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Topic: Commander Deathcall's Battle Plan (Read 3314 times) previous topic - next topic

Commander Deathcall's Battle Plan
Commander Deathcall's Battle Plan

Battle Plan Objectives

Phase I

  • Create a supply-line of war materials leading into the Garron System
  • Stockpile war materials somewhere on the Garron System
  • Invade the Tiber System
  • Create and Hold a corridor from the Garron-Tiber jump-point to Tiber II
  • Route or Destroy Vanduul Forces in the vicinity of Tiber II
  • Establish a Supply Depot on Tiber II, either on the planet's surface or its satellites
  • Establish a Supply Convoy from our stockpile in Garron to our new depot on Tiber II
  • Secure Tiber II against Vanduul counter-attacks

    Phase II

  • Reorganize & Replenish our forces on Tiber II
  • Send out explorers onto the system
  • Shadow enemy supply convoys
  • Acquire the location of unknown jump-point locations
  • Localize enemy fleets and installations
  • Pillage the enemy's supply line.
  • Test the enemy's combat readiness.
  • Route or Destroy the enemy fleets
  • Capture or Destroy enemy facilities
  • Lock-down jump-points leading further into enemy space.


    Phase III

  • Get intel on the Virgil system
  • Get intel on the Orion system
  • Get intel on the Vendetta system
  • Act according to intel gathered

    Battle Plan Specifics

    Phase I

    Create a supply-line of war materials leading into the Garron System

    I'll bypass the economical requirements for the purpose of this battle plan, how we acquire the money to acquire these materials will probably be up to joint-community effort, however, this effort should be handled separately from our strategy and thus will not be delved into on this post.

    In order to wage war, we'll need a wide assortment of things: Ships, spare parts, ammunition, fuel, crew-members, weapons, medicine, etc.

    A lot of people think that our logistical problems begin with the invasion of Vanduul space, however, this is not so. The logistical nightmare begins much earlier, with the assembly of our forces in a border system. It has been mentioned once and again that the main reason why the UEE does not go after the Vanduul is because of how hard it is to supply a fleet in the sectors where they act. We will suffer the same fate. Judging by how the economy model has been designed, there won't be enough materials on Garron (or any other frontier system for the matter) to provide the necessary materials for an invasion force with thousands of ships. We'll bleed the system's economy dry, and while the game mechanics may create dynamic convoys that will - very slowly and with ever so increased prices - replenish the vendors, we won't have the luxury (or credits) to wait them out.

    A supply line must be established weeks before the invasion. The line will have to come from deep inside UEE territory where the prices are more affordable. These convoys will have to run for as long as the Operation continues as we'll be in constant need of supplies and there won't be many to commandeer from the Vanduul.

    Stockpile war materials somewhere on the Garron System

    Establishing a supply line is only the first step into solving our logistical problems. We won't have the luxury of time once the invasion begins, so we can't be sitting idly waiting for the haulers to bring in materials from the inner systems while the Vanduul take us apart. A stockpile must be built and a separate group of haulers put in charge of establishing convoys to our invasion fleet once its on the move.

    We'll have to calculate how many supplies we'll need for the operation while taking into consideration our expenditures and our ability to replenish the stockpile with the convoys coming from the inner systems.

    Invade the Tiber System

    The idea is clear by the reasons are not.

    Tiber is one of the few known locations where the Vanduul actually replenish their war-machine: The Vanduul are harvesting resources on Tiber I in order to build new ships. Depriving them of this planet will not only slow their numbers and combat readiness, but it may also lead to the capture/annihilation of their gathering ships. Also, taking into consideration how Vanduul clans aren't exactly the type to share, it's very likely these materials are processed somewhere on the system, meaning that there could be a Vanduul, refinery, ship-shard or other important facilities around.

    Tiber is a well known staging area for raids: A staging area means supplies. Not only will we be cutting counter-attacks short by attacking the Tiber System, but there's a slight chance we might stumble onto the enemy's supply stockpiles. Capturing or destroying them would put our forces on par with theirs logistics wise.

