Can you explain what Supply Cost mean? I know Upkeep means that it'll cost that much for them to stay on the Field but what does the Cost mean? Is it going to cost that much to deploy them?
Supply Cost indicates how much supply you have to spend for the logistics of the Unit to be shifted over to your command for the duration of the Invasion. It is a fancy way of saying: This Units costs this much to "buy".
 
Supply Cost indicates how much supply you have to spend for the logistics of the Unit to be shifted over to your command for the duration of the Invasion. It is a fancy way of saying: This Units costs this much to "buy".
So I can deploy every unit already under my command with only just having to worry about the Upkeep Cost and not the Supply Cost? i.e. I won't go broke immediately?
 
@HeroCooky How does Scouting work exactly? is it better to have more units assigned there or is only a 2 man Vanar Longbolt team capable of getting all of the info?

Also, the Exit is the side towards Jokvi right?
 
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@HeroCooky How does Scouting work exactly? is it better to have more units assigned there or is only a 2 man Vanar Longbolt team capable of getting all of the info?
Scouting is guaranteed to give you basic info on the eneny no matter which Unit is chosen. More Units means that your scouts can cover more ground and potentially find hidden maneuvers.

This is amplified by Units which have applicable traits and purpose. The Longbolts, for example, would give less info on overall goals of Nek-Ne Units, but would allow you to identify leaders and important personell, which would allow you to prioritize killing them in battle.

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Also, the Exit is the side towards Jokvi right?
Yes, that's right.
 
@HeroCooky What happens if I order Acid Troopers to defend a Cave Entrance? Can they seal it by a cave in?
Then any Units attacking that Entrance will take DoT if they stay there for the duration of the acid after an attack. Also, you can order the acid troopers to cause a cave-in, but that has a chance of killing the Unit attempting to do so, while also restricting movement for yourself.
 
Then any Units attacking that Entrance will take DoT if they stay there for the duration of the acid after an attack. Also, you can order the acid troopers to cause a cave-in, but that has a chance of killing the Unit attempting to do so, while also restricting movement for yourself.
Can they cause a cave in from outside the cave?

Also how to garrison the Crossbow into the Buildings in Nimer? Have them Fortify Ancient Structure?
 
1. Can they cause a cave in from outside the cave?

2. Also how to garrison the Crossbow into the Buildings in Nimer? Have them Fortify Ancient Structure?
1. Yes, but the risks still apply. They are causing a massive cave-in with acid after all.
2. Fortify Ancient Structure - (Entrance/Midway/Exit) - (Forces)
The Units you want to fortify go into Forces.
 
[X] Plan Ackbar
-[X] DoD will begin by performing what flight maneuvers are necessary to gain vision of the wastes while remaining hidden in the sun from said wastes.
--[X] They will perform as thorough an assessment of the enemy as they can without risking detection, and then return stealthily.
---[X] At this point, DoD and crew will make a judgement call on whether they can use their weapons to destroy the cave entrances in the pass, flats and valley without alerting the Nek-Ne to the presence of our superweapon (I.e., NN scouts seeing a dust cloud is probably fine, seeing weird flares of blue light is probably not)
-[X] Wastes: Fortify Cave Exit - 3) - (2 Hel Knights, 2 Scout Lizard Patrols)
--[X] Knights will divide into three equal groups and rush underground to the Wastes cave entrances. They will fortify these and prevent Nek-ne incursion. Scout lizards will patrol behind the knight lines to prevent nek-ne sneaking in around the knight's flanks.
-[X] Gu Valley: Fortify Position - (Midway) - (1 spear battalion, 1 crossbow battalion, 1 tribal battalion, 1 Vanar Coilgun.)
-[X] Nimer Flats: Fortify Ancient Structure - (Entrance) - (Two sword battalions, two tribal battalions, 2 war lizards, four scout lizards, 1 crossbow battalions and the Vanar grenadiers)
--[X] Fortified infantry and ranged units act as anvils/safe retreats for war lizard hammers.
-[X] Alali Pass: Fortify Position - (Exit) - (One spear battalion, one tribal battalion and one crossbow battalion, Vanar Longboltd)
--[X] Start to fortify at the valley exit, but they make a point if being slow and not completing the fortifications. We want ths Nek-Ne scouts to see a poorly fortified, weakly defended passage.
---[X] Have Pilgrim coloured smoke grenades ready to use as a 'send in the DoD' signal if/when the Nek-Ne commit their forces to attacking the valley.
--[X] Request More Supplies

Right, I think that's workable. I welcome feedback/suggestions.
 
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