Czardas
01-11-2005, 20:53
Ok, so you've arrived at this stage. The Concordance has ticked you off, somehow, and you've conscripted your uber-huge army, refitted a few fleets, sent off an armada or two, and...wait a minute. CAMERA? Long-range laser? Defense lines? What are you talking about?...
So, you're probably wondering now: how do I invade Czardas? I'm writing this guide so I don't have to repeat all this information every single time someone wants to start an offensive war against me. (And here "offensive" doesn't mean "with our troops yelling racial slurs at yours", btw.)
First off, you're going to want a map.
http://i3.photobucket.com/albums/y57/Mauvasia/Czardas_Map.jpg
What the map tells you:
1) Some of the places to invade from. It doesn't look too promising in the east, with all those mountains and impassable canyons. Nor is the south all too useful. It looks like land forces should enter from either the extreme southwest or extreme northwest. Although, unless you happen to share a border with Czardas, you probably won't be coming in that way.
2) Where to launch your airstrikes. The locations of cities are pretty clearly defined, as are airports and seaports, always good places to bomb when you want us to stop feeling quite so comfortable. Plus, the provincial capitals are underlined, which is a good way to spot places that might be of some importance.
3) Control the river and you control everything. The Zaïr River runs right through the center of the country, and if you can control that you have several major cities, as well as the all-important Port Khûfi Island and the capital city, Czarna. Thus, you can expect that it'll be pretty well defended.
What the map doesn't tell you:
1) The lines of defense. The cities of Mariosz, Aurdania, Port Khûfi, and Tyriandor are protected by Project CAMERA (http://forums.jolt.co.uk/showpost.php?p=9866562&postcount=134), which no-one except a naval or air superpower could ever have more than a faint hope of getting past. That covers most of the Czardaian coast and territorial waters, leaving little room to attack the most strategic parts of Czardas. In addition, the whole coast is reinforced by buried SAM, AAA, and laser installments, not to mention the EMP defenses surrounding the strategic cities of Mariosz and Czarna. Now suddenly the invasion doesn't look like such a good idea anymore...
2) The locations of military, naval, and airforce bases. When I was a young and idealistic n00b I thought I could live without a large military, but alas, it was not so. A few hurried NS weeks later, I had built some top-end military bases around Czardas, but forgot to add them into the map. Therefore, just as an FYI, the top bases are in Ardaja, Mariosz, Port Khûfi, Aurdania, Tyriandor, Lac-Montané, and Joltaff (the last two are not shown on the map). That means attacking those places probably = bad idea.
3) The nation's GDP. With only about $8 trillion in the bank, of which maybe $1.4 trillion is going into national defense, we can't really reinforce everything. Thus, while Aurdania is very well defended against an attack, the more important city of Palma is not, because we imagine that any force that will attack Palma will first have to get past Aurdania's uber-1337 defenses, and all nations that have tried to attack Aurdania have been defeated. However, if you can find a way to get to Palma, Czardas is pretty much owned (at least as far as prevention of landing goes).
Overall Geographic Summary: Czardas's north and middle coast are well defended, and a land attack will be difficult if you do not border Czardas. That leaves the south coast, which is definitely the best place to attack from because of the lack of CAMERA at that point. The south coast is mostly cliffs, but an attack there can be coordinated at the invader's discretion, or lack thereof. ;P
~~~~~~~~~~~~~~~~~~
Ok, that dispenses with geography. Economics is covered in my IC OOC Thread (http://forums.jolt.co.uk/showthread.php?t=450745), so that you can read on your own time. Czardas's military is also covered in that thread, but I feel that it requires extra note. iQuote the passage in question:
Strategy
There are several important axioms Czardas's military strategy is based on.
Axiom #1 aka the Dagger Axiom: The dynamite comes in small packages.
The principle of Axiom #1 is what is behind the general success of Czardas's Dagger planes. It designs everything to be small and powerful enough to pack a big punch. This is true of Czardas's military, whose size is minimal but whose training therefore is superb. This is also true of Czardas's planes, of which none are extremely large except the Hailstorms. Its primary bomber base, for instance, is the Strikers, which are light multirole bombers.
Axiom #2 aka the Maneuverability Axiom: Let them throw everything they've got at us, then strike.
This axiom led to victories during wars such as the Imperial Galactican wars. Enemy forces tend to be eager to put up a show of force against the smaller Czardaian armies and thus send out huge numbers of missiles, planes, soldiers, etc. Czardaians simply make them angry enough to send out all of their missiles, planes, soldiers, etc. so they can get into the now-defenseless homeland and strike (Imperial Galactica) or attack as soon as the enemy gets into close range (Banduria). However, it also led to the failure against the Doomingslandi aircraft, as they were fewer in number, thus lulling the Czardaians into a false sense of security.
Axiom #3 aka the Invasion Axiom: Defenders fight harder.