    Tiber is actually garrisoned by the Vanduul: You may think of this as a disadvantage, but it's actually the other way around. The fact that the system is garrisoned means, first and foremost, that the enemy cares about this system, so they won't avoid contact. Second, it's very likely that either a huge clan or a clan alliance holds the system. Third, it is likely that this clan or alliance is scorned by neighbor clans and might not get reinforced if attacked. Mind you, this sounds as wishful thinking, but judging from the Vanduul social behavior, it's a likely possibility. This would mean that, if we manage to route or destroy the enemy fleets on the system, not only would we have dealt with (most likely) the highest threat in the sector, but also dissuaded other clans from attempting to counter-attack seeing as Vanduul tend to avoid fights where the odds are even or against them.

    Where we to engage the minor forces in the sector, it's very likely that they'd flee contact. If the threat we pose is recognized, then they'd all join forces in order to destroy us, regardless of their inner squabbles. By attacking them where they are strongest, we just hasten the inevitable: A full out attack on the enemy's main forces and stronghold on the sector. There would be no point to cruise by abandoned systems if in the end all the progress we make is reverted because we spent our forces and supplies fighting minor skirmishes.

    We win on Tiber, or we lose everywhere.

    Create and Hold a corridor from the Garron-Tiber jump-point to Tiber II

    After clearing the immediate vicinity on the far side of the Garron-Tiber jump-point, our main objective will be securing a corridor to allow our ships to fly into combat on Tiber II and return into the Garron system should they need repairs or supplies. This means establishing a secure foothold and running patrols back and forth to Tiber II to make sure lone squadrons don't get ambushed by enemy forces. If we can't secure the jump-point, then the entire operation must be scrapped. The Garron-Tiber jump is, literally, our life-line.

    Route or Destroy Vanduul Forces in the vicinity of Tiber II

    While Tiber I has greater strategic importance, Tiber II and it's host of abandoned/derelict/wrecked ships may provide us not only with on-site spare parts but also a location to establish our first foothold on the system. The orbiting debris would make for prime locations for ambushes (though this works both ways) and it's likely that the Vanduul's presence on this planet is less than on it's twin, Tiber I, meaning that we'd get a bit of extra time to prepare before facing off the brunt of the enemy's forces.

    Establish a Supply Depot on Tiber II, either on the planet's surface or its satellites

    Once the vicinity of Tiber II is relatively safe, we must set a forward operations base where our supply line can start stockpiling our resources. This foothold could also serve as a location to conduct repairs and R&R to our forces while we secure the rest of the system. Prime locations would be planet-side, but satellites orbiting the planet could also work. We should aim for the most defensible location while also bearing in mind that it has to be able to take thousands and thousands of tonnes in material.

    Establish a Supply Convoy from our stockpile in Garron to our new depot on Tiber II

    The purpose of establishing a FOB is to avoid re-supplying in space, where ships would be extremely exposed to enemy attacks. Once the FOB is established, we can assign escorts to our haulers and separate them from the main fleet (thus exposing them to less combat). They would run the Garron Stockpile / Tiber II route while our fleet would now operate from the FOB.

    Secure Tiber II against Vanduul counter-attacks

    While I'm hoping that, initially, we won't have to face an overwhelming number of Vanduul when attacking Tiber II, it's very likely that they'd, sooner than later, respond in kind. We must be ready for their counter-attack before we venture forth into the system. This means preparing ambushes, setting up mine-fields, early detection systems, orbital defenses, the works. Whatever we can come up with in order to defend our FOB, we'll do. Until we are sure the Vanduul counter-attack has waned, we must remain in Tiber II. Our only other concern would be maintaining our life-line to Garron.

    Phase II

    Reorganize & Replenish our forces on Tiber II

    Once our foothold on Tiber II is firm, and as long as our life-line remains uncut, we'll reorganize and replenish our forces. After we replace what we've lost and make sure our supply stockpile is sufficient, we can start thinking about venturing forth into the system. New task forces will have to be created, while still making sure we keep the supply influx flowing and our FOB secure.

