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 requirement 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 maneuver 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.
Alright here is the revised version of my plan, Safe Hold-Out. The goal is to get the Nek-Ne to commit their army into an all out attack so that they can be encircled and blasted to pieces by the DoD. To do that, we need information on where the enemy is going and then fight them before they can get to Jokvi.

1st things first, we need advanced warning on all routes, so we know where do we need to commit our army. For the Wastes, just to make sure they don't sneak into the tunnels gets 3 Scout Cav, their job is to monitor the Wastes and inform us if there is an army there and that they have entered the caves, if that section is clear, then the caves should be clear since I plan on covering all of the entrances. Alali can have 1 Scout Cav since it is a pass and that we plan on monitoring all routes into the cave. The same will be done for Nimer and Gu. If they encounter the Nek-Ne army, they are to run away and not engage, they are meant to provide advanced warning so they are to retreat to friendly lines if they spot the army.

Next would be to send forces to defend the overland routes and Entrances in case the Nek-Ne decides to just YOLO directly toward Jokvi, their role is to slow down the army until reinforcements in the form of our Knights arrive. For Alali, if the army comes through the entrance and into the caves we will know about it due to the Scout Cav and then we can arrange our reserve forces to focus the cave entrances instead of reinforcing the overland defense. The Alali-Pass will be the most likely place to enter the Cave system so I'll post guards on the Alali section of the Sivaldi Caves in the form of Acid Troopers, they should be able to delay an army long enough to get a Knight Hel down there and some reinforcements. On the surface, an Infantry Force should be able to hold out long enough for reinforcements, especially with the River helping out.

For Nimer Flats, Cav and garrisoning those buildings and filling them with Crossbows is the plan. For now, keep the Cav in reserve and when the Scout Cav see an army go through the Entrance of Nimer then we send the Cav. Tribals will be meat shields for the Crossbow and Longbolts that will stay in buildings with a Sword Battalion covering their backs. Longbolts will be in Camouflaged buildings and snipe any leaders they see cause they get crit damage.

Gu Valley will be similar to the composition in Alali-Pass. The main issue are the villages, I am guessing that the Nek-Ne army would grow if we let them have that village so it might be a risk to evac them, but I think it will pay off. The only way they can get at it is if they bum rush Gu Valley, if that happens we send the Knights as our panic button and the Scout Cav should be able to give advanced warning. Since we have all of the Cave entrances covered, we can wait to seal that cave in Gu Valley for a few days. Since we can only afford to evac 1 Village at a time, we'll evac Midway first, the the one at Exit.

For the Caves, we can fortify the entrance next turn once we have more supply.

86+ 135+110+125=456 Supply Cost with 61 Upkeep Costs = 44 Supply and 89 Income

[X] Plan: Safe Hold-Out (Action Cost + Supply Upkeep)
- [X] [Wastes] Scout (3x Scout Lizard Patrol) (20+(6x3)=38)
- [X] [Alali-Pass] Guard (Entrance) - (1x Scout Lizard Patrol) (10+6=16)
- [X] [Nimer Flats] Guard (Entrance) - (1x Scout Lizard Patrol) (10+6=16)
- [X] [Gu Valley] Guard (Entrance) - (1x Scout Lizard Patrol) (10+6=16)
- [X] [Alali-Pass] Guard (Exit) - (1x Spear Battalion) (10+2=12)
- [X] [Alali-Pass] Fortify Position - (Exit) - (1x Crossbow Battalion) (50+3=53)
- [X] [Jokvi] Request Reinforcements - (2x Acid Troopers) (70)
- [X] [Nimer Flats] Guard - (Midway) - (2x Tribal Squadrons) (10+0=10)
- [X] [Nimer Flats] Fortify Position - (Midway) - (1x Sword Battalion) (50+2=52)
- [X] [Nimer Flats] Fortify Ancient Structure - (Midway) - (1x Crossbow Battalion) (20+3=23)
- [X] [Nimer Flats] Camouflage Ancient Structure - (Midway) - (2x Vanar Longbolt Launcher Team) (15+10=25)
- [X] [Gu Valley] Fortify Position (Exit) - (1x Crossbow Battalion) (50+3=53)
- [X] [Gu Valley] Evacuate Village - (Midway) - (1x Sword Battalion) (70+2=72)

Let me know if there are any problems it this plan.
 
Last edited:
Adhoc vote count started by HeroCooky on Feb 25, 2021 at 11:00 AM, finished with 27 posts and 4 votes.

