You say that like Huntress will be broadcasting her face to every Duchy ship and that they already don't see us as "the White Void" which wants to exterminate them all without hesitation.The problem I see with [] Admiral Huntress Of The Black Awning is that people of the Duchy may have a problem with surrendering to the Xeno.
Voxx Primus has a force greater than 4 SBGs, but at least half of that, maybe even 2/3rds, will be working for us and shooting the defenders in the back. Then Voxx Secundus just has a single SBG and then Escish has less than a SBG. Although looking at the Warp Routes, Stable and otherwise, we're likely going to need to be ready for at least 2 SBGs worth of reinforcements So we should probably only push to Escish if we can bring at minimum 2.5 SBGs worth of ships there.Awning with a human face for the negotiations with the xenophobes seems good. What about the overall plan though? Is it silly to think we will get 3 systems deep or am I underestimating us and we are actually posed to sweep across the sector?
And here I was hoping for a Kil'drabi operated sockpuppet.Awning with a human face for the negotiations with the xenophobes seems good. What about the overall plan though? Is it silly to think we will get 3 systems deep or am I underestimating us and we are actually posed to sweep across the sector?
"How did you serve in the War of Liberation?"Hire an actor-diplomat (with military experience) who is ridiculously photogenic to serve as the "Demand Surrenders" Admiral, with a fake rank and a bunch of nonsense rank markings, medals, and etc. For those silly Xenophobes.
I'm a fan of [] Admiral Huntress Of The Black Awning for a few reasons (with optional actor-addon). We want somebody agressive and fast-
Second to me is [] Admiral K-541 and [] Admiral Elabaster Jakobinius Otruna is last. Dude sounds like a competent sub-admiral but I don't like his style. Or his disregard for the stations we literally spent two actions infiltrating. We need those.
So here's my draft of a plan -
[] Admiral Huntress Of The Black Awning
-[] Hire an actor-diplomat (with military experience) who is ridiculously photogenic to serve as the "Demand Surrenders" Admiral, with a fake rank and a bunch of nonsense rank markings, medals, and etc. For those silly Xenophobes.
-[] The Void Battle of Voxx Primus The priority for the battle of Voxx Primus is to rapidly pacify the system.
--[] Main Battle Fleet. The Primary battlefleet shall consist of all 5 system Battle Groups available to us, and focus on a rapid attack to catch the enemy by surprise as much as possible. The goal is a rapid and complete destruction of all van Zandt void forces and complete control of the Voxx Primus system to facilitate invasion operations and allow the entire fleet to
---[] Flyssa-class Destroyers The Operation is provided with 15 choirs, each aboard their own Leo-class Vanguard Heavy Cruiser, primarily to blunt the assumed destructive psytech capabilities of the Flyssa-class ships. Use these resources as you see fit.
--[] Lamenter Boarding Operations The Lamenters should focus on rapid, aggressive boarding actions, especially of the ringyards, though if an opportunity to board one of the novel craft is presented, they should take it.
---[] Megafreighters The Lamenters are to detach a company to ensure capture of the three megafreighters 'Trusty Delivery,' 'On-Time Hallowed Foods,' and 'Bulk Discounts Need Not Apply.' Each craft is heavily infiltrated by our forces, but the goal is to ensure that nothing unforeseen occurs and that all three freighters are captured without significant damage.
---[] Ringyards Much of the Lamenters remaining force is tasked with capturing the military Ringyards intact. We have infiltrators ready to disable their shield generators, which should enable rapid teleport-enabled bording.
--[] Invasion Fleet The invasion fleet is to follow closely behind the main battle fleet, with the goal of beginning the ground invasion as quickly as possible without undue risk to our ground forces. We are prepared for the upcoming conflict, they are not.
---[] Independent Operations Task Force If possible, the Chamleons should begin ground landings during the void battle, landing heavy units to catch the defenders by surprise and split the attention of the void fleet.
---[] Task Fleet Alpha The primary trooplift capability of the Federation, Task Fleet Alpha is to occupy the orbitals as soon as they are pacified and begin ground operations. Three Taurus's will split off to proceed to Voxx Secundus if that operation continues, and one more needs to return to Federation space to pick up the last System Army Groups that we don't have trooplift capacity for, but the rest should remain over Voxx Primus to provide orbital fire support unless threatened.
