Treatise of War
Naskue
(CH Productions)
(This has been posted by me for Czar. This is not an attempt to bypass the ban, but to post truly useful information for the playerbase. It is asked the moderators do not close this, and allow it to remain open. It is requested that it remains open for the sake of new players. If this was any kind of other post, I could understand you then.
-Message from Czar).
Introduction
“Tactics is the art of using soldiers in battle; strategy is the art of using battles to win a war.” -Karl von Clausewitz
The Art of war is vital to the state. A path to ruin or safety, success or failure. It is not success for an General to go forth and conquer well, it is success for an General to see the sun, feel the wind, and taste the war? No.
-Within war, maneuver is the goal of this game. Static lines and wars of maneuver, and the third, of pure firepower are what usually occurs, or a mixture. The mixture if what should be desired, but is the hardest to achieve. All can achieve massive firepower with time, but a skilled General achieves it first, and can use it better than anyone. One skilled in maneuver, though inferior in firepower, can Outmaneuver an enemy. And one skilled in static lines, can if allowed, form an impenetrable line. However, stalling, and defense, shall not bring war in the majority of cases. Swift strikes against an opponent is what you should desire. The General that however cannot bend when the wind flows against him, shall break. The General that cannot flow with the stream, shall drown in it. Success and flexibility, adaptability, this is what will win a war. The ability to be flexible, the adapt to your situation in the second needed, and now hours or days, even weeks, Is what brings victory.
Supremacy1914 is a game of war. Generally, based loosely upon War World one, it has several different, kinds of war that can formulate within it. The war of WW1, which in all my games, truly rarely happens, and indeed shall not happen unless you let it. The war of pure firepower, which itself can formulate into a static line, but can involve thrusting immense forces of firepower against each other, even senselessly, and replacing, and maneuver, the careful, yet incredibly swift, and precise placement of corps into strategic locations, thrusts into enemy positions, the daring to succeed.
You can tell already that this “Treatise” is a study upon strategy throughout the ages, and is an application of what I have read and studied of real life military strategy, mostly Napoleonic strategy and tactics, but also included here shall be 1700's tactics and strategies, 1800's, and even WW1.
The goal of war is the total annihilation of an opponent, with minimal cost to oneself. Generally, Strategy is the plan, or “Using of battles”, to achieve specific goals, long term or short term, to achieve T.A.
Tactics is merely the gaps within the strategy, the grand master plan, the real time. Now within this game, one must understand it is one based upon an Grid, Time, and unit's. Strategy is something that will can take day's onto week's, and tactics, a single engagement, or several, etc.
Battles themselves can be simply more than having the larger force, and knowing the basics to fire artillery and or rail guns. It can be simply more than retreat and attack with numerical superiority.
I fear not the person with a great service record, nor the person whom has won an astounding victory once. I fear the person that has won, an astounding, genius like victory, a thousand times. (Napoleon, as an example).
Units are to be grouped into not game units of armies, etc, but into artificial constructs, that we shall call a Corp, and in several, several corps. It is a tribute to the French military system. A corps is flexible, strong, fast, it can hold it's own, and used correctly, can destroy an opponent, or one single country, that has triple the strength of your entire state.
A corps size can vary, however, it consists of a main infantry branch in the center, with two flanks that together equal the main middle force. Generally, as this game is based upon lines, they cannot exactly travel per right by each other. One in front, one behind, the main in middle, is one that has worked for I. Another is having the flanks travel upon flanking lines, with the main force in the middle. A corps also has a fair detachment of artillery, I will in theory state six units for the main, and two for the flanks. Generally, the larger the main infantry detachments, the larger the artillery should be, I cannot give a set example, per he fact of game and country, the size shall always be different. Each corps should not be godly, but of a size that has a limit, so eventually you stop making each bigger, and focus on multiple corps. Generally, this shall allow utter flexibility in theory. Followed directly behind the main detachment or right flank, as the left flank on single lines shall be in front, or vice versa, depending on strength in those conditions, shall be a moderate size detachment of armored cars, whose number is greater than a flank, but not as great as the main detachment.
What can be attached to Armored cars shall be a detachment of tanks, that shall equal half of the AC's.
The General purpose of this “Theory” is to have two flanks, supported by artillery, with the capability to rapidly retreat if needed, or pin an opponent's force down for awhile as the main force moves around or retreats, followed by a thrust of calvary(Armored Cars, which would be detached from the Tanks obviously whenever needed), and the tanks to act as the Elite Guard, to be used in support of the main force if needed.
...=-=...
…...=-=-=......
...=-=...
\/\/\/\/
_-_-_-
An example upon a single line. Of course naturally they do not move literally side by side, but this is an example of a stack of sorts, with the Left flank in front with artillery support, the main force behind, the right flank behind the main force, the Calvary and Elite Guard held in reserve, and a small, exceedingly small detachment of infantry, behind to occupy enemy provinces, if needed. The last is up to personal preference, and upon your current strength.
Strategies that are available is that the Right Flank can proceed forward to engage the enemy main army, and hold it off, while the left flank proceeds to invade the enemy territory with the support of a fraction of the calvary, and elite guard in reserve. Followed by this, a hidden surprise trap of the main army moving around and hitting the enemy main army while it was focused upon the detachment, while at the same time having the capability to branch out.
A variation is to have the flank engage part of the enemy army, and the other flank the other, as the main force attacks on enemy army, and the other. Generally, the enemy army together is massively stronger than your own, but your flanks divide them, with or without calvary support, while your main force kills them quickly.
Indeed, purely Napoleonic, and based upon real life.
Upon Two-Three lines, the strategical advantages only increases.