    Send out explorers onto the system

    Explorer wings will be among the first to leave our FOB. They'll locate and identify targets on the system and provide the intel we need to dictate our next moves.

    Shadow enemy supply convoys

    While the first wave of explorers branch out into the system, this second wave - equipped with our stealthiest ships - will focus on shadowing enemy convoys. While finding said convoys could be very difficult, luckily, we know where to start. All that ore the harvesters in Tiber I are gathering must go somewhere.

    Acquire the location of unknown jump-point locations

    While it's possible (and I actually hope so) that the Vanduul reclamators don't leave the system, there's a chance they do, and when that happens, we'll have the location of new jump-points. If they don't, our stealth explorers could jump convoys, hoping to find one that actually leaves the system. Worst come to worst, it should be possible to get information from a captured enemy ship. A freighter type vessel would be ideal, since it's possible the carrier based scythes don't have this information (since it's the carrier that does the jump, not them).

    Localize enemy fleets and installations

    With time, our explorers and scouts should be able to find out where the enemy keeps it's fleet and installations. With this information on hand, we can plan how to proceed.

    Pillage the enemy's supply line

    Our first offensive action on phase two should not be a full-out attack on the brunt of the Vanduul fleet but waging a guerrilla war on their supply convoys, specially those carrying fuel. If we can hinder their mobility, then their greater numbers would be nullified and we'd force them to reduce the their attacks on our own convoy lines and FOB. Again, I'm hoping that neighbor clans won't come into play here, but if they do, that would only strain their supplies even more, making this point even more crucial.

    Test the enemy's combat readiness

    Once we have bled the enemy for a while, we'll organize feint attacks on their positions and measure their reactions. This will both keep them busy (thus, further reducing their attack missions) and show us where and when to do our final strike.

    Route or Destroy the enemy fleets

    Once we prepared, once we know when and how, once our forces are replenished, once we are ready... We show them, and show them good. All out combat. The moment of truth. How we fight will depend on what information we have gathered, regardless, fight we will.

    Capture or Destroy enemy facilities

    With the enemy fleet routed or destroyed, it's time to take over or destroy their installations. This is where ground combat comes into play. Ideally, anything the Vanduul leave behind we should try to commandeer. I'm hoping for a refinery or a ship-shard, both which would come in extremely handy for long term occupation.

    Lock-down jump-points leading further into enemy space

    With the Vanduul presence on the system nullified, our next and last course of action for this phase is securing every other jump-point. Mines, debris, stationary defenses, again, anything we can do to make sure anything coming out of those wormholes would be in pieces soon after. Our aim is to run a blockade, no enemy should be allowed into the inner system. This way, our forces can be focused around this battle-areas and our support vessels won't have to worry about being ambushed as much.

    Phase III

    Get intel on the Virgil system

    Judging from the current map layout, after we blockade Tiber, Virgil will be isolated. Though the value of this system is currently unknown, the fact that it's "at our backs" makes it a primary objective. Effectively cut from any help or supply (except from whatever the Vanduul may already have in it) and flanked by UEE systems, it should be an easy picking. Still, intel should be gathered first.

    Get intel on the Orion system

    Orion is our moral objective. While Tiber gives us more of a strategic advantage, Orion is where our hearts are. Recovering Armitage would be a huge victory and an excellent source of propaganda. Strategically speaking, Orion has eight planets, making it very likely that a gas giant (or more) are present on the system. Depriving the Vanduul from this fuel source could be worth the risk.

    Get intel on the Vendetta system

    Vendetta is another unknown system to us right now. Judging from the current map, it's on the same situation as Virgil: It'd be isolated, but on our backs. Intel should tell us what we can expect from the Vanduul on this system and if it's worth fighting them over it.

    Act according to intel gathered

    At this point we have advanced on so many assumptions and speculations that we can't (realistically) elaborate further on what we'd do. Once intel on Tiber's neighbor systems is gathered, it'll be up to the Operation's Commander to dictate our next steps.