  • [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
    [X] Plan: Safe Hold-Out (Action Cost + Supply Upkeep)
    - [X] [Wastes] Scout (3x Scout Lizard Patrol) (20+(6x3)=38)
    - [X] [Alali-Pass] Guard (Entrance) - (1x Scout Lizard Patrol) (10+6=16)
    - [X] [Alali-Pass] Guard (Exit) - (1x Spear Battalion) (10+2=12)
    - [X] [Alali-Pass] Fortify Position - (Exit) - (1x Crossbow Battalion) (50+3=53)
    - [X] [Jokvi] Request Reinforcements - (2x Acid Troopers) (70)
    - [X] [Nimer Flats] Guard - (Midway) - (2x Tribal Squadrons) (10+0=10)
    - [X] [Nimer Flats] Fortify Position - (Midway) - (1x Sword Battalion) (50+2=52)
    - [X] [Nimer Flats] Fortify Ancient Structure - (Midway) - (1x Crossbow Battalion) (20+3=23)
    - [X] [Nimer Flats] Camouflage Ancient Structure - (Midway) - (2x Vanar Longbolt Launcher Team) (15+10=25)
    - [X] [Gu Valley] Evacuate Village - (Midway) - (1x Sword Battalion) (70+2=72)
I need a 1d100 against the Daughter and 4d25 for weather
 
Nek-Ne Invasion Day 1 Results + Day 2 Planning
Day 1 Results
[X] Plan Ackbar
-[X] DoD will begin by performing what flight maneuvers needed to gain vision of the wastes while remaining hidden in the sun from said wastes.

Plotting course... course plotted. Recommended height: 7.342 km. ETA: 2 Hours, 32 Minutes, 02 Seconds. The optimal path for visual camouflage via the sun is set, Captain. Please acknowledge. The cold, mechanical voice droned over the speakers, almost devoid of inflection or any other signs of being spoken by a person. All except the hint of excitement and eagerness that was that little bit too desperate to be comfortable to Kyar. "Acknowledged," he spoke clearly to the air, trusting in the hidden microphones to pick up the command, instantly verified by the dull roar of the engines and shifting view from the 'windows' adorning the bridge. He still marveled at the clear and crisp pictures they delivered, overlaid with information and analysis, seemingly without any delay. Though that had been disproven by an Elder specializing in electronic-whatchacallit, saying there was a delay of 0.012 microseconds from the cameras to the screens. "Elder Ledar, what is the status of PD and Aria? "He asked the man skulking around him since he had been elected as the 'captain' by the others to have a clear hierarchy. The chance to get insight, even via second-hand interaction, into such an old Machine-Mind as the Daughter had been too tempting for him, resulting in the Elder trading several favors and doodads to be assigned permanently as his 'assistant.'. "The venerable Perpetual Defiance is still connected to the Core of the Daughter of Dawn, having requested not to be disturbed while working. Aria has likewise not moved much from her side, as is proper." Kyar nodded in thought, slowly using the motions thought to him by the Daughter to skim through several reports written by either the Royal Guard, Elders, or the Daughter herself. In truth, he was nervous, seeking to distract himself with idle chatter. It was not every day that one would go to war for the Empire, even as safe and secure as in the Daugther. He hoped that he would not be found lacking.

--[X] They will perform as thorough an assessment of the enemy as they can without risking detection and then return stealthily.
"What do you think?" Seargent Li asked, gesturing towards the green hololith dominating the center of the room. A few other people were in the room with him, two Elders and three other Royal Guardian staring at the display with interest and some slight concern. "A lot of people, though not enough to account for nine tribes and their mercenaries. Especially when you take into account that six of the tribes vanished shortly before all this," one of the Elders spoke up, rapidly tapping into a tablet in his hands, without looking at anyone else. "We are assuming that all have been converted?" One of Li's sergeants spoke up, looking in the round with some worry in his eyes. "Since InSec said so, yes," was all the answer he received from the Elder who had spoken before. "Okay, great. So, at worst, we are looking at, what? 35-40 thousand enemy combatants? More?" Li asked, rubbing his eyes in annoyance and hidden anger towards the Nek-Ne. "Correction," the second Elder piped up, his voice having a slight mechanical tint to it, probably thanks to the silvery throat visible to all. "We are expecting around six-thousand capable enemy soldiers, five-hundred elite troops, and ten-thousand crazed Mutants from the conversion process in the worst case. All others have likely perished or died due to a lack of food and water on the march here."