Even if this strategy is invalid, it serves as an example, and indeed it has worked for me, with wonders., but he point is that for the survival for the state, artificial armies should be raised with a maximum capacity. This increases the need for micromanagement.
Another one, if you wish is that the corps shall work in conjunction with seven others upon a spread field, thus forming a “Legion”. In this, the armies must either focus upon one strategy, involving the perfect use of the flanks in unison to form a large army that could draw the enemy towards you, or focus it upon that, thus tricking them into thinking that is the main army, while bypassing the enemy defenses and laying waste to the enemy foundation.
A defeated State is the equivalent of a defeated enemy. An army shall collapse soon after the collapse of the state. Even if the strategies will not work in your situations, let it be known that the strategies a corps can create, are versatile, vast, and indeed massive.
Three Corps create an Dominion. Seven, an Legion, and twelve, a Fist.
An example of one, if you will:
125 Infantry/8 Artillery
250 Infantry/32 Artillery
125 Infantry/8(OR TWELVE) artillery).
35 Armored cars to 135-Amount can vary./15-50 Tanks, to 100 at most.
Main reserve.
This shall illustrate an example. This all is never stacked, but follows a fixed, decided path, with enough distance to retreat any “Stack”, but also to engage and have maneuverability when needed.
The Armored cars seem excessive, but they are more useful than thought. They are expensive, indeed, but later become quite cheap, even if your empire is small.
Armored cars themselves are fast, and are calvary. They are not better than infantry, but can be nearly instant, and as I have found out, can easily turn the tide of any battle.
Infantry are always the backbone, while Tanks are the...Heavy calvary, Elite Card, Etc.
I say the amount of Artillery within this Legion is smaller, smaller than it should be. Generally, I would increase the main detachment and flanking, and create a few reserve.
The use of Artillery in conjunction with Infantry, with the use of speed and maneuverability, with the the coordination of other “Legions”, is what shall bring victory.
The use of infantry itself is quite strange, Infantry should be the backbone of any army, while Mechanical units the main support. However, in countries or Empires abundant with oil and deficient in Grain, a Mechanical based army is not a bad ideal, merely, it has limitations. Over an long term period, it cannot equal the speed or maneuverability of an infantry based army without over reliance on Armored Cars, which unless a proper foundation and large Empire is indeed forged, it shall put a massive strain on the construction of Calvary, Elite Guard units, and so forth.
More importantly, the “Forced March” Feature, which is merely perfect for Infantry, or for the quick turning, or for other people, in plainer terms, 360 of an army, would be disastrous quite easily for a mechanical heavy army. The difference is generally, That Artillery I can afford to degrade, as proper lines of supply shall transfer the injured, even if by 5-8% Artillery, with fresh, and the same as with Infantry.
The difference is, a mechanical army in theory, would be much slower, much weaker, have an over-reliance of Elite units and Artillery in conjunction with Armored cars, that itself is in error. No buffer exists, thus it is the priority of the General to allow for the formation of infantry,
Speed itself is the essence of war, and taking the initiative is always a must, always. Never wait for your opponent, unless of course he is making an mistake, then, let him make it. Encourage him if needed, and when he fulfills it, strike hard and swiftly.
To say more, One should form a several, corps quickly, formulate short and easy to maintain lines of sappy, and strike. However, the true advantage you should hold, is to forage off of the enemy. This is done by the capture of provinces, the capture of factories and workshops, the quick repair, However, what am I am speaking of is not the general repair of the entire infrastructure destroyed, but merely the “Forage” part, to allow for the quick construction of units. Generally, this puts more strain upon the State, making a speedy victory priority, but you are attempting to minimize always, even with this horrible example, the dependence upon supply lines, and the increasing of the pace of the war.
Tempo is speed. Music has speed, Slow, Fast, Moderate, and numerous tempo's in between. The goal of the General is to have the fastest tempo without instituting haste into judgment, for if your opponent cannot match your Tempo, which was the case of Napoleon and the collation of Russia, Austria, Britain, and the minor states, he shall lose quickly.
To go more into specifics, By Tempo I mean the speed of the war. I mean by this you should always act first, choose the battleground, location, etc. Attack at a faster pace, construct your strategies faster, but more efficiently as well. Increase quantity and quality!
More importantly, always press the advantage. Even if the morale is horrible, the units degraded, if pushing the advantage means the grave weakening of the army, but the finishing of an opponent and the weeks to repair it, while the alternative, always overlooked, is the repair of your armies, barely, and the resurrection of the enemy state to full strength, you know what to choose.
Flexibility-The ability to respond rapidly to any situation, or change anything you are doing, the ability to accept new ideas.
Adapt: The ability to change anything you are doing, even how you play, to become more efficient, Flexibility is the art of changing, Adaptability, the art of, what is the word? Using new ideas.
These two are vital to the survival of the state. The general that ignores these, shall be defeated, and let one alone, be dismissed!
Supply Lines:
Supply lines are created to reinforce your armies, and to supply them. When an artillery unit is destroyed, you obviously build a new one to replace it. However, when an corps artillery unit is down to lower than 45%, withdraw it, and send in a reinforcement. The unit shall be useful later, and to allow it to be destroyed, and waste the valuable recourses, is in error.
“Capture always, the opponents systems, and forage what ye can”.
Lines of supply should be created for every corps that shall not forage upon the opponent. Forage means to attack the enemies foundries, units in production, and take them. This should be a strategic goal, unless it is worthless or the cost is to high. This shall replace a portion of your army, without little cost. I experimented in one game upon this, and followed up with a second game, and it is successful, and can negate the need for supply lines for a time. For long distance however, it is not suggested.
