[Recwar 101] "The Duchy of Babkha"

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Aurangzeb Khan
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[Recwar 101] "The Duchy of Babkha"

Post by Aurangzeb Khan »

Lord have mercy, anybody visiting this forum would think that the chap charged with running this section of the University was a tired bureaucrat with motivational issues...

So rather than let this lie forgotten forever let us begin addressing the matter by the means of a hypothetical scenario which will allow us to address the pertinent issues of recreational warfare, such as they are.

Gentlemen it is my great pleasure to give you:
"The Duchy of Babkha"
A Hypothetical Scenario

The year is 3891 ASC, after a long and distinguished reign spent mostly down the pub, Shahanshah Hesam XVI "The Sot" succumbs to an alcohol induced sclerosis of most of his key internal organs. This marks the end of the Jahandar Dynasty. A spate of food poisoning and regrettable domestic accidents grips the competing Imperial Houses of Abakhtari & Arsalani, as well as the more prominent descendants of the Kapav Shahanshahs, leaving the way clear for the Emir of Raspur to ascend the throne as the first Osman Shahanshah in over one thousand years. There are suitable scenes of lamentation through out the Kingdom, which continue until the reappearance of mobile guillotines, thereafter the mood descends into one of sullen despair.

The new Osman Shahanshah, having no real agenda beyond the gratification of his own base pleasures was quickly corrupted by the visiting Elwynnese Khan of Vijayanagara, with whom he shares some obscure kinship, and was so induced to sign away the sovereignty of his realm to the Kaiser in Shireroth for a considerable sum of erb and some Hyperborean maidens who he enrolled into his harem (he was besotted with the reputed novelty of the purple tinge noted in the flesh of the Hyperboreans). In return Osman received the title of Duke of Babkha and the right to continue debauching himself in the way he had previously but with a pension paid in currency accepted across the Small Commonwealth.

His Erstwhile-Majesty's subjects were not however uniformly pleased. Whilst the Abakhtari were appeased with a gift of licentious sheep the surviving Kapavs and Jahandars raised the banner of revolt and mustered the Blackfriars to depose the traitor-Shah.

However, Duke Osman, retaining the vigour of his ancestors when it came to wanton cruelty, summoned the Fedayeen Ardashir and began a predictably indiscriminate slaughter which cowed the rebels, driving many into exile who wished to avoid the guillotine or the salt mines.

Public opinion in Shireroth proper can however be an unpredictable thing and soon Kaiser Sardanapalus found himself being petitioned by the Landsraad to bring an end to the Babkhan bloodbath. This was achieved by the intervention of Imperial Forces. However these Imperial Forces were led by the self same Khan of Vijayanagara who featured earlier and so the way the peacekeeping mandate was interpreted and carried out was somewhat partisan in favouring Duke Osman; and so it was that the writ of the Duke was imposed upon the metropolitan Ostans (a local name for counties) whilst the surviving rebels coalesced in the Emirate of Zsharra under a Kapav Prince answering to the name of Bahram, who continues to dispute the right to the Imperial Throne and who harbours an ambition to initiate a reconquest of the whole of Eura.

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We shall in this scenario be following the travails of a certain Mirza Durrani who finds himself appointed a Count-Satrap in the Duchy of Babkha and follow his career as first he develops a force in accordance with SCIRA that is adequate to the defence of the area he commands and then see that militia tested as the Kapav rebels launch their bid to retake the Kingdom.

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Leo Fenrir
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Re: [Recwar 101] "The Duchy of Babkha"

Post by Leo Fenrir »

:yay: - That is all.
Leo Fenrir

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Jonas
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Re: [Recwar 101] "The Duchy of Babkha"

Post by Jonas »

:yay:

Does the Duchy need military support to oppress those rebels? :p
From a distance I'm concerned about the rampant lawyerism manifesting itself in Shireroth currently. A simple Kaiserial slap on the wrist or censure by the community should suffice. - Jacobus Loki
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Aurangzeb Khan
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Re: [Recwar 101] "The Duchy of Babkha"

Post by Aurangzeb Khan »

Jonas wrote::yay:

Does the Duchy need military support to oppress those rebels? :p
Yes that would be the whole point of having rebels in the scenario in the first instance... ;)

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Re: [Recwar 101] "The Duchy of Babkha"

Post by Jonas »

Then I first have to buy an army. :angel
From a distance I'm concerned about the rampant lawyerism manifesting itself in Shireroth currently. A simple Kaiserial slap on the wrist or censure by the community should suffice. - Jacobus Loki
Can't you see? I'm crazy! :tomcutterhamonfire :smashy

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Re: [Recwar 101] "The Duchy of Babkha"

Post by Aurangzeb Khan »

We'll get to that part presently. :thumbsup

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Re: [Recwar 101] "The Duchy of Babkha"

Post by Hesam Jayatar »

I'd almost care, but none of you are worth it.

