Post by dratsabasti on Nov 12, 2014 9:57:54 GMT
Dazim I see you are trying to be conservative with our forces this can be a good thing in a long drawn out campaign where both sides are mostly even and time is not a factor to victory. However we are facing a force (in Minerva) that is far superior in tech and numbers, that if so inclined could deal with us in a mater of months to 2 or 3 years at most (this time frame is clearly to expensive in terms of cost/benefit at this time). Minerva is currently on the back foot and are slightly weaker because of some setback they have experienced. This will not last long and Minerva will recover in the short term (I predict this will be within the next 3-4 months if not sooner). For these reasons I suggested sending 2 platoons of scouts into Minerva in groups of 2. To clarify these scouts will be on house-back, lightly armed, told to lie about origins and reason for "visiting" Minerva, to be always moving, avoid Minerva entanglements where possible and gather information on items already stated.
Moreover I suggest that when we do attack Minerva we do so as raids. This should look like a series of random attacks orientating from a fractured group of tribes (ie what the Khanate looked like before we smelled blood). To achieve this we need to hit where Minerva Forces are not (ie where they are the weakest) in smallish numbers (company size) and avoid direct and open conflict with Minerva (this would result in slaughter). The goals of the raids is to take as much of there tech (weapons, communication, manufacturing, medical, armer, ordinance) as we can carry to be reverse engineered and integrated into our infrastructure and army. This is to set up eventual dominance in the area (long term goal).
Therefore we need to finish with the independent tribes this week. To accomplish this in the most efficient way possible is to put into practice the raiding tack ticks and hit them before they can become to organised agents us. As per my force organisation each company has 20 scouts to be used for information gathering and counter scouting for several km around the company (should be enough to provide vital information). Each company moves to "hit and run" the enemy forces form many different directions, at times determined by there war chiefs, with a set time frame of 1 to 2 days. The companies should not fully engage the opposing force. If the independent tribes have not fallen or surrendered by this time hit them with everything we have from all sides. This should demonstrate that our forces are fast, mobile, flexible and ghosts on the battle field.
Once the tribes have been bought into our fold (or wiped out) and we have enough of Minerva's tech I believe we should leave the conflict zone and turtle. Whilst we are attacking Minerva the sappers should be building minefields, hidden gun batteries, opening passes for our forces to move though, closing others to funnel enemy forces to were we want them, build traps and fortify strong points. Again our forces should be ghosts on the battle field. We also keep the tribes on the move to lessen the chance of beaning found or attacked. Our forces again attack where the enemy are not. We do not hold any one point against the enemy force. Let enemy occupy our territory and harass there forces until they give up (cast/benefit to great) or we have reversed engineered enough of Minerva's tech to push them out. The tech we "procure" from Minerva should be spread though out our territory to prevent Minerva from denying us its benefits by ether recapturing or destroying it.
Furthermore we send several diplomats to Minerva to further the elution of fractured tribes. To achieve this the diplomats arrive in Minerva at separate times through out our campaign. The first must be from The Great Khanate to "try" and open a trade agreement and an alliance. This should be turned down due to our raids. We offer to "Quell" the "other tribes" in our territory, however we would require aid in terms of armament and neutral ground to "open negotiations". "Other" tribe diplomats to go to Minerva talk about "co-operating and stopping hostilities" agents Minerva (which brake down regularly).
War is a calculated risk vs benefit enterprise. The longer we do nothing against Minerva the grater the risk becomes and the smaller the benefits are. Therefore we need to acted against Minerva soon.
Moreover I suggest that when we do attack Minerva we do so as raids. This should look like a series of random attacks orientating from a fractured group of tribes (ie what the Khanate looked like before we smelled blood). To achieve this we need to hit where Minerva Forces are not (ie where they are the weakest) in smallish numbers (company size) and avoid direct and open conflict with Minerva (this would result in slaughter). The goals of the raids is to take as much of there tech (weapons, communication, manufacturing, medical, armer, ordinance) as we can carry to be reverse engineered and integrated into our infrastructure and army. This is to set up eventual dominance in the area (long term goal).
Therefore we need to finish with the independent tribes this week. To accomplish this in the most efficient way possible is to put into practice the raiding tack ticks and hit them before they can become to organised agents us. As per my force organisation each company has 20 scouts to be used for information gathering and counter scouting for several km around the company (should be enough to provide vital information). Each company moves to "hit and run" the enemy forces form many different directions, at times determined by there war chiefs, with a set time frame of 1 to 2 days. The companies should not fully engage the opposing force. If the independent tribes have not fallen or surrendered by this time hit them with everything we have from all sides. This should demonstrate that our forces are fast, mobile, flexible and ghosts on the battle field.
Once the tribes have been bought into our fold (or wiped out) and we have enough of Minerva's tech I believe we should leave the conflict zone and turtle. Whilst we are attacking Minerva the sappers should be building minefields, hidden gun batteries, opening passes for our forces to move though, closing others to funnel enemy forces to were we want them, build traps and fortify strong points. Again our forces should be ghosts on the battle field. We also keep the tribes on the move to lessen the chance of beaning found or attacked. Our forces again attack where the enemy are not. We do not hold any one point against the enemy force. Let enemy occupy our territory and harass there forces until they give up (cast/benefit to great) or we have reversed engineered enough of Minerva's tech to push them out. The tech we "procure" from Minerva should be spread though out our territory to prevent Minerva from denying us its benefits by ether recapturing or destroying it.
Furthermore we send several diplomats to Minerva to further the elution of fractured tribes. To achieve this the diplomats arrive in Minerva at separate times through out our campaign. The first must be from The Great Khanate to "try" and open a trade agreement and an alliance. This should be turned down due to our raids. We offer to "Quell" the "other tribes" in our territory, however we would require aid in terms of armament and neutral ground to "open negotiations". "Other" tribe diplomats to go to Minerva talk about "co-operating and stopping hostilities" agents Minerva (which brake down regularly).
War is a calculated risk vs benefit enterprise. The longer we do nothing against Minerva the grater the risk becomes and the smaller the benefits are. Therefore we need to acted against Minerva soon.