    ---------------------------------------------------------------------------------------------------------------------------
    Further Battle Plan information and amendments will go between these lines.
    ---------------------------------------------------------------------------------------------------------------------------

    Note: I don't think the map we are using is reliable. Of course I appreciate the effort made by the map's maker, but I don't think he has taken some of the game's lore into consideration when establishing systems. For example, and a grave one at that, Armitage is said to be the farthest human colony, but this can't be possible if Sol is only two systems away. I beg everyone to take this into consideration.
  • Last Edit: November 26, 2013, 10:25:07 AM by Benjamin the Rogue
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Re: Commander Deathcall's Battle Plan
Reply #1
This man is dedicated to the cause, that's for sure.

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Re: Commander Deathcall's Battle Plan
Reply #2

This man is dedicated to the cause, that's for sure.


yep... except for the note at the end of the post makes me want to stick this video link in here.... and to also make note of the last few sections of the map video.
http://www.youtube.com/watch?v=A9b9bD-y6YU
2j0kx3s.png" width="490

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Re: Commander Deathcall's Battle Plan
Reply #3
So Orion is three jumps away from Sol but Virgil is only one jump from Sol?
I can see quite a few raiding parties coming through that jump node.

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Re: Commander Deathcall's Battle Plan
Reply #4
You have alot of viable points in there Deathcall, well done. And I agree fully with Tiber and Orion.

You don't hunt an elusive enemy, you take out his strongholds and make him come to you. If the game is rigged against you, tip the scales in your favour.
Vanduul resorts to guerilla warfare, we have to adapt to that or just forever be where they are not.



Funny and accurate. But really, basic Sun Tzu.

  • Benjamin the Rogue
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Re: Commander Deathcall's Battle Plan
Reply #5
I love that comic.

Re: Commander Deathcall's Battle Plan
Reply #6

yep... except for the note at the end of the post makes me want to stick this video link in here.... and to also make note of the last few sections of the map video.
http://www.youtube.com/watch?v=A9b9bD-y6YU


While I do see what you mean here, being that Tiber is physically further away from Sol that anything else, when we take into consideration near-instantaneous jump-point travel, physical distance matters little. We only need to consider the time it takes from jump-point to jump-point and add whatever actual time it takes to traverse the jumps.
It's a penguin... with a gun. I'd run if I were you.

Re: Commander Deathcall's Battle Plan
Reply #7
Deathcall, I like your plan the best (aside from mine, of course). My only concern is that with Tiber and Orion, there would be six jump points (Virgil-Tiber, Vendetta-Tiber, Caliban-Orion, Vanguard-Orion, #16-Orion, and Unknown-Orion) for the Vanduul to attack from.

With that said, I agree that a single-axis is the best way to go, along with extensive recon.
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Re: Commander Deathcall's Battle Plan
Reply #8
Thank you for your support Ogi.

I do trust that if we beat the Vanduul where they are the strongest, it should deter other hordes from attacking us (at least right away).
It's a penguin... with a gun. I'd run if I were you.

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Re: Commander Deathcall's Battle Plan
Reply #9
To tell you the truth, I still haven't been able to make it all the way through the OP.

Re: Commander Deathcall's Battle Plan
Reply #10
(these sun-zu quotes are paraphrased so normal people can understand them)
1. Always dictate the battlefield, when attacking or defending.
                        By forcing us into the mindset that we must attack tiber eventually, the Vanduul have essentialy picked the battlefield.

2. Fight them where they are not.
                        No this doesn't mean shoot the space next to them (although with ballistic weapons it might be a bright idea to lead a little), it means essentially put your forces where they will do the most damage.

3. When attacked, immediately respond with full force.
                        They aren't going to wait for us to establish a beach head, if the AI is as smart as this thread supposes. They will either counterattack immediately to push us out of system or pin us at the jump point to hold us until forces can be mustered to wipe us out.

4. When attacking, always attempt to surround your opponent to destroy him.
                        Currently on the map there are SEVERAL Vanduul jump points for them to be reinforced from. We have ONE.

5. When outnumbered and forced to fight, choose a spot that restricts your opponents ability to use his numerical superiority fully.
                           We choose tiber, and they can come at us all at once and get reinforcements six ways till may.