-[]The Void Battle of Voxx Secundus
--[] IF more than two SBGs worth of void combatants are still combat-ready & unneeded to contest Voxx Primus space against remaining Van Zandt units, then an immediate invasion of Voxx Secundus is to proceed.
--[] This battle should focus on not destroying the infastructure necessary for loading the megafreighters, and facilitating invasion of the three agriworlds.
-[]The Void Battle of Echish
--[] IF more than TWO AND A HALF SBGs worth of void combatants are still combat-ready & unneeded to contest Voxx Primus and Voxx Secundus Space, the invasion of Echish space should proceed.
--[] The goal of the Echish battle is to destroy void infrastructure and control territory to gain a strategic advantage against van Zandt, not to invade the planet. It is intended that Echish be abandoned in the face of major counterattack if it would be more advantageous to fight that force in Voxx Secundus.
-[]Deep Raids of Van Zandt space.
--[] IF Echish is taken, then all 18 Lupus-Secundus class Torpedo Destroyers from Task Fleet Alpha are released for independent operations deep into Duchy Space, using their stealth and speed to avoid battle with military forces that can threaten them. They are to target void Industry, lay mines on shipping routes and generally make as much of a nuisance of themselves as possible.
Ok, there's my first draft. I'm going to give @The Laurent and @Alectai permission to modify it if they want. I'm sure I've made some oversights, but this is meant to be a base for the eventual plan. I don't think I'm micromanaging too much, but I'll definitely take feedback on things.
My overall reasoning is that shock and awe will work well for Voxx Primus, where they're not actually expecting an attack. We want enemy surrenders and to capture the stations, so we go with Admiral Huntress of the Void Awakening and tell her to prioritize killing off everything because we want Voxx Primus space to be secure. Hopefully massed fighter strikes will let us hit even ships that are trying to run away.
Then the invasion of Voxx Secundus is going to go off unless we take absolutely crippling casualties in Voxx Primus. We need it, flat and simple. The only reason we don't take it is if trying would actually kill us off completely. Echish is a bit more optional, but it's also a chance to defeat more enemies in detail before they get reinforced, and buys us a better strategic position. So if we can go for it, we should.
And then the deep raids are taking advantage of the ~stealthy destroyer we built to distract our enemies. I would rather have had the Pictor for this, but the Lupus will do fine to drive the Duchy to distraction.
Yes, we got that done.
Honestly, I think you're being a bit too specific here. Remember, KISS* is what many militaries like from their planners
We should probably consider whether or not we want to do something with the Hallowed Cog of Creation.--[] Main Battle Fleet. The Primary battlefleet shall consist of all 5 system Battle Groups available to us, and focus on a rapid attack to catch the enemy by surprise as much as possible. The goal is a rapid and complete destruction of all van Zandt void forces and complete control of the Voxx Primus system to facilitate invasion operations and allow the entire fleet to
---[] Flyssa-class Destroyers The Operation is provided with 15 choirs, each aboard their own Leo-class Vanguard Heavy Cruiser, primarily to blunt the assumed destructive psytech capabilities of the Flyssa-class ships. Use these resources as you see fit.
--[] Lamenter Boarding Operations The Lamenters should focus on rapid, aggressive boarding actions, especially of the ringyards, though if an opportunity to board one of the novel craft is presented, they should take it.
---[] Megafreighters The Lamenters are to detach a company to ensure capture of the three megafreighters 'Trusty Delivery,' 'On-Time Hallowed Foods,' and 'Bulk Discounts Need Not Apply.' Each craft is heavily infiltrated by our forces, but the goal is to ensure that nothing unforeseen occurs and that all three freighters are captured without significant damage.
---[] Ringyards Much of the Lamenters remaining force is tasked with capturing the military Ringyards intact. We have infiltrators ready to disable their shield generators, which should enable rapid teleport-enabled bording.
--[] Invasion Fleet The invasion fleet is to follow closely behind the main battle fleet, with the goal of beginning the ground invasion as quickly as possible without undue risk to our ground forces. We are prepared for the upcoming conflict, they are not.
---[] Independent Operations Task Force If possible, the Chamleons should begin ground landings during the void battle, landing heavy units to catch the defenders by surprise and split the attention of the void fleet.