Supply lines are to be created and guarded by units of 10-20. Capable of stalling, Retreating, and falling back, these units shall be stationed at strategic check points to stall any enemy attempt to server your armies from your mainland. The defense of your own lines of communication(Open territory), which is merely the area between.
Enemy Army
Open Territory
You
Conquered Territory
Conquered Territory
Open Territory
Open Territory
State.
Enemy Attempts:
Full engage and push through-Usual SP response.
Bypass and attack enemy mainland while stalling, forcing an enemy retreat to defend their mainland, hoping they will to buy time, or wreck both countries.
Bypass your army and not conduct an invasion, but perhaps several skirmishes to convince them you are invading, severing lines of communication, killing any supply lines rapidly, followed by pinning the enemy army has quickly as possible and destroying it, while the skirmishes tie up enemy reinforcements.
Within enemy territory, you must not, never, ever divide your armies unless you know the disposition of the enemy armies, locations, etc.
This was known within Europe for generations, and a colony of England, it's invasion of an native kingdom, and it's horrible commander's orders to split his forces, while not even knowing the location, nearly cost him his defeat. He was saved by practically a miracle, and superior subordinates whom disobeyed orders. Or perhaps, that is what the movie I recently stated, said. The problem is, you can have multiple armies in enemy territory. But to split their strength, when you do not know the strength of the enemy, nor location, is failure itself to heed the conditions of war.
Lines of supply cannot be fully defended as much as you think. To dedicate armies to them and slow the advance into enemy territory is failure, but enough to stop skirmishers, or stall an enemy army for time for you to mobilize, is good. Sometimes, and eventually you will dedicate a full corps for multiple to and entire twelve lines of supply, split in a line formation in a spread.
A line formation is quite simple, it involves
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
^Infantry
()()()()()()()()()()()()()()()
^Artillery
=+=+=+=+=+=+=+=
Armored Cars/Tanks.
Some players have replaced the infantry with armored cars, and this would allow for the formation of a mini corps or a full corps upon the front lines. But that would be to weak for a full barrier.
The goal is to prevent an enemy advance. Obviously, this is an example, spread through several fortified provinces, With enough infantry to last, with Artillery to pound any enemy artillery or infantry that dare approach, and armored cars to intercept any breaks or reinforce any weakened line.
A superior concept is this, but rail guns behind or in front of the Reserve(AC's/Tanks), which obviously will pound any enemy forces incoming, then when they get in range, they will get hit by artillery, and the infantry. Followed by any reserves if needed.
If properly set up, IT CAN BE DEVEASTATING, but vulnerable to a full attack from the behind. This kind of warfare in real life, characterized war world one, and the deaths of millions occurred from charges, that need not be done.
The general goal of such a strategy is to hold the line, and slowly, extremely slowly, advance forward from every point and slowly drain the opponent of recourses and such, while gaining much needed recourses. A faster approach is to merely build railways quickly, ignore fortifications, advantage the Infantry rapidly behind but always keep Rail gun fire support. Slow, Two-Three days per gain. Effective, but slow, and can be outmaneuvered or pierced.
To pierce it, you must create an distraction first. Then focus all your firepower upon on specific point, such as by this time you will of formed your own line, with your own rail guns. You can concentrate the fire upon the enemy infantry, or if possible, that and the artillery, while if your own railguns come under fire, you attempt to buffer with infantry, and focus your strength at one-two areas of the opponents line, try to pierce, and ram through with an entire corps or two, with the Flanks and Elite Guard going through the sides eradicating it, and the Armored cars and main detachments going forward to attempt to bypass, stall the enemy, and kill the rail guns. This basic and not very detailed summary, is easier said than done.
In one game, from personal experience at a time I failed in three new theories of army organization to bypass this line easily, The oceans are a great friend. Easily bypassed through a massive costal invasion. More importantly, an ignoration of these lines IF POSSIBLE, and an direct attempt at an attack at the enemy state, can cause them to collapse.
They are formulated to keep those on the outside out, but they will fall from the inside unless a dual line is formed, which is generally a massive fortification area of one frontal defense, one backward, capable of having the same defense, side by side. It is expensive, easily done, and easily broken while constructing.
This kind of warfare makes one of maneuver nearly useless, and it creates a static one that can be broken by one of pure firepower and numerical advantage combined with pure strategy and tactical superiority, of an able General.
The goal then of a player of maneuver is to make it so the enemy cannot construct such a strong defense, or if he does, to entirely attempt to bypass it. In the event he or she cannot, then the spy solution is one that is plausible.
A massive amount of economy and military spies, two per province of each, or four, meaning eight, would be set in the fortresses, railways, and so forth. They would servers hamper the enemy defenses, while constructing or afterwards. However, if the enemy has rail guns per every area, and has a versatile area of defense, this strategy can be ineffective.
You must either put such a weight upon the entire line it is overwhelmed, though you sustain massively, or you pierce it through two or three points. Even one.
Then, you must bring forth superior firepower while constructing or afterwards, or go yourself into a war of static lines, and form your own. The grave mistake is to issue worthless charges, a “Bombardment softening”, followed by a rush, will obtain nothing. The defense must be destroyed using a combination of spies, and or superior strategy, full weight, and so forth. In the event both states are of equal firepower, and an area to simply bypass the defense exists, do so. The troops can become under siege, meaning they cannot leave the area, though it cannot be taken, nor can the opponent take his armies and protect and defend his homeland.
Several lines upon checkpoints, followed by your own Corps, can construct a formidable defense.