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Kostalan Rottsaa
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Re: [Recwar 101] "The Duchy of Babkha"

Post by Kostalan Rottsaa »

Blah blah blah, back to the salt mines, you! :whip
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Re: [Recwar 101] "The Duchy of Babkha"

Post by Hesam Jayatar »

Quite. I'm assuming you're Jess or Jonas from that strikingly cerebral quip?

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Re: [Recwar 101] "The Duchy of Babkha"

Post by Jonas »

Hesam Jayatar wrote:Quite. I'm assuming you're Jess or Jonas from that strikingly cerebral quip?
What do you mean, Hesam?
From a distance I'm concerned about the rampant lawyerism manifesting itself in Shireroth currently. A simple Kaiserial slap on the wrist or censure by the community should suffice. - Jacobus Loki
Can't you see? I'm crazy! :tomcutterhamonfire :smashy

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Re: [Recwar 101] "The Duchy of Babkha"

Post by Aurangzeb Khan »

Recreational Warfare is an outgrowth of the age old problem of solving diplomatic disputes by other means but that is done in a way that, consistent with the genre of political simulation, at least attempts to be amusing and entertaining in the manner by which it is executed.

Recreational Warfare is a product of its evolutionary history, the product of change over time and the inputs of myriad individuals with often wildly differing priorities and perspectives. Reflecting this ad hoc development it is neither properly a textual role-playing game nor a traditional war game, but its rules and conventions are heavily influenced by both genres of gaming.

Shireroth utilises two broadly overlapping rule-sets which govern its “recwarring” conventions, these being those of Anunia and the Shirerithian Civil & Internal Recwar Association; Anunia is the latest stage in the evolution of the development of an internally consistent yet usable rule set that is accepted across the greater part of our particular sector of the simulating community, SCIRA on the other hand, as the full title suggests, is geared towards regulating internal civil conflict.

The rule sets in both instances are tolerably self explanatory and I cannot stress enough the importance of reading both [links will be provided]. Anunia takes the individual participant “commander” and assigns to him an arbitrary value of 25,000 points, with each point being the equivalent of one tolerably well-trained, reasonably well-equipped, light infantryman of the kind found in most first world militaries (a side point of contention – the continual process of “up-armouring” that has occurred as a part of the war against the Taliban and the former occupation of Iraq renders it a moot point as to whether your average British or American light infantryman is actually that “light” when deployed in the field, compared with their equivalents deployed in Bosnia or Kosovo in the preceding decade). For better trained and equipped infantrymen or for more complex weapons systems such as armoured vehicles or aviation the points cost per unit (tank, plane etc.) increases in a sliding scale of firepower and perceived complexity/cost. The points values assigned are largely arbitrary but remain proportionate in relation to differing systems.

SCIRA detaches the point’s relationship from the assigned value of the “commander” and links it to the commander’s ability to purchase units and weapons systems with the local currency, the erb. Units cost the amount of Erb of 1/5th their strength in Anunia Points. See sections IV.D-G of the Anunia Convention for the principles of determining a units point cost.

Units are available for purchase via registered Orbat (Order of Battle) sellers or, in their absence, by direct purchase from the Ministry of Trade which maintains a SCIRA office forum for the purpose.

Returning to the scenario, Mirza Durrani has been appointed as Satrapan-Count to the County-Ostan of Molivadia. Were we dealing with Anunia alone he would have 25,000 points to distribute, but as we are not, Agha Mirza Durrani will have to make do with what he can purchase with the funding available to him, which is as follows:
For a series of Shirewiki articles detailing the lesser known ovine infidelities of the Emir of Vey, Agha Mirza Durrani received 200 Erb as part of a bounty for which he was nominated by the Minister of Information;
For getting involved an Elwynnese sheep rustling scam which degenerated, as only scams in Elwynn can, into a three way shoot out between the Elwynnbrigaden, a multi-limbed insectoid alien species and a set of vengeful gods, Agha Mirza Durrani received 300 Erb and another 50 Erb in compensation for having his left hand bitten off by an “Oh’ltar”. These payments constituted the remainder of his bounty for that particular real world month;
As a one off payment Agha Mirza Durrani received 100 Erb from the Imperial Defence fund maintained by the Ministry of Military Affairs to help bolster security.

In all Mirza Durrani has to his name 650 Erb, a middling to low income but a respectable start for a new citizen. Durrani’s future purchasing power seems assured as he managed to secure a plum assignment from Diplocorps as a Cultural Diplomat earning 300 Erb a month for explaining to bored Ocians the profound cultural significance of the Mango and how it permeates all levels of the Shirerithian society and psyche.
So now the maths, where things can often go wrong for victims of the British education system, 650 Erb equates to a total points allocation of 3,250.