6. Secure your lines of supply.
                          If we launch our assault from garron, our pirate buddies will have problems with the local sheriff, otherwise know as the UEE garrison.

I agree with both Deathcall and Ogi that we need to focus on one assailable goal; however, we have the ability to choose any point along the UEE/Vanduul border why not attack an area that we will most likely be able to both take AND HOLD. There are several areas where citizens and our pirate brethren can both attack from UEE territory and territory with no sovereignty. I am going to make a thread for my proposal. I am in no way trying to insult the author of this thread, just providing constructive criticisms on his choice of targets. Please don't be mad.

Re: Commander Deathcall's Battle Plan
Reply #11
While Sun-Tzu shifu has all my respect, he did not foresee fighting in space.

1. We are talking about an entire system here. Millions upon Millions of space kilometers between planets and asteroid belts. It's impossible to defend it entirely. There's three jump points that go into it, and accounting for drift, it should be relatively hard to run a good blockade on them. Meaning, once we get into the system and clear initial opposition, we should be able to have a decent hold that would allow us to progress further.

2. We _are_ fighting them where they are not. Instead of going directly to where their mining operation is, we go to the other planet which has only a minor strategic value for the Vanduul, but could become of major strategic importance for us.

3. It's unknown how the AI will react to our presence. Realistically, I expect some sort of counter-attack for sure, perhaps a really strong one, but they still have to protect their installations on the system, and a ship-shard or refinery would be more valuable to them than an abandoned planet and it's ring of derelict ships.

4. It's extremely hard to surround your enemy when you don't have a numerical advantage. Even harder to do it in space, and even harder when the battlefield is trillions of square miles big. Battle must be centered around points of interests on a system, otherwise we'd be losing ships for no good reason.

5. We _will_ be fighting them in a place where they numerical advantage is diminished. With the planet behind us and the derelict ship ring surrounding it, we can severely deter their deploying capability and actually turn the table, converting said advantage into a liability. Also, and I hate repeating myself but people seem to forget it all the time, the Vanduul Hordes fight each other, and it's unlikely there'll be more than one Horde in a system. While a horde could span several systems, meaning that it'd actually work to our advantage if the entire horde's fleet wasn't present at the moment of our attack (more time to solidify our HQ before the enemy fleet is in full numbers).

6. Our supply line will be shorter and more secure if we launch the Operation from Garron. How to get our pirate friends to join us unharmed is on a different level. Ideally, we are thinking about getting them a pardon for the operation, otherwise, they'll either have to risk it or take another path. Still, those running the supply-line will most likely be on the good side of the law, I don't see people going pirate in order to ferry fuel around... though I might be wrong.

In any case, I take all criticism as a compliment. Means you actually took the time to read through my post. Though, as you see, I dismiss your comments and still hold that my battle plan is a sound possibility as to how we could carry this Operation.
  • Last Edit: November 17, 2013, 12:51:34 AM by Commander Deathcall
It's a penguin... with a gun. I'd run if I were you.

Re: Commander Deathcall's Battle Plan
Reply #12
The main reason I don't like to attack Tiber is because of the number of jump lanes we would have to defend.
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  • Jonais
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Re: Commander Deathcall's Battle Plan
Reply #13
We don't have to defend every jump point, especially since the landing zone is pretty big and random. It's better to keep the fleet together and just WATCH the jump in points, then have the fleet move in to intercept when they come in.
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Re: Commander Deathcall's Battle Plan
Reply #14
It would take few recon or stealth ships to watch the jump points for reinforcements. They would radio back where they are headed and the main fleet could move out and crush them with the knowledge of what they are facing.

Blockade groups would dilute our strength, and would not know what they are facing or when. It would really suck if a blockade squadron sat on the jump point and then all of a sudden a whole Vanduul battle group jumps in.