"Huh. Daugther?" Li intoned in contemplation before lifting his head slightly to look upwards. "What is our count as of now, and when will they arrive?" He didn't have to wait long for an answer, as the three distinctly marked waves now fielded estimates as to their sizes. The first group consists of roughly 1.600 individuals, ETA: 2 days. The second is numbering in the 2.400's in three distinct groups, ETA: 3 days, while the last known group has around 5.400 members organized into nine groups of 600 each, with an ETA of 5 days. "Thank you," Li remarked, returning to staring at the hololith in front of him. "Well, that's a lot of enemies. Let's radio it back and see if we can't figure out where they will go before we leave." A chorus of 'Yes Sir's' echoed after his statement.

---[X] At this point, DoD and crew will make a judgment 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 OK, seeing weird flares of blue light is probably not)
The Daughter destroyed the [Entrance] access to the [Sivaldy Caves] in [Alali-Pass], although proved unable to find a firing position upon the [Midway] entrance due to concerns for being spotted. Similar circumstances prevented the Daughter from firing onto the [Midway] entrance in the [Nimer Flats]. [Gu Valley's] [Exit] was reduced to so much rubble, however, due to the cover of the rainclouds.

-[X] Wastes: Fortify Cave Exit - 3) - (2 Hel Knights, 2 Scout Lizard Patrols) - (1/2 Days)
--[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 from sneaking in around the Knight's flanks.

Rafeeda nervously glanced to the side, slightly adjusting her seating to remain inconspicuous. A slight murring below her alerted the rider as to her lizard's curiosity and nervousness itself. "It alright, Mran," she said, affectionately patting the neck of her friend, "those big machines are on our side. Stay out of their way, and you'll be right as sand." Mran continued running forwards but lowered his call, still suspicious and uncomfortable next to the giant machines running alongside him and Rafeeda's Patrol. Not that she could blame him, she felt tiny and weak next to these dreadnoughts of human might, a situation she only felt when accompanied by War-Lizards, and even then rarely. Shaking her head, Rafeeda bound her reins around her saddle and took out a piece of jerky from a pouch, trying to relax and calm her mind. That the Knight next to her ever so often looked at her did not help any.

Pilot Khalim, stop staring at our allies; you are making them nervous.Sorry, Sir, but the feathers on the scout's uniform are beautiful!Oogle when we are resting, not when we are moving into hostile territory. Eyes forwards, and don't let me catch you looking again! And make that an order!YES, SIR!

-[X] Gu Valley: Fortify Position - (Midway) - (1 spear battalion, 1 crossbow battalion, 1 tribal battalion, 1 Vanar Coilgun.)
Two children looked at the mass of people camping a few hours away from their homes, pointing excitedly at a small tent flying the colors of a Forge-Clan, while joking about the dumb tribals who had chaotically pitched tents, unlike the orderly fashion of the good soldiers. When called by their father to return home, they swiftly climbed down the watchtower, brimming with energy and telling tall tales about the soldiers and what their purpose was, eliciting a smile from their father. With practiced motions and words, he herded them inside to eat, smiling with ease. Once they were inside, he worriedly looked in the direction of the soldiers and gave a short prayer to the Emperor that they were only here for training.

-[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.

Preparations for fortifying and subsequent construction have finished and commenced without any significant issues. Entrances have either been collapsed, barred, guarded, or sealed shut, as scouts are setting up to range the lands to supply advanced warning for any incursion. There was no considerable friction with the Tribal warriors, though their unfamiliarity with Empire protocol and ranks has caused some confusion among them.
-Report to Headquarters.

-[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 of being slow and not completing the fortifications. We want the Nek-Ne scouts to see a poorly fortified, weakly defended passage.

"Okay, but what is it?" Kul asked, staring in complete confusion at the mass of wires, plating, metal, and spirits-know-what currently being set up a few dozen meters beyond the man preventing access. "Like I said a dozen times and will do so for as long as needed: Not. Your. Concern. Now sod off, you fucking goat!" The Forge-Claner said, anger and distrust clear on his face, hand on his ax, while some nearby soldiers following the exchange with little mirth and mostly suspicion. "Kul! What are you doing?" A voice shouted behind the two, causing said man to lose color in his face. "Chief! I was only asking-," "If you have the energy to ask stupid questions, you have the energy to dig another trench! Get to it!" He interrupted, shoving a shovel into his hands, causing the younger man to nod frantically before rushing off. The Chief only grunted in annoyance, giving a nod to a now much more relaxed Claner before walking off to shout at more people.

---[X] Have Pilgrim colored smoke grenades ready to use as a 'send in the DoD' signal if/when the Nek-Ne commit their forces to attack the valley.
Instead of relying on smoke-signals, the commanders of each sector have been issued rare radios for efficient communication with headquarters and to request fire support from the Daughter when necessary.

--[X] Request More Supplies
An additional 118 Supplies have been assigned to your use.