Lines are expensive to build, use considerable recourses, and unless formed abroad massive areas, and they cannot be bypassed to attack your state, as an line is everywhere, a break through is vital for success. Or else, it becomes a war of whose spy succeeds first, who tires first, or who makes the first grand and massive mistake. This kind of warfare is undesirable, but the formations of lines itself, is not. They can be broken, it is not indestructible. Via the sea, perfect land strategy, so forth.
Furthermore, we have explained a desirable artificial army organization, a war of maneuver, strategic examples of maneuver, a static line war that takes much time and recourse, but is formidable, but broken still easily or bypassed unless that happens, in which case the sea's, piercing, so forth.
Now, we shall explain something else, pure firepower.
Superior firepower is simply having a massive stack, a group, marching it against an opponents, and hoping it shall win. THIS is the most used of the three, by new players, the majority. A single stack has its advantages, but the true ones are rarely exploited. The ability to separate, expand, come back together, so forth. The ability to trick, false, yet these can be exploited by multiple stacks, acting as one perfect unit.
The error in most players, is to simply believe this game, is simply one big stick, wacking the other smaller stick. Or at better, one big stick, made by a good economy and well formed country. Part is right, the other wrong. They still win, sometimes, but this is still error.
The error is, most believe this game to be a simple one. IT is, and it is not. The error is, not putting much thought into strategy. When I leave my house, and when you for high school, college, print out three copies of your game map, take a pen, or one copy, and one pencil and eraser, followed by intelligence reports, and a few blank sheets of paper, and a few “See through” paper.
Construct battle plans, think of the worst, what you shall do. Ten minutes at a time, Bathroom, lunch, etc. The time adds up throughout the day. Come home, review, spend half an hour looking at it, implement, watch it's short term results, etc.
For the survival of the state, one must be fast, quick. One must use a war of maneuver, implements vast defenses of dual lines, if one wishes, implement pure firepower into maneuver, which is strong enough to shatter any line.
A: Speed
B: Deceit
C: Control
D: Superior maneuver or march.
E: Correct application and use of game features such as Forced March at required times.
F: Uniqueness/Flexibility/Adaptability.
Chapter 1:
One must think of how he shall do something, in incredible detail, taking into account always the worst case scenario, fretting over it, finding solutions to it. One must consider everything.
Success in war is not due to the “Big Stick”, but to whom thinks the most, but more importantly, can take words, and put them into action.
In war, take into account morale of the troops, and state, unit degradations, (Morale Law), Time and day, activtiy, inactivity (Heaven), distances, great and small, security, check points, chances of life and death (Earth), and the virtue, skill, of the commander, and the discipline of the army (Horrifically organization and use of it)
These factors as Sun Tzu noted ages ago, stand true for any game of strategy, and those that ignore these five factors, shall be defeated. The one that takes into consideration, shall succeed. Adapted to this game, but the “Art of War is flexible”.
You may find a link to it at the end of this treatise.
All warfare is based upon, simply deceit. Deceive your opponent, as if he is a chess piece, a pawn in your hand. A fly in a web. Close it, and all is yours.
Now then, more explanation is needed.
Infantry: Backbone of any and all military forces, the basic unit. Soaks up damage, can maneuver fast and quickly more than others, and most safely, and is the most recoverable.
Suggested uses: Front line, Reserve, Backbone.
Backbone, Soaker, A pawn unit in chess terms, that if used correctly, is a Knight.
Armored Cars:
Fast, maneuverable. These are interceptors, reinforcer, reserves, and most importantly, a form of infantry, quickly made.
Suggested Uses:
Interceptor, reinforcer, reserve, and sometimes front line and backbone. Flank unit. A Bishop, in chess terms.
Artillery:
Highly useful, the key to any army. A army without them, but only with pawns, knights, Tanks, etc, is useless without these.
Suggested uses:
Major unit, this unit makes armored cars and infantry more powerful than they currently are.
Build in high amounts, defend, and use in conjunction with the Corps idea, which is based upon maneuverability, flexibility, and artillery.
The Bishop in this game. Highly useful, and at times, becomes a rook, if used at its highest. It can even become a knight, three pieces in one, the capability to become, one of the most useful units in the game.
Tanks:
The Rook's(Castles for amateur chess players) of this game. Highly useful, it breaks the infantry lines apart, and or stacks, when combined with infantry.
A basic SP tactic is to combine infantry with tanks, attack with artillery support, and use armored cars if needed(Recent addition).
Rail guns:
Highly useful unit. A perfect defensive unit, only when hold a few corps. It can be used in offense, as well, as quite effectively.
Merely, they require a few infantry attached, and at least some soldiers at the front line to stall. But they can devastate much, and defend the coastal provinces easily, and prevent landings, more easily.
They are the true backbone of static line warfare.
In the end, this is a unit that has no = in chess terms. It has the maneuverability of a King, the weakness of the King, but the strength of all directions, of the Queen. Meaning, massive range, great defensive, etc.
Suggested uses:
Defense of the core Empire, coastal areas, formation of single or dual lines,
Or slow offensive.
Battleships:
Core naval unit. It can be said this is the Knight and Bishop together. It is an mobile, multiple artillery piece unit in one, with greater range. Between the Artillery and Rail gun, but with great firepower. The capability to blockade, defend with conjunction of rail guns, or for mass offense. Infantry is always attached in decent numbers.
Fleets can be created, much like a corps, but stacks of multiple are the best route to go.
GM Units:
Used within GM rounds.
Planes:
I personally dislike air power. It is not as great as it seems, generally. But good scouts, one can say.
Light Cruisers:
Great units in conjunction with a group of Submarines moderate battleship amount.