---[] Task Fleet Alpha The primary trooplift capability of the Federation, Task Fleet Alpha is to occupy the orbitals as soon as they are pacified and begin ground operations. Three Taurus's will split off to proceed to Voxx Secundus if that operation continues, and one more needs to return to Federation space to pick up the last System Army Groups that we don't have trooplift capacity for, but the rest should remain over Voxx Primus to provide orbital fire support unless threatened.
I think this is too risky, could work, could be throwing ships away.--[] IF Echish is taken, then all 18 Lupus-Secundus class Torpedo Destroyers from Task Fleet Alpha are released for independent operations deep into Duchy Space, using their stealth and speed to avoid battle with military forces that can threaten them. They are to target void Industry, lay mines on shipping routes and generally make as much of a nuisance of themselves as possible.
Longer version of what I think we need to accomplish with the war action split up into tasks. I don't know what details need to make it into a war plan, pick and choose if you want to use anything.
Not sure if this usefully mixes with the Triggers but eh I already wrote it.
- Destroy enemy fleet in Primus system
- Hijack Defence Stations and Heavy Freighters - take intact- Destroy enemy fleet in Secundus system
- Start assault on Hive worlds
- Start assault on Agriworlds - take intact- If sufficient SBG strength left, destroy fleet in Eshich System
- Prepare defensive line in Eshich, repel Voxx Reinforcements
- Else, prepare defensive line at Secundus, repel Voxx Reinforcements
-Using SAGs to garrison/occupy after winning control may be unnecessary, do we have something like PDF that come to do that stuff?
-The caveats like 'Lamenters can determine what to send and use SAG assistance, use Chamleons for covert insertion if appropriate, etc' might be unnecessary and cluttering up the list, I'm not sure what is below our level of abstraction.
Void Force Tasks
1. Send 5 SBGs and Lamenters to take Voxx Primus, Rustbuckets bring Fleet Alpha. Bring full ground forces in Taurus and Chamleon.
i. Focus getting the Lamenters and any additional boarders to the Defence Stations to hijack them. Taking them functional enough to turn against the enemy fleet is ideal but priority is neutralizing them.
ii. Be wary of mystery ships and take them out ASAP but don't take any extra risks to do so.
iii. Be cautious of Null-Net, prepare to dodge and use a loose formation without leaving neighbouring ships unsupported.
2. Move Fleet to conquer Secundus. Form defensive line here if Eshich fleet looks too challenging.
i. Priority is Agriworlds must be taken fully functional.
ii. Secundus system must be taken and held, this is the bare minimum of systems we need to control.
iii. Board and hijack Secundus Defense Stations if it seems feasible.
3. If SBGs maintain sufficient strength, move on to take Eshich system.
i. Leave a patrol if needed for Primus/Secundus if left over enemy ships raiding is a concern. Possibly Alpha Fleet.
ii. Prepare to repel reinforcements from other Voxx Systems.
iii. Taking control of their Civilized World might strain Primus/Secundus ground army or lower Development early.
iv. Jam their communications to prevent them leaking info.
4. Prepare defensive line in Eshich or Secundus systems to repel Voxx Reinforcements and Van Zandt incursions.
i. Use mines, start building defensive and/or resupply stations if able.
ii. Perhaps send propaganda saying we had to end the torturous conditions of the Hives and won't push further into Breskal, rep Star Child and the sweet life we have.
Ground Force Tasks
1. Revolutionaries - Start the stuff we've been preparing to do in sync with the Fleet attack. Someone can make this sexier.
2. Lamenters focus on taking the Defence Stations and Heavy Freighters, coordinated with inserted rebels and using any SAG assistance as they require.
i. Heavy Freighters must be taken fully functional, Lamenters can determine necessary force.
ii. Taking Stations functional enough to turn against the enemy fleet is ideal but priority is neutralizing them.
iii. When targets taken, leave occupying SAG force and move Lamenters on to assaulting Hive cities or enemy fleet at their discretion.