But again, we have very little information to base much on. So all we can really do is make contingency ideas to cover a whole range of scenarios. Then refine them when we get reliable info.
  • Last Edit: November 17, 2013, 05:49:31 PM by Andy_H

Re: Commander Deathcall's Battle Plan
Reply #15
@Ogi:

I'll say it once more. I don't trust the map we are using... at all. I've already mentioned why I think it's not accurate and most likely just a WIP and very likely to be subject to change.

Still... Even if we where to trust the current map available to us, the systems with the less jump-point connections into Vanduul space are Vulture, Caliban, Virgil and Vendetta. Disregard the fact that there's no info on this systems, lets do a short analysis on their strategic situation and importance.

Vulture: This system is isolated and cut-off from reinforcements. It can be accessed through Elysium and Leir. It should be easy to take over by simply fighting a war of attrition. However, considering it's distance from OPPF target systems, it should be dealt with separately.

Caliban: This system can be accessed from Nul (lawless system), Orion and Vanguard (both Vanduul systems). It could work as a stepping stone for an invasion headed into Orion, however, advancing forward from this system not only strains our logistics (as they need to traverse through unsecured space) but also leaves our back open to retaliation attacks from Vanguard.

Virgil: This system can only be accessed from Tiber (Vanduul) and Vega (UEE). Our backs would be safe since we'll be assaulting directly from secure space, but if we are to follow OPPF's objectives, the only possible step after taking Virgil is assaulting Tiber. It could be a good stepping stone depending on what can be found on the system. It could also allow for a two-pronged attack. However, should it lack sufficient strategic value, it'd just be delaying the inevitable fight on Tiber.

Vendetta: This system can only be accessed through Kellog (UEE) and Tiber (Vanduul). It's exactly on the same situation as Virgil, except for a slightly longer supply chain.

And now lets see about Tiber...

Tiber: This system can be accessed from Garron (UEE), Vendetta, Virgil and Orion (Vanduul). Controlling Tiber will effectively cut-off Virgil and Vendetta from the rest of the Vanduul forces. Also, Orion is not actually garrisoned by the Vanduul (as said in the lore article for the system). This means that if we manage to hold on Tiber, we'll actually take control of 3 systems at once (Tiber/Vendetta/Virgil) while having easy access to OPPF's main objective.

@Jonais

We only need to defend jump-points until the systems on the other side are secured. The beauty of Tiber is that it links two Vanduul systems onto their network. If we take Tiber -as I said to Ogi- we cut-off Vendeta and Virgil, meaning that we could eventually bleed out the Vanduul attacking from those angles.

As you say, though, there's supposed to be drift when coming out from jump-points. Not sure how much. This means that we should have fleets in a close location ready to engage. Maybe some AWACS equipped ships to help detection. Still, you'll notice that I've put the blockades as the last step before going into Phase III, this means that the system should be relatively secure and that our fleet should be sitting idly (or recovering) by this time.

@Andy_H

The idea of the blockade is to prevent enemy ships from moving deeper into the system. Our fleet must be able to move unopposed through Tiber in order to advance the battle plan further. Allowing them free-roam means that we have to keep chasing them down every time they cross, making us lose momentum.

Far as I understand (I might be wrong), only one ship can traverse a jump-point at once. I think I've seen it mentioned somewhere. Still, there should be people scouting out the neighboring systems and telling us about enemy fleet movements with enough time for our fleet to move into position to counter.

The main idea to the blockade is creating groups to defend the jump-points while having one big group that would be rotating when needed to assist where combat is fiercest.

Still, you are right, there's little info available and the plan could use some more refinement.
It's a penguin... with a gun. I'd run if I were you.

Re: Commander Deathcall's Battle Plan
Reply #16
just thought i might post this to hopefully discourage a full on assault on tiber.

*edit*
Pulled this right off the RSI website. Just go to comm-link and type Tiber.


    Ownership: Vanduul

    Planets: 2

    Planetary Orbital Periods: n/a

    Import: Medical

    Export: None

    Crime Status: None

    Black Market: Medical

    UEE Strategic Value: Purple

To the Vanduul, this system was called Korathen. To humanity, Tiber. To the soldiers and pilots of the UEE expeditionary forces, it had another name: the Grinder. Historically, Tiber has been a staging area for Vanduul raiding groups preparing to raid UEE territory. The UEE has made countless attempts to shut down the system, from antimatter bombing the two charred planets to launching full scale military campaigns against the Vanduul warships garrisoned here. None were ever succesful, and the efforts cost the lives of countless spacers.