One of the reasons why Czardas has participated in very few invasion wars is because of its lack of interest or ability. It will have to fight hard every step of the way to victory, and the people may become discontent. Thus, it is usually best to support the defender rather than the aggressor. In addition, Czardas usually will not fight well unless it is attacked, in which case it can raise huge armies of up to 15 million (total, counting logistics, Army, Navy, Airforce). This is important for all of my enemies (or potential enemies) to remember. ;)
Ok, now for some numbers.
Army: Czardas's army is divided into three National Armies—obviously, the 1st, the 2nd, and the 3rd—and a fourth National Guard division, aka the Shocktroops, which is always ready for battle within 24 hours of a summons. Each National Army is divided into three field armies, which contain between 180,000 and 270,000 people each, for a total of up to 2,430,000 combatants in wartime. The Shocktroops contain an additional 270,000 troops, for a total of 2.7 million combatants. However, this number is only reached during a state of national emergency. Generally the army contains less than 1.8 million people.
Navy: Most commanders would add the corollary "or lack thereof" after that word, because Czardas's navy is the very epitome of Axiom #1. With a maximum strength of 85 ships and 36 submarines, the Czardaian navy is probably among the smallest in the region, if not the world. However, despite the small size, the navy can pack quite a punch. General numbers are:
- 60 arsenal ships with heavy missile throw; 28 double as destroyers
- 25 lighter, more maneuverable battleships
- 16 stealth submarines with radar jamming capabilities
- 20 regular submarines
Air Force: Where the Czardaian navy is lacking, its air force is prominent. Czardas's air force is one of the best in the region, fairly large and powerful. A total of 7200 planes grace the skies when the full airforce is in operation; this is very rare, as most wars can be won employing only about half of this, maximum. The air force contains the following operational aircraft:
- 3680 F/A-59 Daggers (the small attack planes that serve as the epitome of Axiom #1)
- 120 F/A-59V SM Daggers (custom-made version of Daggers with mods such as higher speeds, heavier missile throw, greater maneuverability etc.)
- 1380 B/F-19 Strikers (light multirole bombers)
- 1380 F-61 Peregrines (light jet fighters with highest speeds in whole airforce)
- 184 F/X-29 Kestrels (stealth fighters, virtually undetectable on radar, with radar jamming capabilities)
- 260 B-49 Hailstorms (vast bombers capable of launching up to 108 missiles each)
An additional 92 Daggers, 4 SM Daggers, 40 Strikers, 50 Peregrines, and 10 Kestrels are in reserve stock, brought out in times of direst need.
Special Forces: There are several of these, most notably the Special Operative Divisions. These are selected from the best of the best; they are by far the pick of the Czardaian army. Each Special Operative is trained with a variety of skills, including infiltration, assassination, covert missions, and spying. Some SpecOps (as they are known) go into the intelligence service. They have been known for missions as daring as conquering a country using a team of six and bringing a number of wars to their successful conclusion, not to mention innumerable assassinations and infiltration attempts.
Bearing this in mind, let's look at some of the strengths and weaknesses of the Czardaian army.
Strengths:
The Air Force. As shown above, Czardas has a large and powerful air force. Exact stats on the planes have yet to be released (read: I'm still working them out with Doom), but an air attack is not usually the best idea. The number of Czardaian planes is swelled with AWACS, transport, supply, and jamming planes, which serve to intimidate the enemy further.
Special Forces. Many of these have been trained for all types of duty in wartime, including infiltration, assassination, or anything really. They are among the most feared in the world. Each Special Operative is said to be worth twenty enemy soldiers, even the best-trained among these. Many Special Operatives are selected for missions inside other countries and are very hard to detect.
Intelligence network. Czardas has operatives in many countries that regularly report back and are highly difficult to detect except in nations with compulsory barcoding, microchip implanting, and so on (where generally such operatives are not deployed anyway). In addition to these, security devices themselves, such as barcode recognizers, security cameras, computers, etc. can be programmed to return all information to Czardas instead of the home nation, due to Czardas's IT remote-transfer capabilities. This is one thing to remember, so that even secret meetings in your nation might be recorded by Czardaian cameras or computers.
Weaknesses:
The navy. It is a well-known fact that Czardas has no navy, or a very small one at best. With 86 active ships, and another 86 inactive but preparable in war, the navy is little more than a token force to escort peacetime forces and patrol the coast. Czardas's submarines are somewhat better. While there are only 36 official submarines, another 48 or more are secretly being developed and prepared for war. Whether these will be ready or not in time for your invasion is another matter, of course.