Day 2 Planning.
You currently have 558 Supplies and lose 23 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 being stationed everywhere, preparing for the coming fights. 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 One entrance is within the Alali-Pass, one 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: Probing forces are on the way towards all positions, ETA: 1(one) day (Day 3), consisting of no more than ~400 people per sector. They will only threaten the Village in [Gu Valley], representing an opportunity to capture prisoners for interrogation. Additional forces consisting of 3 unidentified groups of about ~800 per are 1(one) day behind (Day 4). On Day 6, 9 groups of about ~600 will arrive.
Wastes: Caves 1-3: Level 1 Fortifications (1/2 Days).
Alali-Pass: Exit: Level 1 Fortifications.
Nimer Flats: Entrance: Level 1 Fortified Structure.
Gu Valley: Midway: Level 1 Fortifications.

Recent Tactical Evaluations: Scouting with the Daughter was successful, though it has yielded far less on-the-ground information than hoped. While she allows for grandiose oversight and superior counting, we could glean no information about plans, leaders, possible dangerous armaments, artifacts, or other small items.

Weather:
Wastes: Windy (Speed up.)
Alali-Pass: Sunny (No effect.)
Nimer Flats: Sunny (No effect.)
Gu Valley: Moderate Rain (Speed and Range down, Morale up.)
1x Daughter Of Dawn
2x Knight - Hel - [2x Heading towards Sivaldy Caves Wastes 1-3 (Scattered)(Arrives tomorrow)]
2x War Lizard Squads - [2x Nimer Flats: Fortified Ancient Structure - (Entrance)]
6x Scout Lizard Patrols - [2x Heading towards Sivaldy Caves: Wastes 1-3 (Arrives tomorrow), 4x Nimer Flats: Fortified Ancient Structure - (Entrance)]
2x Spear Battalions - [1x Gu Valley: Fortified Position - (Midway), 1x Alali Pass: Trapped Fortified Position - (Exit)]
2x Sword Battalions - [2x Nimer Flats: Fortified Ancient Structure - (Entrance)]
3x Crossbow Battalions - [1x Gu Valley: Fortified Position - (Midway), 1x Nimer Flats: Fortified Ancient Structure - (Entrance), 1x Alali Pass: Trapped Fortified Position - (Exit)]
2x Vanar Longbolt Launcher Teams - [2x Alali Pass: Trapped Fortified Position - (Exit)]
1x Vanar Grenadier Outriders - [1x Nimer Flats: Fortified Ancient Structure - (Entrance)]
1x Vanar Slingshot Heavy Coilgun - [1x Gu Valley: Fortified Position - (Midway)]
4x Tribal Squadrons - [1x Gu Valley: Fortified Position - (Midway), 2x Nimer Flats: Fortified Ancient Structure - (Entrance), 1x Alali Pass: Trapped Fortified Position - (Exit)]
[ ] 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 - (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)

[ ] 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: 6d20 Supplies

[ ] Request Reinforcements - (Write-In)
Cost: Variable
Time: 1 Day
Reward: Reinforcements
2x [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]

1x [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]

1x [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]

1x [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]

24x [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]

4x [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]

A moratorium will be until 02.03.21 at 17:00 CET.
Voting will be closed on 04.03.21 at 17:00 CET.
The update will be online on the 07.03.21 at 17:00 CET.
 
Last edited:
Whew. Alright, stage 1 set.

So, aside from moving the Alali pass troops up to midway to cover that cave entrance, I'd say we're in pretty good shape. We can probably also send the scout lizards out from the waste cave entrances to get better info, then have them retreat back behind the Knights.
 
Two children looked at the mass of people camping a few hours away from their homes, pointing excitedly at a small tent flying the colors of a Forge-Clan, while joking about the dumb tribals who had chaotically pitched tents, unlike the orderly fashion of the good soldiers. When called by their father to return home, they swiftly climbed down the watchtower, brimming with energy and telling tall tales about the soldiers and what their purpose was, eliciting a smile from their father. With practiced motions and words, he herded them inside to eat, smiling with ease. Once they were inside, he worriedly looked in the direction of the soldiers and gave a short prayer to the Emperor that they were only here for training.
Wait a minute, Alali Pass doesn't have a village, that's in Gu Valley.
 
@BelligerentGnu Should we evac the Midway Village? The Crossbow Regiment outnumbers the 400 going in 3 to 1 so I think the Spearmen should be able to evac the town in 2 days and be done by the time the 800+ arrived. If we get Acid Troops and deploy them at Gu, it should buy even more time.
 