Tiber II is known as the Tomb, a larger world which has attracted the destroyed wreckage of thousands of starships and other weapons. Occasional bombings flatten the junk, but new layers pile up with some frequency. Fearless salvage crews might find Tiber II a good source of old technology, although the salvage crew capable of facing off the frequently active Vanduul forces in the system hasn't been found yet...

The Vanduul have recently begun "harvesting" Tiber I for their war machine. Massive Vanduul reclimators are literally sloughing the planet into molten ore to construct new ships to replace those lost in the "Grinder."
  • Last Edit: November 18, 2013, 08:49:58 PM by justin111111

Re: Commander Deathcall's Battle Plan
Reply #17
The Vanduul stronghold on Tiber will probably move around if they catch our scent. It's not like we can hide from them on Orion... well, I don't really think so at least.
It's a penguin... with a gun. I'd run if I were you.

Re: Commander Deathcall's Battle Plan
Reply #18
This Battle Plan has been rendered useless due to new information released on the Jump-Point Magazine #14.

Will try to reassess this information and come up with something new.
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Re: Commander Deathcall's Battle Plan
Reply #19
Which information, specifically?

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Re: Commander Deathcall's Battle Plan
Reply #20
Hello guys,
Just a mention...if we went from Garron and our "Pirate" buddies joined us from Nul system...no issues with the "Sheriff"...
I know this data is "outdated" but, am scanning all the plans...and this point seems to have been missed here.
שם טוב ולא להיבחר מאשר עושר גדול, ואוהב לטובת ולא כסף וזהב. kJV Proverbs 22:1

Re: Commander Deathcall's Battle Plan
Reply #21
I wonder if we would also want to do some feint raids to pull Vanduul attention in many directions so they cannot focus their fleets only on Virgil.

Re: Commander Deathcall's Battle Plan
Reply #22
A lot of the plans were made when Operation Pitchfork was first announced. That's a few years back, now. The Nul article was just in the last few months.

As for raids and feints, they could work. My preferred plan is still a fixing force attacking along the Garron-Tiber axis, and the main force running up the Nul-Caliban-Orion axis. Of course, the galactic map could, and probably will, totally change by the time OPPF kicks off.
United Space Confederation Envoy to Operation Pitchfork
Envoy, USC
XO, USC Defense Force Training Command
Member, USC Interstellar Commerce
Member, USC Expeditionary Corps
Member, USC Department of Aerospace Engineering

Aurora LX (Traveller's Tales)
Anvil F7C-M (Ares' Gauntlet)
Anvil Carrack (Grey-Eyed Goddess)
Aegis Vanguard (Hero for Hire)
Anvil Crucible (Rustoff)

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Re: Commander Deathcall's Battle Plan
Reply #23

A lot of the plans were made when Operation Pitchfork was first announced. That's a few years back, now. The Nul article was just in the last few months.

As for raids and feints, they could work. My preferred plan is still a fixing force attacking along the Garron-Tiber axis, and the main force running up the Nul-Caliban-Orion axis. Of course, the galactic map could, and probably will, totally change by the time OPPF kicks off.


I agree, there should be harassing forces along all border planets while the primary objective is being hit, in order to draw enemy reinforcements from the front.

I haven't been doing too much planning until we're at least in alpha PU, because of constant changes foreseen. But once things get more concrete, I'm going to be taking a LOT of time with maps and numbers and our forum chat to help ensure success

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Re: Commander Deathcall's Battle Plan
Reply #24
Don't forget that jump points will have size restrictions as well. It's logical, but we don't know for sure if Garron-Tiber is a full access jump point.

Even if it is, that may open opportunities as well to draw Vanduul forces out of position with a main force, and allowing smaller strike waves of Cavalry-style raiding teams to sneak in from other directions and hit strategic targets in the Vanduul's rear areas.