Submarines:
Great against Battleships, etc.
Now then, I usually ignore GM rounds but historical, so pressing forward.
Each unit is merely a piece of the great whole, used in conjunction with others to cover the weakness, exploit the strength to the fullest. Corps are formed therefore to make use of this to the fullest.
A able General must be able to exploit the weakness of the opponent. A great General protects himself from defeat, while the opponent lets himself be defeated.
The goal of this game is the total annihilation of the opponent, and this obtains you victory in the round. Thus, you have an basic idea.
To proceed, units are chess pieces. This game is merely a grid if you think about it, lines, poinrs, etc. Not all are equal, but you get it.
Hence, TIME, FLEXIBILITY, ADAPTABILITY, SPEED, AND MANEUVERABILITY, AS WELL AS FIREPOWER, AND NUMBERS, come into account.
Flexibility: Obvious, Look previously.
Adaptability: Look previously
Speed: Obvious
Time: Obvious
Firepower: Obvious
Numbers: Obvious
Those that cannot grasp even the basic meaning of any of the above, use Google , or another source. You should know their meaning, and if you do not, think on it. Strategy, instead of being spoon fed.
The problem with many is simply, the biggest stack does not win. It's how you use them, that counts. Smaller, flexible armies, can accomplish much. And a large, flexible army, greater still.]
Now, a simple recap, to say.
Lines of supply, or Supply lines, are merely taking units damaged out of an army, and replacing them. Foraging is building barely anything upon the opponents territory, or stealing his/her units.
To capture an entire country perfectly intact is difficult, But can be done correctly, with little to nor deaths. However, the more laid to waste, the longer it takes to repair. Heed this.
Lines of supply are to be guarded with a moderate force, but not an entire corps, which can grow to be quite large, until the middle of an game.
Lines of supply, you must defend the back of your army. You must have checkpoints of merely a few units here and their in order to intercept and skirmishers, or stall an enemy main army.
Be wary however of these:
Dividing an army in enemy territory when you do not know the disposition of the enemy, location, etc.
Now then, to be flexible, you must teach yourself to respond rapidly to any situation with a calm adaptability, capable of accepting new ideas, or any new situation you are in, even if you wish to deny it, Speed is the essence of warfare, Time is the Time of minutes and hours, your time frame, your limits. Surpass them. Firepower is the numerical strength one can bring forth, or the artillery/Infantry/Elite Guard strength one can bring forth at a certain point. Numbers, numerical power everywhere.
However, to the one that follows this, but gains an massive empire, and wishes to cease the micromanagement of it, in order to simply order large stacks to attack. A massively large stack sent in any direction, all at the same time, of utter sheer size will confound many, but it is ineffective, lazy, and even though one may still win, a proper opponent will simply strike a few, stall many, go behind, strike into your undefended State, or if defended, harass it so.
A proper General is however capable of utter defense, as offense. But a defense without an offense is weakness, and vice versa.
One capable of hiding in the recesses of the Earth is admirable, but how much so is one that can drive you out of it!
One must position his or her forces accordingly. Instead of defending five areas, Formulate a line of defense, or merely guard the place they all intersect, instead of the five areas individually, bring staller units in(stall), and more importantly, guard it carefully. Repeat this, and one shall free up much force, to bring to bear.
The State must have at least three mobile defense forces, and if they do not exist, one must then push the opponent so he is unable to attack.
To attack merely means you have an abundance of strength in numbers, skill, etc. To attack means you intend to choose where, to take the initiative, to decide what, how, when. To pressure an opponent everywhere, do so.
Chess, one could say, is at lower levels, simply taking pieces. At higher, the correct position of units, in a higher, the position of them according to a strategic goal, and another, the position of them with a tactical goal that agrees with a strategic goal, and vice versa.
However, one must not always think in chess terms. This is what brought Europe to defeat facing Napoleon, and the only way the truly won was due to his, cancer as some hint, his lack of clarity, his fall from arrogance destroying his pride and confidence.
Once you destroy an opponents confidence, and take his hope, his forces shall fight with no tactical goals in accordance with strategy.
One must fight battles skillfully, but avoid unneeded ones that are merely for the sake of it. Drive wedges In between the enemy armies, in order to crush them more effectively.
Their are more ways than coming in the front door.
Chess is more easily applied to players and allies, and is what it should truly be applied to, beside game units, but still loosely.
To abide by one system or one strategy for all your victories, an opponent will learn eventually, and construct a counter.
So forth, a proper General is flexible in his plan making within his temple, he is capable of changing rapidly depending on the situation.
To be more precise, infantry is merely a click, click again, and click again (Select, Move/Attack, Move) , now then at higher levels, it is an art. Tactics, Tactics. Flanking is not as precise as it should be, A flank, hitting from the side at vaguest, cannot always be accomplished in the traditional terms. To bypass an enemy defense, and hit from behind has no effect than hitting from the front, unless you are to take out any rail guns and artillery, then engage the enemy army. And to also pin It their while wiping the enemy defenses away, is admirable. However, as this game is based upon lines, you must attempt to be unpredictable. Indeed, the opposite of that means defeat.
A massive Flank, as in hitting a weakened enemy, to go through it to hit the enemy, as in the case of Poland and Lithuania.
Take as you will.
Chapter 2:
“When a Nation is in war, the presence of a deliberative body is injurious and often fatal. The turbulent, the ambitious greedy of distinction, of popularity, of power, erect themselves by their own authority into advocates of the people, defending those who are not attacked, as advisers of the Prince, they will know all, rule all, direct all, they become successively censors, factious and rebels. “
The fate of a Nation may sometimes depend upon the position of a fortress.”-Both-Emperor of the French, Napoleon Bonaparte.