Last edited:
Evacuating the Midway Village is a good idea for both humanitarian and strategic reasons. While the humanitarian reasons are obvious, strategically, it prevents the Nek-Ne from converting the villagers into more mutants, it also prevents them from gaining any information from the natives about the area/nearby forces, and it prevents them from potentially disrupting any of our operations.
 
Rather than try to hide the Daughter in the Sun we should switch to night engagements. There is no way that the Daughter lacks the sensors required to conduct night operations.
 
I am just a dirty lurker and you will excuse me for being only being here to read, but I guess that´s what I deserve.
Wisefox threw 1 25-faced dice. Reason: Feeling guilty Total: 18
18 18
 
Nek-Ne Invasion Day 2 Results + Day 3 Planning
Day 2 Results
[X] Plan No Plan
-[X] Wastes: Fortify Cave Exit - 3) - (2 Hel Knights, 2 Scout Lizard Patrols) - (2/2 Days)
--[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 from sneaking in around the Knight's flanks.

The cave-entrances yawned wide open, maws into the world topside while descending deep into the black abyss of the caves below. If one were mad enough to wander around here, they would hear the wind shrieking past into the void below, the dripping of water down ancient pillars formed after eons, and the flicker of bioluminescence from insects and plants clinging to life below. The latter hid, frightened by unknown interlopers rushing into their domains, upsetting the balance delicately kept.

However, the towering machines did not care about the feelings of those so far below them, neither did their Pilots. They had been ordered to defend these entrances; thus, they would die to see it done. Behind them, hidden in side-tunnels and smaller passages, camps awaited for those whose duty it was to keep the guardians themselves safe. Quick excursions and mapping efforts brought all paths into the light, no route the enemy could take uncharted, barricades and warning systems ready to hinder and expose those which wished to venture deeper.

Now, all that was left was to wait.

Day 3 Planning.
You currently have 535 Supplies and lose 23 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 being stationed everywhere, preparing for the coming fights. 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 One Entrance is within the Alali-Pass, one 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: Probing forces are on the way towards all positions, ETA: 1(one) day (Day 3), consisting of no more than ~400 people per sector. They will only threaten the Village in [Gu Valley], representing an opportunity to capture prisoners for interrogation. Additional forces consisting of 3 unidentified groups of about ~800 per are 1(one) day behind (Day 4). On (Day 6), 9 groups of about ~600 will arrive.
Wastes: Caves 1-3: Level 1 Fortifications
Alali-Pass: Exit: Level 1 Fortifications.
Nimer Flats: Entrance: Level 1 Fortified Structure.
Gu Valley: Midway: Level 1 Fortifications.

Recent Tactical Evaluations: All Units await further orders while preparing for the coming fights.

Weather:
Wastes: Light Sandstorm (Speed down, Range down.)
Alali-Pass: Sunny (No effect.)
Nimer Flats: Sunny (No effect.)
Gu Valley: Storm (Speed and Range harshly down, Morale down.)
1x Daughter Of Dawn
2x Knight - Hel - [2x Sivaldy Caves Wastes 1-3 (Scattered)]
2x War Lizard Squads - [2x Nimer Flats: Fortified Ancient Structure - (Entrance)]
6x Scout Lizard Patrols - [2x Sivaldy Caves: Wastes 1-3, 4x Nimer Flats: Fortified Ancient Structure - (Entrance)]
2x Spear Battalions - [1x Gu Valley: Fortified Position - (Midway), 1x Alali Pass: Trapped Fortified Position - (Exit)]
2x Sword Battalions - [2x Nimer Flats: Fortified Ancient Structure - (Entrance)]
3x Crossbow Battalions - [1x Gu Valley: Fortified Position - (Midway), 1x Nimer Flats: Fortified Ancient Structure - (Entrance), 1x Alali Pass: Trapped Fortified Position - (Exit)]
2x Vanar Longbolt Launcher Teams - [2x Alali Pass: Trapped Fortified Position - (Exit)]
1x Vanar Grenadier Outriders - [1x Nimer Flats: Fortified Ancient Structure - (Entrance)]
1x Vanar Slingshot Heavy Coilgun - [1x Gu Valley: Fortified Position - (Midway)]
4x Tribal Squadrons - [1x Gu Valley: Fortified Position - (Midway), 2x Nimer Flats: Fortified Ancient Structure - (Entrance), 1x Alali Pass: Trapped Fortified Position - (Exit)]
[ ] 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 - (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)

[ ] 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
3x [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]

2x [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]

1x [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]

28x [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]

2x [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]

A moratorium will be until 06.03.21 at 17:00 CET.
Voting will be closed on 08.03.21 at 17:00 CET.
The update will be online on 12.03.21 at 17:00 CET.
 
Last edited:
Back
Top