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Re: Commander Deathcall's Battle Plan
Reply #25

Don't forget that jump points will have size restrictions as well. It's logical, but we don't know for sure if Garron-Tiber is a full access jump point.

Even if it is, that may open opportunities as well to draw Vanduul forces out of position with a main force, and allowing smaller strike waves of Cavalry-style raiding teams to sneak in from other directions and hit strategic targets in the Vanduul's rear areas.


Utilizing jump points properly will be very important. We can use them on both offence and defense. Send Cutlass reds through small jump points to bring wounded back without dragging a kingship with you is an example I can think if off the top of my head

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Re: Commander Deathcall's Battle Plan
Reply #26
I'm liking the nice clean format Deathcall. If potential fodder forkers check this out people can get an idea of what sort of tasks will be involved and where they would like to slot in during the event.

I would say there is also a Phase 0. Thinktank, mechanics and community, anything from building wiki pages; starmaps; ship guides and attack plans etc to wargaming threads and testing comms setups (eg the use of raidcall vs ts/mumble/skype), looking at how battles may unfold as mechanics become clearer. AKA this stuff.

Right now I've been looking at how people move around and organise in EVE. Large battles, null-sec space, gank squads and a functioning economy can give us some great ideas/throw up some things to watch out for.
Looking back at past burn Jita events has shown how important stockpiles of munitions can be, the number of floating pods gives an indication that a lack of pilots shall not be an issue but rather getting those fellows back into a working ship and in/out of systems will be (example, Stef doesn't EVE he just watches people who do).

Jump points, we'll have to see if these can be navigated stealthily and what sort of response we receive for various flights and fleets; then the question of hard v soft entry. Rack up a list of experiments and questions beforehand, then orgs can check it out and decide goals for the night. As well as, how this interacts with the instancing system. It will be pretty bad if a warband end up scattered across several instances.


In order to save this sort of thing from being buried it might be a good idea to look at stickying and maintaining links out to specific threads and forums? Pruning this thread regularly and keeping it for Operation level announcements?
  • Last Edit: May 30, 2015, 08:10:28 PM by StefTheStiff

Re: Commander Deathcall's Battle Plan
Reply #27

Don't forget that jump points will have size restrictions as well. It's logical, but we don't know for sure if Garron-Tiber is a full access jump point.


I have the feeling that it is, as the lore has UEE carriers jumping into the Grinder. Since there's also a downed carrier in Nul (I think?), I think that at least some of those JPs are big.
United Space Confederation Envoy to Operation Pitchfork
Envoy, USC
XO, USC Defense Force Training Command
Member, USC Interstellar Commerce
Member, USC Expeditionary Corps
Member, USC Department of Aerospace Engineering

Aurora LX (Traveller's Tales)
Anvil F7C-M (Ares' Gauntlet)
Anvil Carrack (Grey-Eyed Goddess)
Aegis Vanguard (Hero for Hire)
Anvil Crucible (Rustoff)

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Re: Commander Deathcall's Battle Plan
Reply #28
"surround your enemy" We will be working on a "backdoor" approach early. Depends on what the JP setups work out to. Apparently, a banu MM will fit! That being said. Most of our convoy should fit which means after some trading contacts and some recon we'll share that info with affiliates. :) Should give the Vanduul something else to worry about other than a full frontal assault. Also, will be flanking with second fleet during recon phase!
שם טוב ולא להיבחר מאשר עושר גדול, ואוהב לטובת ולא כסף וזהב. kJV Proverbs 22:1

Re: Commander Deathcall's Battle Plan
Reply #29
If we can get a fleet behind the reinforcements we can either take them out before they jump, or follow them to Tiber and catch them between a hammer and anvil of the two fleets and grind them to dust.

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Re: Commander Deathcall's Battle Plan
Reply #30
As the op develops, some orgs night become very coordinated and work well in an organized structure. If that happens, we can pull off some fantastic maneuvers, as well as aggressive control of the situation