In the art of war, the careful placement of infrastructure and fortifications is what shall decide the fate of ones nation, later on.
Merely, not even province can have a high level fortress from day one, it shall hinder other development. One cannot have both infrastructure and defense, at the beginning. One then must focus upon the careful use of recourses to achieve something. Such as this, one must place the fortresses to defend the vital areas, Or areas around vital areas.
Outer provinces can be used as buffer, and the inner fortified.
Now then, upon the placement of fortresses, one must know it is an trench, bunker, and so forth, all together. They improve morale, and reduce damage to the infantry.
They destroy infantry, and Armored cars at times, but are laid to waste by Tanks and infantry in skillful conjunction, which some can do, or by bombardment.
Now then, One must think upon this:
If I am to place a fortress, it is in order to deter attack, or ensure I have something left in defense, to counter an opponents numerical superiority. If I however build that shiny wall, he later on shall have such a massive amount of artillery, it will be useless.
But, What if I focus in defense, an embark upon an infantry offense?
What shall you gain with merely infantry vs infantry, merely a brawl!
At the beginning, the vital areas, not every area, are to be fortified. I purposefully leave my capital unfortified at the beginning to provoke a strike, and develop a defense in order to snip the lines of supply and communication, and then forth go into his body, and plunder him.
Illusions are deceiving. If one defends the vital areas, then one is temporarily secure. However, some countries cannot be, fully defended.
France is faced by Italy from one side, Austria for a time, Germany on one side, Great Britain upon another, and Spain upon the other.
If you fortify one area, then what if Germany simply ROW Belgium and goes forth? Or Austria, the same, or even Italy?
What is Great Britain invades from the seas, or Spain upon the land?
The fool that ignores diplomacy shall face this situation, and the fool that cannot fight, shall lose.
The coastline is defended easily, if at the beginning. Infantry, Armored cars, even Artillery.
The Spanish border can be stalled, it Is short.
The massive Western border, you must obtain victory quickly. If he merely attacks, any fortified defense, then hold the line, and strike through Belgium, or through the main.
Italy is a boot, and so forth easily conquered, by means of a Navy, or proper land invasion, but the ability to maneuver is little.
In France, Germany, and Spain, maneuver , the ability to is massive.
To go on, defense of some countries is faced by an enemy is truly difficult, offense is not. What many ignore, is taking the offensive when one would expect to take the defense.
To go further, Fortresses must be placed not in single levels of one everywhere, but levels of two or three in vital areas.
AH:Historic: Quick 30 second example:
Austria, Germany is inactive, but so is Italy.
A massive Russia I face, and a massive France to the east.
Two areas facing Russia, cracow and Lemberg, are defended, fortified, and by an rail gun piece. Naturally, with this cover I can focus defensive construction toward limited in my Italian-coastal border, as a have a small navy, and defenses shall do in the form of infantry, Armored cars, and so forth. In the west, I must take the offensive to France if any chance of victory will occur. The railgun shall cover an forward advance, While defense fortification shall go more into my German border and my Russia border, which are both covered.
Generally speaking, to be precise, I cannot defend every area, though I have an overabundance of Iron. I leave my innards somewhat fortified, and my outskirts, fortified either from moderate to slightly. In an inferior time, I defended parts of my Russia border, with an army with Artillery support defending the lower borders in the event of an attack, with an main army Northward to invade, in defense, yet offense. An army in Germany to stall or stop a French invasion. More importantly, Naval deployments to harass the French.
Generally, I have fortified the key areas of my Northern Border, Covered them in a line, followed by leaving the southern left constructed, but covered with a small defense and rail gun unit, while in the West, I kept my strength somewhat leaning here, depending upon my inactive allies to stall, and so forth.
I shall edit this later, in great precision.
Now then, Railways are also of vital importance. I would say coal, behind Grain is the most important recourse within this game. Others shall say oil, but what will increase oil production, Iron, and even itself? What shall improve morale, and allow for the defense rail guns provide? What shall improve all, with little cost but time, which is vital:? Railways, supported by coal.
Not all can be constructed in the beginning, so few roads lie ahead. One is to fix dependencies, another is to construct in order to construct more, another is purely military.
What shall be constructed is Iron, while wood is imported, or vice versa.
Important dependencies then solved, while construction can continue in Economic vital provinces.
Then, military construction.
This is the way, one should follow.
Railways should be positioned in area's that will strengthen the economy. However, the goal is not to strengthen what is already fine. Take France for an example, you could build more railways in the Grain, or elsewhere, to support other parts, before doubling back to the Grain?
Truly, your preferences matter, but efficiency is what is important.
Fortresses should be placed at checkpoints, in the formation of lines in higher levels in an overabundance of Iron Ore. But, the fact of this matter is, without an army, a flexible, mobile one, your defense is practically nothing but worthless.
What am I stating, is the fact of the matter is, any defense can be broken. A static defensive line of structures is worthless without a mobile defensive corps.
The error in SP military thinking is that high level fortresses are strength, when in fact they are nothing more than a waste; Fortresses are not as genuinely strong as they seem. It more of depends upon where they are, the level, and if you have a mobile defense.
Position them in a strategic way with your other fortresses throughout the Core(State), Not every way needs to be defended. Create an defensive plan exploiting the holes in your Fortresses to create traps, lures. Create them accordingly not to quantity, but to quality. Form them accordingly with a mobile defense force, in order for complete supremacy.
In the event every area can be fortified to kingdom come, is it truly worth it? Decide on it, think on it.