However fortunately, the defence needs of a County are, in and of themselves comparatively moderate, being first and foremost territorial defence.

Reviewing the situation in Molivadia we see that it shares a land border with the hostile Babkhan Remnant in the Zsharra, sits astride the overland route from the ducal capital of Kamalshahr in the south east, to the more heavily populated satrapan-counties of Razamin and Alkhiva in the north west, and their strategic ports and harbours such as Susa and Bushehr. Molivadia enjoys direct access to the sea, but in both instances along, relatively, narrow straits which could theoretically be subjected to blockade or interference by a determined enemy. Similarly the reverse applies; any hostile naval operation would have to take place in relatively confined littoral waters, vulnerable to ground and aviation elements operating from a hostile shore. There are four cities in Molivadia, all of whom are good potential port harbours, albeit one, Nau Baathshahr, faces onto an inland sea which empties via the navigable River Nouradin into the Dyre Straits to the North West. The traditional administrative centre of Molivadia is Nivardom. Traditionally Nivardom is also one of the key caravanserai hubs for the overland route from Kamalshahr to Sajin City. The terrain and climate is more typical of steppe conditions than those stereotypically associated with the Babkhan desert. The climate however is harsh and the province is depopulated outside of the cities save for nomadic pastoral herders, the occasional salt-mine penal colony and some agricultural settlements that are somewhat less than thriving. The other consideration is that the Zsaharran settlement of Pax, formerly a logistics centre and transportation hub for the deportations of Tudeh dissidents to the old salt mine network, is the closest sustainable forward position the Babkhan Remnant has to the border with the Duchy of Babkha, and whilst the likely axis of any rebel offensive is likely to be towards Raspur or Kamalshahr itself it remains an unalterable fact that Pax sits opposite the border with Molivadia.

(Incidentally if anybody wants a threat assessment done on their feudal holding I would be more than happy to oblige in return for modest remuneration, fees negotiable).

It is imperative therefore that the Count in this scenario creates, within his modest means, a balanced force capable of maintaining the territorial integrity of the County. Higher tactical and strategic functions are likely, for the meanwhile to remain out of reach, but this slack can be held by the forces of the Baronial, Ducal and Imperial authorities, with the minor drawback of making it necessary to be on tolerable terms with those same authorities lest they be disinclined to help during a crisis.

Objectives for a County Militia therefore:

1. Defend the Frontier facing the Zsharra;
2. Defend the County-Ostan’s administrative centre (Nivardom);
3. Defend the internal (east-west) lines of communication of the Duchy of Babkha;
4. Defend the coastal littoral of the county against enemy action;

These objectives have been ranked in accordance with perceived relative importance. The Babkhan Remnant is a hostile enemy, liable in the near future to mount an act of overt aggression, with the aim of sweeping aside a frontier that it refuses to recognise. Defending the County “capital” is also a key priority as the loss of this would disable the functioning of the County as an entity and would also imply a crucial failure with regards to objective 3 and the maintenance of lines of communication. Objective 4 is in its own way important but not to the same degree as the rest, there are numerous other ports in the Duchy of Babkha that would be able to ensure that external lines of communication with the rest of Shireroth remain open and there are similarly stretches of coast that would be more inviting for amphibious landings. The purchase of a couple of frigates therefore would be a desirable luxury as opposed to a necessity. Warships are expensive, perhaps prohibitively so for county level players at any size greater than a corvette or minesweeper.

Military aviation is affected by similar considerations, under Anunia/SCIRA the cost of a 4th Generation fighter-bomber is the same as that of a frigate and, to put that into perspective, a modest squadron of x8 Eurofighter Typhoon multi-role combat aircraft (the Anunia default type) would come in at a total cost of 4,000 points (500 per unit), more than the available start up budget of the County Militia. A mobile surface to air missile system such as the Antey-2500 would cost 40 per unit. That is not to say that the County should forgo military aviation all together tactical air support and air mobility (manifested in adaptable multirole helicopters such as the ubiquitous Blackhawk) is a necessity in the modern battlefield.

The optimal solution for Molivadia, within funding constraints, therefore would be an air mobile infantry battalion consisting of x5 infantry companies, an HQ company, adequate helicopter support and the provision of various other support detachments (such as rocket artillery and other such goodness) to bolster firepower, including mobile SAM systems for denying enemy aviation control of the skies.

In the next instalment we will discuss the exact composition of such a force.

Any questions at this stage?

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phineas elastopon
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Re: [Recwar 101] "The Duchy of Babkha"

Post by phineas elastopon »

I have a question sir- when's the next installment?

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Re: [Recwar 101] "The Duchy of Babkha"

Post by Aurangzeb Khan »

Never. Next question? :evil

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