Okay lurkers, time for the curtains to go up on Operation Sledgehammer. This is the first time I have planned an attack against human opponents, so please be merciful. I expect I've made a number of noobist mistakes in this plan already
At the same time, any thoughts or criticisms of this plan and how to make it better would be more than welcome.
I spoke to Krill today and confirmed that he is onboard with the plan, I spent a couple hours and formulated this operational strategy, along with maps of the target areas. I emailed the following plan and images to Krill and Shoot:
Overall Thoughts
This plan operates under the assumption that we will be attacking with East Indiamen, Riflemen and Catapults, and that NoSpace will be defending principally with rifles. Furthermore, it assumes NoSpace will not possess frigates at the time we attack.
We really need to scout out their lands to have a better idea of the defending forces, as well as defog a few of their hidden cities. After the NAP cancellation, I will try to use some of my East Indiamen to that end. If either of you have caravels, they would be invaluable for that too.
Operation Sledgehammer includes only two amphibious assaults (though more can result if ana opportunity presents itself). My concern is that without a way bombard a cityâs defenses down from the sea, these will be terribly costly and should only be resorted to in the case of taking down the high priority cities.
The basic premise of this plan is to raze NoSpaceâs most important cities (Pyramid Scheme and Trading Post) on the first turn and land 5 smaller stacks to begin besieging the peripheral cities. The idea to overwhelm their defense by threatening so many cities at once that they cannot defend them all. The innate weakness of this plan is that it invites defeat in detail. To combat this, all 5 smaller stacks land on hills adjacent to their target city, so I would recommend at least a couple guerrilla II riflemen for each stack.
The Northern Front
The basic objective on the Northern Front is to capture/raze the cities of Net Profit and the hidden city. There is also the option to for Gold Rush and the presumed city on the peninsula.
Task Force #1
Composition: 3 East Indiamen 6 rifles, 6 catapults
Objective: Net Profit.
Task Force #2
Composition: 3 East Indiamen 6 rifles, 6 catapults
Objective: Hidden City
The Eastern Front
Shoot has a variety of options here. The first turn moves I outlined call for razing Trading Post and positioning Task Force #4 on the tile 1E of Cornered Market, assaulting the city if the opportunity presents itself. From this tile, the task force forks three cities including the GLH City â but further assaults will depend on the defenders NoSpace has in each city. Iâve marked a grassland hill that Shoot can land his forces on to begin a siege of Cornered Market if all the cities are too well defended.
Task Force #3
Composition: 5 East Indiamen, 20 rifles
Objective: Trading Post
Task Force #4
Composition: 8 East Indiamen, 16 rifles, 16 catapults
Objective: Cornered Market/GLH City/Hidden City
The Southeast
NoSpace currently has their largest force concentration in Hostile Takeover, and with the three-way NAP cancellation, will probably mobilize defenders here to protect their iron. Once they realize no attack is forthcoming and their navy is destroyed, I will believe they will make a limited offensive out of the city towards Ankara. Here we have the possibility to take the city and seize their iron through the âback door.â A possible Task Force #8 could move through Regoâs land and make an amphibious assault on the city, or besiege it from the jungle tile 1SW when the Indian forces leave the city.
The Southern Front
The plan on the southern front is to raze Pyramid Scheme to the ground right off the back and force NoSpace into a turn of anarchy. Smaller stacks will land adjacent Farmerâs Market and a currently hidden city on the peninsula. Farmerâs Market should fall pretty easily; as it is unlikely to be relieved by forces from the mainland. Task Force #6âs landing zone bisects the peninsula and cuts off the city of Tipping Point.
Task Force #5
Composition: 5 East Indiamen, 20 rifles
Objective: Pyramid Scheme
Task Force #6
Composition: 3 East Indiamen, 6 rifles, 6 catapults
Objective: Hidden City
Task Force #7
Composition: 3 East Indiamen, 6 rifles, 6 catapults
Objective: Farmerâs Market
The biggest concern in planning this operation is what Rego will do. Shoot believes that he is working closely with NoSpace, and will likely become involved in this war. Furthermore, it is not a game-winning proposition to let Rego - the score leader - play Sim City while we throw all our production into units. To deal with the possibility of war with Rego, I have planned Operation Mjolnir (going with the hammer theme). Mjolnir is an opening attack on three of Regoâs west coast cities to kick off or respond to a declaration of war with a decisive first strike
Operation Mjolnir â North
Task Force #8 is the possible force that enables the back door landing and razing of Hostile Takeover. Task Force 9# can fork Regoâs three northernmost coastal cities.
Task Force #8
Composition: 4 East Indiamen, 8 rifles, 8 catapults
Objective: Hostile Takeover
Task Force #9
Composition: 4 East Indiamen, 16 rifles
Objective: T-Hawk/Ilios
Operation Mjolnir â South
Another attack on Regoâs West coast, leaving just Sciz and Bato standing after the first turn of war.
Task Force #10
Composition: 2 East Indiamen, 8 rifles
Objective: Nowitzkiville
Force Totals
Shoot
36 rifles
16 catapults
Forces to pin Hostile Takeover
Krill
32 Riflemen
12 catapults
Dave
40 East Indiamen (11 to Krill, 13 to Shoot, 16 to Me)
44 riflemen
20 catapults
Note that this just includes forces for the opening attack, and does not address follow-up forces. I do not have the production capacity to launch all three proposed assaults (Sledgehammer, Mjolnir, Hostile Takeover) and supply East Indiamen to the two of you. I listed all three to show the possible options.
Unresolved Issues
- Do we need a naval superiority force to clear the seas?
- Do we need naval pillagers?
- Do we need a pillaging stack or two?
- What should the exact force composition look like? (any cavalry, trebuchets, cuirassiers?)
- How should we divide the spoils of war?
- How should we handle Rego?
- Does securing NoSpaceâs iron source (for frigates and possibly cannons) need to have a higher priority?
Alright, kudos to anyone who made it all the way through that massive block of text and images.
To give me maximum flexibility in the coming turns, I have decided to not renew my NAP with Rego. This will also serve to keep him guessing and perhaps make him stop his buildfest to train some units once he sees my rising power levels and my revolt into theocracy and nationhood. I have no real need to renew my NAP - my navy will soon be strong enough to stop any invasion he might launch at me. I'm going to keep permanent naval squadron in the Eastern Sea to forestall this possibility.
The one thing I havenât addressed yet are the terms of my loaning East Indiamen to Shoot and Krill yet, mostly because I have not yet decided how I will approach it. I still have not asked Krill why he spent those EPS on me.
Thoughts anyone?