And remember, choke points and check points, are easily created, naturally, or artificially.
Railways are to be positioned in ways the furthers the construction of more, which a by production is further industrial material, which aids war production, and defense.
Then in the way the solves deficiencies.
Then, purely military gain.
Fortresses, in way's that controls intersections, creates artificial boundaries, or exploits natural, that forces an opponent to go here, or do this.
Chapter 3:
In war, Several things exist:
The Theater, which is merely the Grand strategy room.
An campaign, which is a group of strategies for a war of conquest(ie, The Lithuanian Campaign).
Front: A Front is obvious. Eastern, Northern, Etc.
An Theater is the group of campaigns, a front a boundary, side.
Furthermore, the specifics are:
Below Front:
Northern-Western Front, Southern-Western Front.
Below Front, is obviously penetrated areas, and their location's.
So P&L.
Now then, let us go into the art of deception.
One should if superior in strength, make an opponent think you are inferior. If inferior, superior . If your opponent is easily irritated, irritate him. If he is calm, seek to disrupt him. And never interrupt an opponent, if he is making an mistake.
In warfare, seek to lure the enemy into a sense of unease yet ease.
When preparing to attack an opponent, of course your troop movements must be defended by spies. And so forth, you must move the inwards to trick one to think you are attacking here, then strike as lightning elsewhere. More importantly, to move a corps in one location as a feint, to make an move somewhere, then move somewhere else, or do the opposite of what he thinks you shall do.
In warfare, One must have the use of loyal agents that shall grant one victory.
Economic ones merely damage morale, and steal minor amounts of recourses.
Military ones damage structures and defenses.
Intelligence, intercepts.
What is the most useful is the Intelligence, followed by military, and finally Economic.
The reasons are:
Intelligence shall intercept communications, and reveal the state of ones recourses, and in war, this can tell whom is near defeat. They reveal local armies, and more importantly, alliance and trades.
Military: Damage factories, fortresses, reveal all armies. They hinder the war machine.
Economic spies hinder ones economy slowly, and decreases morale, and steals the taxes.
Intelligence require merely one or two, even a few, to achieve results.
Military ones require a few to a moderate amount for effectiveness.
Economic, many for effectiveness.
So forth, we see what is most useful.
To know ones troop movements and locations promises swift victory, to protect your own, more.
Spies are among the most useful units in the game, and are the “Game” version of legal GM, and are useful.
To ignore this feature, is idiocy.
To over rely upon it early game, failure, and Economic collapse.
From the beginning of the end of the early game and onward, use them.
Spies reveal the locations of troops and movement, which is greater than merely causing military damage or economic damage.
Damaging the unit productions is the next best, as it buys time.
Equal to this, though more expensive, is causing major economic damage, which slows one down.
Thus, a proper General knows what to make use of what.
Generally, you will no longer assume where an opponent is.
But there are way's to guess.
An opponent will usually attempt a major invasion, or group his forces into one stack or a few, and invade so forth.
Another shall attack from multiple points in lesser strength.
To counter, a mobile defensive force is necessary.
More importantly, one should make use of such intelligence.
To intercept communications between players that are in error enough not to use skype, steam, or the whisper chat of SP, should teach you something.
To know ones communications and troop movements, gives you the chance for a brilliant victory.
The error is, not understanding them.
Troops move either in a random pattern, or in accordance with an strategy.
However, one can move them in a way that is confusing, but in accordance with a strategy.
Look upon ones troop movements, and consider what will they do alone, and what all together, and what in parts with another, then consider reserve forces an opponent may have.
What I shall stress is that intelligence is the fourth arm of this game, and is even more important than having the largest army, or greatest Empire. It is what shall bring victory, even if you are inferior in size.
It Lay's whole an opponents plan, and it shows traitors, and plans.
Deception is the key to winning, to deceive your opponent. Through false attacks, to false defenses, to even more importantly, false troop movements of your own, followed by moves to check him.
One must take his or her troops, and formulate one false corps, which shall deceive the opponent at every turn.
Here. Is merely parts of Chapter 13, Sun Tzu, as advice.
Thus, what enables the wise sovereign and the good general to strike and conquer, and achieve things beyond the reach of ordinary men, is FOREKNOWLEDGE.
(That is, knowledge of the enemy's dispositions, and what he means to do.)
Now this foreknowledge cannot be elicited from spirits; it cannot be obtained inductively from experience
[knowledge of the enemy] cannot be gained by reasoning from other analogous cases.)
nor by any deductive calculation.
(Quantities like length, breadth, distance and magnitude, are susceptible of exact mathematical determination; human actions cannot be so calculated.)
Having DOOMED SPIES, doing certain things openly for purposes of deception, and allowing our spies to know of them and report them to the enemy.
(Tu Yu gives the best exposition of the meaning: "We ostentatiously do thing calculated to deceive our own spies, who must be led to believe that they have been unwittingly disclosed. Then, when these spies are captured in the enemy's lines, they will make an entirely false report, and the enemy will take measures accordingly, only to find that we do something quite different. The spies will thereupon be put to death." As an example of doomed spies, Ho Shih mentions the prisoners released by Pan Ch`ao in his campaign against Yarkand. (See p. 132.) He also refers to T`ang Chien, who in 630 A.D. was sent by T`ai Tsung to lull the Turkish Kahn Chieh-li into fancied security, until Li Ching was able to deliver a crushing blow against him. Chang Yu says that the Turks revenged themselves by killing T`ang Chien, but this is a mistake, for we read in both the old and the New T`ang History (ch. 58, fol. 2 and ch. 89, fol. 8 respectively) that he escaped and lived on until 656. Li I-chi played a somewhat similar part in 203 B.C., when sent by the King of Han to open peaceful negotiations with Ch`i. He has certainly more claim to be described a "doomed spy", for the king of Ch`i, being subsequently attacked without warning by Han Hsin, and infuriated by what he considered the treachery of Li I-chi, ordered the unfortunate envoy to be boiled alive.)
