NationStates Jolt Archive


A Goblins Guide to Non-Conventional Warfare

Blood Moon Goblins
15-06-2005, 06:57
This is an OOC guide, generaly intended to show people how exactly a Goblin nation will fight on its home turf.
Of course you could apply this to your own nation quite easily, since its mostly based on Asian tactics and such :)

1. Make us of what is avalible.
Simple, use what is at your disposal, this is not limited to physical things, EX: A handy boulder an a steep cliff above an enemy camp, but thigns like an enemys moral, habits and suchlike. As a Goblin might say, "Persychlolology".

2. Use the enemy against himself
If an enemy has a force of 30,000,000 men advancing on your nation, retreat into broken or otherwise hard to pass ground, or areas with little forage to feed the army, forcing the enemy to supply his soldiers every need from far.

3. Supply Lines
Guerillas generaly dont have supply lines, and if they do they are often quite short. Enemy armies, however, do. They tend to be long and vulnerable unless the enemy is very, very rich and can afford to post ten MBT's to each supply convoy.
The idea is that you take out the trucks, ships and planes providing ammunition, food and medical supplies to the enemy, thus reducing both moral and fighting effectiveness.

4. Refuse to Engage
Do not fight the enemy directly unless you have to. Possibly the most depressing thing an enemy soldier can find is that his opponent fires a single shot at him and then dissapears, leaving him in the middle of a jungle.

5. Allow Murpheys law time to work
An enemy will most likely have many things to go wrong, guerillas generaly dont, or can fix whatever goes wrong fairly quickly, simply waiting for that critical shipment of ammunition to turn over on the road might be the best chance to take out the enemy.

6. Make Something out of Nothing
You only have ten soldiers in fighting condition? Dress the walking wounded up in their battle fatigues and stick 'em around in various places where they wont get hurt any more. Use the famous 'strawman' decoy to put a few more in some spots. The World War Two era 'inflatable tank' is great, although it may seem suspicious if the enemy is using infrared detectors.

7. Feint to discover a foes intentions
A false attack in any area is usualy a good way to gauge an enemies strengths and weaknessess, if you attack in an area that seems unimportant, yet encounter many troops, it may be possible that a large attack is in place and you should plan accordingly. On the same line, if an area that would normally be heavily populated by soldiers is almost empty, there may be a large attack planned elswhere.

8. Offer your opponent something of (apparent) value
If your opponent seems to desperatly want a particular hill or mountain, allow him to take it, and you may discover something of their plans.
Of course, the alternative is to make the area worthless, EX: Mine it so thouroughly that the opponent will never be able to clear them wihtout blasting the hill until its flat.

9. Draw an enemy out of his refuge.
Another fairly obvious one.
If your opponent has himself encased in a ten foot thick reinforced hardened-concrete bunker, use some methods to get him to come out to you, dont try to go in after him.

10. Encircle the foe and allow him to think there is a way out
Trap a foe in a single spot, pour in fire, get them paniced and demoralized, then create a 'weakness' that allows them to break out, only to find themselves trapped in a dead end, or up against a superior force. This works well on both the strategic and tactical level

(Ill add more tommorow, its one AM here and Im tired :P)
Romandeos
15-06-2005, 08:37
I could add something to this, but is it your thread.

~ Romandeos.