Attack on Ihiri
Planning Stage
From: Darth VéhemenPlanning Stage


To: Powerbase
Subject: The Conquest of Zephys
The time has become to begin planning the attack on Zephys'. Attached is a map and some known intelligence regarding the city centre and deployment of defenders, which I intend our forces to assault,
I require the Martial Domain to take a lead on putting together an initial plan of attack, based on the intelligence we currently have. I do expect we shall have additional information as we draw nearer to the date of our attack, so be prepared to adjust your plans.
We currently believe the Republic fields a force of around 30,000 within the city, with several thousand irregulars supporting them. They have prepared defensive positions and are fully expecting our attack. I have provided a list of forces I am committing to the attack below, but planetary governors may contribute forces from their own planet - if they can afford to do so.
I require an initial plan within a week.
- V -
Attachment: Zephys Intelligence
Rubrik Brigade
Colonel Peters
Type | Name | Commander | Strength | Notes |
---|---|---|---|---|
HQ | Rubrik HQ | Colonel Peters | 740 | |
Light Infantry | 1st Rubrik Infantry | Major Vilker | 930 | Equipped with Light Walkers |
Light Infantry | 2nd Rubrik Infantry | Major Tarrant | 960 | Equipped with Light Walkers |
Light Infantry | 3rd Rubrik Infantry | Major Carr | 890 | Equipped with Light Walkers |
Light Infantry | 4th Rubrik Infantry | Major Enderson | 885 | Equipped with Light Walkers |
Air Assault | 1st Rubrik Air Assault | Major Tiberan | 1050 | Equipped with Heavy Assault Shuttles |
Air Assault | 2nd Rubrik Air Assault | Major Itun'nane | 1190 | Equipped with Heavy Assault Shuttles |
Air Assault | 3rd Rubrik Air Assault | Major Queering | 1205 | Equipped with Heavy Assault Shuttles |
Artillery | 1st Rubrik Artillery | Major Temper | 800 | Equipped with light artillery and anti-air |
Artillery | 2nd Rubrik Artillery | Major Mannas | 810 | Equipped with light artillery and anti-air |
Support | 1st Rubrik Support | Major Barren | 720 |
Torren's Brigade
Colonel Tiefer
Type | Name | Commander | Strength | Notes |
---|---|---|---|---|
HQ | Torren's HQ | Colonel Tiefer | 675 | |
Heavy Infantry | 1st Torren's Grenadiers | Major Palmer | 1205 | Equipped with Imperial Crawlers |
Heavy Infantry | 2nd Torren's Grenadiers | Major Hannety | 1180 | Equipped with Imperial Crawlers |
Heavy Infantry | 3rd Torren's Grenadiers | Major Wilt | 1150 | Equipped with Imperial Crawlers |
Heavy Infantry | 4th Torren's Grenadiers | Major Farrow | 1200 | Equipped with Imperial Crawlers |
Engineers | 1st Torren's Sappers | Major Pilkington | 900 | Sappers and Mine Sweepers |
Engineers | 2nd Torren's Sappers | Major Yessur | 920 | Sappers and Mine Sweepers |
Artillery | 1st Torren's Gunners | Major Handi | 840 | Equipped with heavy artillery and anti-air |
Artillery | 2nd Torren's Gunners | Major Rich | 800 | Equipped with heavy artillery and anti-air |
Artillery | 3rd Torren's Gunners | Major Irving | 810 | Equipped with heavy artillery and anti-air |
Support | 1st Torren's Support | Major Inkinsborg | 645 |
Members of Perfidious are now invited to begin planning the ground assault on Zephys, the capital city of Ihiri. The event itself will play out as a turn-based battle simulation hosted in a voice call with the fate of the battle decided by player characters.
During this stage of the event, all that is required is a plan. The Lord Militant is thus expected to gather people in a series of meetings to plot out how Imperial forces will be deployed and used. Selecting commanders (to participate in the voice call event and decide the actions of units under their command) can be left till nearer the time when schedules are clearer.
Government HQ
Capturing the government HQ will greatly reduce the morale of the defenders across the map and increase the chance of surrender.
Forward Command Post
Capturing or destroying the Forward Command Post will slightly reduce the morale of regulars on the west side of the map.
Military Base
Capturing or destroying the Military Base will greatly reduce the morale of regulars on the east side of the map.
Police HQ
Capturing or destroying the Police HQ will greatly reduce the morale of irregulars across the map.
Power Substation
Capturing or destroying the Power Substation will slightly reduce the morale of defenders across the map.
During this stage of the event, all that is required is a plan. The Lord Militant is thus expected to gather people in a series of meetings to plot out how Imperial forces will be deployed and used. Selecting commanders (to participate in the voice call event and decide the actions of units under their command) can be left till nearer the time when schedules are clearer.
- The map provided represents the city centre, where most of the fighting is expected to occur. It's possible the Republic have additional soldiers deployed elsewhere in the city which will either
- Zephys' is a dense city, so the combat will almost all take place in an urban environment.
- One of the initial requirements will be to decide how Imperial forces will enter the fray and what their objective will be.
- Heavy Infantry and Heavy Artillery cannot be landed at a Landing Zone (indicated with a green X). Instead they will need to take an overland route (indicated with a green arrow) and may take several turns to enter combat if they encounter enemy forces.
- Each Landing Zone can accommodate about 3,000 men and equipment landing at once. They will near to move from the LZ for more troops to land.
- Most other units can be landed by shuttle at a Landing Zone, and Air Assault troops can be redeployed once during the event.
- Enemy positions and formations will be revealed as they are discovered, either by Imperial sympathisers ahead of time, or during the combat.
- A single air strike will be permitted during the campaign.
- Questions about mechanics can be asked OOC, but everything else should be discussed IC. A few notes on objectives shown on the map can be seen below.
Government HQ
Capturing the government HQ will greatly reduce the morale of the defenders across the map and increase the chance of surrender.
Forward Command Post
Capturing or destroying the Forward Command Post will slightly reduce the morale of regulars on the west side of the map.
Military Base
Capturing or destroying the Military Base will greatly reduce the morale of regulars on the east side of the map.
Police HQ
Capturing or destroying the Police HQ will greatly reduce the morale of irregulars across the map.
Power Substation
Capturing or destroying the Power Substation will slightly reduce the morale of defenders across the map.