3. SAGs/War-Pack boarders assist Lamenters as best determined by them in this initial phase.
4. When void above Hive worlds is controlled enough, start assault landings on Hive world.
i. Use minimum 20 SAG force, use as many Sag/War-Pack/Lamenter as long as it leaves enough forces to keep reinforcements held in reserve to give relief to any heavily pressed forces and switch out exhausted regiments, and forces for occupying and controlling Defense Stations/Agriworlds/Heavy Freighters (if needed).
ii. Use orbital support from Taurus' or covert insertion by Chamleons as deemed most appropriate by generals/local commanders.
5. As soon as fleet battles above Primus and Secundus allow, land ground forces on Secundus by Taurus or Chamleon as appropriate.
i. Priority is that Agriworlds are taken fully functional, enemy forces taken out quickly to prevent sabotage.
ii. 5 War-packs per world with SAG support as needed, when ground battle is won switch out with SAGs that can garrison/occupy and maintain full agricultural production. Move War-Packs and any excess SAGs to join assault on Hive world.
iii. Begin relieving conditions for workers, giving them support while maintaining production.
6. Settle in for long ground war, use Taurus', Chamleons, Fleet ships as needed for orbital support and repositioning, supply/reinforcement line to core systems.
i. Try not to allow any forces to be destroyed, switch them out with reserves and allow to recover.
32 SAG, 31 War-pack = 63 SAG/WP
Min 20 SAG to Voxx, 40+ tasked there eventually so regiments can alternate
- this may be outdated w War-Pack effectiveness and Templars + Servo-skulls upgrades
- Logisitical Armour gives a 10 SAG buffer of Hivers before we start losing our SAGs
15 War-Pack to Agriworlds, 18 to Voxx; once Agriworlds taken move all WP to Voxx
QM says War-Packs more effective in concentrated heavily defended areas like Agriworlds, Hives too I imagine. 5 War-Pack = effective as 20 SAG
Occupying forces: 1 SAG per Agriworld, 1 SAG per Freighter, 1-2 garrison Stations = 7-11? or more as needed?
- Not sure if these necessary
[] Admiral K-541
Daughter of a long line of captains and admirals, K-541 has more than a few legacies to live up to. She also has more than a few hundred years of collected experience to draw upon, and her foster parent was as eager to teach the then-young girl all they could as K-541 was to learn all knowledge given to her. Now an adult of 78 years, she yearns to burn another memory of her lineage into the void and does so with unparalleled efficiency, every metric of ship under her command memorized and ready to be utilized in the coming fight.
Most concerned with: Ensuring fleet cohesion, formation, and the liberation of Voxx Primus.
Least concerned with: Enemy casualties, surrenders, or morality.
Flaw: Tends to get lost in the hard numbers of battle.
[] Admiral Huntress Of The Black Awning
A Kil'drabi captain freshly changed into their female sex. She advanced to the position of an admiral after her previous command over the Battlecolony Paths We Year expired and a new generation took over. She was promoted by High Command due to her merit and a long line of duty, having earned commendations against pirates, Chaos, and within the ubiquitous wargames of the Admiralcy. Notably aggressive in her tactics, she is often a favorite of any Thule under her command due to her leadership style of boisterous command and daring fights, which has made her more than one enemy for those valuing professionalism above the force of personality.
Most concerned with: Killing the enemy and having rock-solid morale.
Least concerned with: Being professional and by-the-books.
Flaw: Utter drama-queen.
[] Admiral Elabaster Jakobinius Otruna
Born on Diablo Major in Quintura Diablo, Elabaster Jakobinius Otruna had an upbringing typical of those born in the Federation Core Worlds. Ten years of school starting at 5, three years of self-chosen social service to enter military service at eighteen as an officer candidate, with merit and professionalism earning him a steep rise in ranks, earning him his first command, a Libra-Quartus Light Carrier, at 28. Utterly despised by the local Thules due to his constant drills and disliked due to mandated harsh training for the entire crew by the same, both components nonetheless were distraught to see their captain leave when he turned 44 to ascend as Flotilla-Admiral, and then Konteradmiral within three years due to meritorious actions against a band of Pirates seeking to plunder Monresast. Has since risen to the rank of Admiral by way of service.
Most concerned with: The Flyssa-Class' unknown capabilities.
Least concerned with: Keeping enemy void-infrastructure intact.
Flaw: Harsh trainer and honorable demeanor.