Without subtle ingenuity of mind, one cannot make certain of the truth of their reports. #
(Mei Yao-ch`en says: "Be on your guard against the possibility of spies going over to the service of the enemy.)
Hence it is only the enlightened ruler and the wise general who will use the highest intelligence of the army for purposes of spying and thereby they achieve great results. #
(Tu Mu closes with a note of warning: "Just as water, which carries a boat from bank to bank, may also be the means of sinking it, so reliance on spies, while production of great results, is oft-times the cause of utter destruction.")
Spies are a most important element in water, because on them depends an army's ability to move. #
(Chia Lin says that an army without spies is like a man without ears or eyes.).
All of this is applied towards this game.
Merely, for the sake of it, spies can come in the shape of players, as well.
Players are vital, they can stab one from behind, or support oneself. Remember that players who are spies, are more valuable than any game spy.
Remember also, the fact that information is vital, information is the most vital element of this game, and without it, one shall surely lose.
Information, without it, as said above, is the same as you having no eyes or ears. Even a little is useful, but information, can be your undoing.
Never be slow, nor to cautious.
Never act in haste.
Be fast, lightning like, like the lightning, with the thunder announcing your passage afterwards.
Chapter 4:
Alliances, Treaties, and so forth are an art of manipulation.
An equal is to be watched, for an equal is an usurper.
The greatest supporters are either
A: Near equals or equals, whom are completely loyal.
B: Ineffective fools, to be ignored, yet used.
C: Semi-Effective, but loyal.
People are merely chess pieces. Are you a wolf, or a sheep?
Can you have the courage, to lead?
A leader cannot look upon things as friends, he must be willingly to sacrifice, and act as an chess player.
The utmost care you must handle them, and decide what kind of piece they are.
Pawns are the most useful and least useful, arrayed skillfully, they construct perfect defenses, they become the best pieces, and they create the perfect traps. Knight's skillfully navigate and easily crush, Bishops zoom and take tactical targets, The King can never be taken, and that is you. The queen is the most important, and is the strongest piece you hold.
Rooks are the next useful, and a preference.
You can have multiples of all.
All however, cannot be thrown aside for the sake of personal glory, you must secure yourself.
You must move your pieces in accordance with a Grand Strategy. However, they cannot know they are pieces. Treat them as equals if you must, put up with stupidity, control emotion and remain calm, and move them skillfully.
Loose cannons are to be avoided, and to be aimed at someone, and merely fired, and then you swoop in and solve everything.
For your opponent, and yourself.
The point of this matter is, Chess pieces must be properly arrayed upon this grid. Their military forces put under your direct control, or as some say, “You advise them”, and you array them skillfully.
Their countries are not to be plundered for purely your own gain, as that makes them useless, and them, hate you.
A proper sovereign must understand HOW to move them. One piece counters an opponents, but is vulnerable to another, but piece C is supporting him, negating that problem. And so forth. And under your direct control, with strategies and contingencies formed beforehand, one is secure.
One must understand, again, that allies are to be used, but for the sake of the alliance. One must be in charge, that is your goal. IF you cannot hold onto your power, if you cannot skillfully give your pieces victory every time, if they know they are pieces, yet you deliver your promise, they shall follow you. If not, you are deposed. This is how Napoleon rose, and fell, repeatedly. He was a genius, however
One must also take into account the personalities of each piece, or ally, if you will. Each one must be treated differently, and with skill. You must have contingencies to destroy them, if you must. And not all can be preserved, you may sometimes be forced to trade one, to obtain more.
Quick Example:
King: Spain
Queen: Morocco
Pawn: Great Britain
Knight: France
VS:
Russia, Germany, Austria, The Ottoman, and Sweden.
Britain can hold Sweden or Germany in check, and vice versa. France is vulnerable to Italy and Germany, but in conjunction with Great Britain, a pawn, this shall advance GB to the status of Bishop, and shall, or may secure victory.
Morocco must develop a navy with the King to counter Italy, and strike at Italy.
Thus, These two pieces counter Italy, and he is checked, and taken.
Great Britain and France must quickly overwhelm Germany, and secure him.
However, Fresh Russian troops, with Austrian, shall come forth. The solution is to drive a wedge between and not let them unite, or if united, to divide them.
The naval power must be turned to the Ottoman Empire to threaten Austria and Russia, and thus they move away.
Austria and Russia obviously attempt to regain Italy under direct control, however they shall over expand, and face superior naval power.
Austria must be quickly-ed through Italy, and the Ottoman Empire taken, not directly, but indirectly by wrecking the Home Front, Military, and Economy. Following this, ROW with any AI's remaining.
Forces en route through France to quickly overwhelm Austria.
Austria is taken, and an wedge driven between them previously.
Russia, the King is vulnerable, and his piece, Sweden, has been reduced to a pawn.
Though a horrible example, one must take Italy quickly, and harass the Ottomans. Germany must be quickly crushed afterwards, and a wedge driven between the allied armies, while Austria is harassed from Italy, before being taken.
A horrible example to the finer players, but it serves as an example, that you must strike quickly and without warning, you must harass, you must drive wedges, and prevent an opponent from uniting and or gaining strength.
To be edited continuously over time. also, we are aware of the grammatical errors; Everybody makes mistakes.