Broken+City+EoT+12

Stats

MIL: 15

WEL: 13

ESP: 4

MAG: 7 (+0.5)

MOR: 5

REP: 0

INF: 2 Stat Cap: 39/40

Traits: Vaults of Flesh, Bloody Business, The City Must Be Fed, Expanded Tunnels, Assault Tunnelers, Commerce House, Sav Altulas Metro, Tunnel Diggers, The Grid [B]Combat Plans[/B]

[U]1. Someone attacks Gilded[/U]

In this scenario Guild pickets will watch the attacking troops. They will fall back from the enemy force and not engage. There goal is to track all enemy forces and especially watch for infiltrators and commandos trying to make use of the distraction of a large hostile force to sneak in. If the attacking force begins setting fires to homes or terrorizing and such then the main guild force will attack from below using tunnels to get among the enemy quickly and without exposing themselves to ranged fire or hostile spells before they're too tightly mixed in with the enemy troops for enemy ranged forces or mages to risk it. They are to do this with as much surprise and speed as possible to maintain maximum military advantage. The goal is to try and draw the enemy into the tunnels where the Sausage Guild fighters will gain an advantage by withdrawing when the enemy is most antagonized. Faking a retreat in disorder may be a good ploy at this point. On the other hand if attacking forces do not attack civilians and focus on Guild targets the idea is to withdraw and leave them unmolested, at least for a while. Instead of attacking or defending apparently important guild buildings the main force will wait for nightfall while the pickets maintain continued watch through use of the Grid and physical observation. When the enemy goes to sleep, probably in commandeered buildings my forces will exact strikes going through basements and walls to bypass sentries and attack the unwary soldiers. It would be best if this could be accomplished while the attacking force is split up rather than consolidated as it would be for an initial strike. This of course would not work if the force withdraws for the night. But there's only so much an attacker can do in one day so I expect they would spend at least some time in Gilded, and likely split into smaller parties to get their objectives done more quickly when no resistance is offered. Once the initial night strike has happened Sausage Guild forces will conduct a campaign of guerrilla warfare boiling out of tunnels to attack patrols with massive force and then resubmerging before reinforcements can arrive. The idea is again to lure enemies down into the tunnels with us where they will be at a disadvantage. If the enemies refuse to be lured and consolidate into major forces large enough to offer heavy resistance then we will not pursue action with the main force, but continue with the night raids and harassment. Hopefully this will deny the enemy the opportunity to destroy guild assets, guild assets having been moved away beforehand as I will outline in my Wealth action. If they destroy things it will be the civilians of the district who suffer, and the Guild will do all in its power to protect them if that happens. Hopefully depriving attackers of moral high ground, their objectives, and any support they might have had from the Gilded residents. The ultimate goal is to bog the enemy down so that they can not successfully contest more than one or two neighborhoods, since they have to concentrate to fend off my raiders, while preserving as much of my own forces as possible so that Urso Bloodhand will have an army to counterattack with once he is recovered. [U]2. Someone attacks the Mercantile Guild[/U]

Someone attacking Gilded takes priority, but otherwise this plan should be followed. In this case pickets will watch the fighting. They will withdraw as if they were in Gilded, but since I don't have the Grid here they won't bother watching for infiltrators. The lack of an extensive tunnel network will also change my tactics. Instead my pickets will watch the enemy forces. They will wait until the enemy is engaged with SGA troops and then signal the main force. Hopefully this will give the main force time to get into position, and hopefully enough tunnels will have been done for them to do so. The purpose of the main force is to erupt out from behind the enemy force where they are engaged with the SGA troops. They will not do this along the entire front, but instead attack at the weakest point of the enemy line. Hopefully this will ensure the combined SGA/.Sausage Guild force will be able to quickly finish that section of the battle and then turn to attack the flanks of the rest of the fighting. If the tunnels are not completed to the extent necessary to get my troops fully into position then they will at least be used to get my troops as close as possible while staying underground to leave enemy commanders unsure of where Sausage Guild reinforcements will come from. [B]Actions[/B]

MIL: 15

1. 5 mil will patrol Gilded and the Mercantile territory, but particularly the mercantile territory. These are pickets mentioned in the combat plans. The idea is to hopefully leave the impression that the Sausage Guild has concentrated its forces under the Mercantile Guild. This way enemy forces moving into Gilded will be less suspicious of the lack of resistance.

2. 10 mil will act as the main force. They will spend their time digging a set of Rapid Response Tunnels starting in Allscross and moving around the Warden border in both Sausage and Mercantile Guild territory. These tunnels should hopefully serve to allow the kind of rapid reinforcement and withdrawal necessary for the above combat tactics. This force should especially making use of both my assault tunnelers and Tunnel Diggers to rapidly dig the necessary lines.If possible I would like to make a lot of rumbling in the mercantile territories by digging especially fast there, and less rumbling in Gilded territory by digging more slowly. This will probably cancel out, but should serve to bolster the idea that the Sausage Guild has committed to the defense of the Mercantile Guild and is rushing all its forces there. Making the night attacks in combat plan 1, if they happen, even more of a surprise.
 * All my forces will coordinate with Mercantile scouts and forces.

WEL: 13
 * I should note that the pickets should be combined with the main force soon after an attack is launched. I still want scouts watching things, but I don't think it will take 5 mil to do that. I just put up that much so I could cover the whole border. Once an attack has started it should be easier to direct my scouts more efficiently.

1. Burn 3 wealth to turn Sausage Guild territory into a maze of tunnels filled with kill zones, death traps, and secret ways. Also move important assets from above ground to below the surface leaving behind structures that look important, but are really just heavily booby trapped. If possible the wealth being burned should be that from above ground, in which case I assume I would be selling those structures to various merchants, so don't booby trap any sold in that manner.

2. Spend 10 wealth to continue funding the defensive installations as necessary. Possibly include an underground military command base under Dovel. Barracks, training grounds, defenses, whatever it needs. Fortifying the tunnels take priority though. ESP: 4

1. Use 4 espionage to augment the pickets. Take full advantage of the Grid to locate opposing forces and especially infiltrators. Priority should be on keeping any hostile agents out of my tunnels. It would severely reduce the advantage if any potential enemies could make maps or such. Or get down into the vaults to wreak havoc. MAG: 7 (+0.5)

1. All my magic should be working on Restoring Urso Bloodhand. The first step is to use a modified pump to filter the poison out of his body. The next step is to try and reshape Urso's body to be able to tolerate the poison and actually use it as a weapon of his own (Maybe increasing his power). To that end his arm will be used as a test case for this kind of poison immunity. If the arm can be successfully remade then it will be reattached. Basically giving him a weaponized arm. If this cannot be done on the magic provided then simply flush the arm of poison, or grow a new on, and reattach it. It's more important to restore Urso and get him back on his feet than actually make him stronger than before.
 * The 1 mil of captured Blackfist will be sacrificed to power this.


 * Of course all my magic will immediately turn on any assassins sent to finish the job. Since you know they're going to be right there with Urso.

MOR: 5
 * Bloodhaven should also be sending some aid for this. And my university magic will be using what they know of the sterility wards to help stabilize things.

1. Everything goes into helping my main force psych up for combat and following the orders of their commanders in the combat plan, which requires them to be patient and strike with precision despite possible enemy provocation. If there is no combat then I've wasted my morale, but I will breath a sigh of relief. REP: 0

INF: 2

1. Boost my mil purchases as much as possible. VIP: Urso Bloodhand

Stay alive and recover.