K-541 isn't a case of nepotism, she's a case of eugenics. Note the "foster parents" and the numerical name, she wasn't raised by a family with naval influence, she was cloned in one of our cloning center from a gene line that includes many captains, and thereafter groomed for command.K-541 specifically comes from a long line of captains and admirals. She represents what I personally consider to be a possible worrying trend within any military: nepotism and the growth of an officer "aristocracy." Of the three, she is also the only one to not have any mention of being promoted by merit and service. Lastly, I get the impression she is not quite flexible enough to respond to rapidly changing situations and surprises by the enemy. Ensuring fleet cohesion and formation are all well and good (especially given our reliance on carriers and protecting them), but that focus might come at the cost of not responding appropriately to exploit a hole or weakness in the enemy's formation. Her stated flaw and not being concerned with morality or enemy surrenders/casualties speak for themselves.
You're ignoring one of the two flaws.And lastly, I'm gonna be perfectly honest and just say that his flaws are not flaws at all. We've known we were going to be fighting against the Free Duchy for, what, a century by now? Harsh training is what keeps crews alive, especially when preparing for a coming war against a peer power. The fact that the crews under his command (the ones who actually had to serve under his training) were distraught to see him go speaks volumes to how they actually viewed him as their commander. This isn't an officer who was training his crews because he's an asshole, he was training them because he doesn't want them to die. That's who we need in overall command.
1. At least twenty if you need it taken quickly. A mix of any applies.1. Can we estimate how many SAGs/War-Packs it would take to conquer the Eshich world?
2. Does this plan follow the If/Then guidelines well enough?
My finger slipped on the 3 LC and 6 DD, they should be 6 and 9. Also this takes into account the Void Shield Link, the unknown Psytech capabilities of the Duchian Navy, and the QM feeding you not so subtly OOC information to make sure you don't run into that system with less than what is needed to win.... How is 20 destroyers, 11 frigates, and 3 light cruisers stronger than an SBG?
My finger slipped on the 3 LC and 6 DD, they should be 6 and 9. Also this takes into account the Void Shield Link, the unknown Psytech capabilities of the Duchian Navy, and the QM feeding you not so subtly OOC information to make sure you don't run into that system with less than what is needed to win.
My intention wasn't to give them choirs. They'll have to slowboat between systems, but that's fine. I don't expect to see any of them back for a decade and that's fine.
This is definitely micromanaging.Be cautious of Null-Net, prepare to dodge and use a loose formation without leaving neighbouring ships unsupported.
We double-action infiltrated them. I don't think we need any more focus on the freighters.If the Heavy Freighters are in Secundus, then Lamenters focus on boarding and hijacking them, prioritize taking them fully functional, then move on to Primus or Fleet battle as they decide.
The fact that the Hallowed Cog isn't included here makes me think it's not a combat ship but rather how they turn psykers into weapons. Or maybe an AI ship. Either way, let's try to capture it with the Lamenters.
1. At least twenty if you need it taken quickly. A mix of any applies.
I think it is safer to destroy it just in case it dose indeed have an AI on board.The fact that the Hallowed Cog isn't included here makes me think it's not a combat ship but rather how they turn psykers into weapons. Or maybe an AI ship. Either way, let's try to capture it with the Lamenters.
I am going to assume you mean "steal" here, and no to both questions.Question, do we know if they have any knights, and if sow can we flatpaw them?
1. Seems like they'd spend more time traveling than attacking then, making their impact more questionable. They also don't have on-board supply or anything to help them on long operations. I think we shouldn't split off forces when our SBGs will be hurting.1. My intention wasn't to give them choirs. They'll have to slowboat between systems, but that's fine. I don't expect to see any of them back for a decade and that's fine.
This is definitely micromanaging.
We double-action infiltrated them. I don't think we need any more focus on the freighters.
Do they interact directly with her, or do they speak to special envoy/adjudant/whatever Smith?Yeah that's be a major issue with her, anyone who sees her may say "welp we're fighting to the death against this filthy Xeno" or whatever. Making it harder for surrenders to happen which is why I'm inclined to the other two for at least Voxx Prime given that's the important target here.
I feel if we have a human or a mechanicus type in charge at Voxx Prime it'll make surrenders slightly more possible and thus one less ship we have to fight.
When i saw the notification i assumed that shit had hit the fan and we needed to make split-second (vote open for a few hours) decisions.