Lack of allies. While many nations actively condemn atrocities, like in real life few do anything about it. Thus, attacking Czardas will only get a few nations after you. The world has more vocal dictatorships than vocal democracies. However, large alliances that all attack Czardas might get you the enmity of more than just my full-time allies. ;)
Anarchism. Due to the nature of its society, or lack thereof, Czardas cannot draw upon its full reserve potential of 137 million (at time of writing), except when huge nations of 5+ billion decide to attack, or when the people are really enthusiastic about the war. (Remember, they're the ones that declare war...) Thus, armies tend to be small. However, remember that small armies get more funding per soldier, nearly $500,000 average with an army of 15 million (counting logistics), or more than N£6.6 million.
~~~~~~~~~~~~~~
I think that's a pretty good summary for now. So yes, now you're ready with all this new knowledge to be more cautious when invading Czardas! :D Not that you'll know to, after all. This is just an FYI guide, and you won't know a lot of this ICly. If there are any questions from potential invaders, I'll answer them here. ;)
Anyway, signin' off,
~The Libertarian Concordance of Czardas~
Invadee of the Year, 2001
So, you're probably wondering now: how do I invade Czardas? I'm writing this guide so I don't have to repeat all this information every single time someone wants to start an offensive war against me. (And here "offensive" doesn't mean "with our troops yelling racial slurs at yours", btw.)
First off, you're going to want a map.
http://i3.photobucket.com/albums/y57/Mauvasia/Czardas_Map.jpg
What the map tells you:
1) Some of the places to invade from. It doesn't look too promising in the east, with all those mountains and impassable canyons. Nor is the south all too useful. It looks like land forces should enter from either the extreme southwest or extreme northwest. Although, unless you happen to share a border with Czardas, you probably won't be coming in that way.
2) Where to launch your airstrikes. The locations of cities are pretty clearly defined, as are airports and seaports, always good places to bomb when you want us to stop feeling quite so comfortable. Plus, the provincial capitals are underlined, which is a good way to spot places that might be of some importance.
3) Control the river and you control everything. The Zaïr River runs right through the center of the country, and if you can control that you have several major cities, as well as the all-important Port Khûfi Island and the capital city, Czarna. Thus, you can expect that it'll be pretty well defended.
What the map doesn't tell you:
1) The lines of defense. The cities of Mariosz, Aurdania, Port Khûfi, and Tyriandor are protected by Project CAMERA (http://forums.jolt.co.uk/showpost.php?p=9866562&postcount=134), which no-one except a naval or air superpower could ever have more than a faint hope of getting past. That covers most of the Czardaian coast and territorial waters, leaving little room to attack the most strategic parts of Czardas. In addition, the whole coast is reinforced by buried SAM, AAA, and laser installments, not to mention the EMP defenses surrounding the strategic cities of Mariosz and Czarna. Now suddenly the invasion doesn't look like such a good idea anymore...
2) The locations of military, naval, and airforce bases. When I was a young and idealistic n00b I thought I could live without a large military, but alas, it was not so. A few hurried NS weeks later, I had built some top-end military bases around Czardas, but forgot to add them into the map. Therefore, just as an FYI, the top bases are in Ardaja, Mariosz, Port Khûfi, Aurdania, Tyriandor, Lac-Montané, and Joltaff (the last two are not shown on the map). That means attacking those places probably = bad idea.
3) The nation's GDP. With only about $8 trillion in the bank, of which maybe $1.4 trillion is going into national defense, we can't really reinforce everything. Thus, while Aurdania is very well defended against an attack, the more important city of Palma is not, because we imagine that any force that will attack Palma will first have to get past Aurdania's uber-1337 defenses, and all nations that have tried to attack Aurdania have been defeated. However, if you can find a way to get to Palma, Czardas is pretty much owned (at least as far as prevention of landing goes).
Overall Geographic Summary: Czardas's north and middle coast are well defended, and a land attack will be difficult if you do not border Czardas. That leaves the south coast, which is definitely the best place to attack from because of the lack of CAMERA at that point. The south coast is mostly cliffs, but an attack there can be coordinated at the invader's discretion, or lack thereof. ;P
~~~~~~~~~~~~~~~~~~
Ok, that dispenses with geography. Economics is covered in my IC OOC Thread (http://forums.jolt.co.uk/showthread.php?t=450745), so that you can read on your own time. Czardas's military is also covered in that thread, but I feel that it requires extra note. iQuote the passage in question:
Strategy
There are several important axioms Czardas's military strategy is based on.
Axiom #1 aka the Dagger Axiom: The dynamite comes in small packages.
The principle of Axiom #1 is what is behind the general success of Czardas's Dagger planes. It designs everything to be small and powerful enough to pack a big punch. This is true of Czardas's military, whose size is minimal but whose training therefore is superb. This is also true of Czardas's planes, of which none are extremely large except the Hailstorms. Its primary bomber base, for instance, is the Strikers, which are light multirole bombers.
Axiom #2 aka the Maneuverability Axiom: Let them throw everything they've got at us, then strike.
This axiom led to victories during wars such as the Imperial Galactican wars. Enemy forces tend to be eager to put up a show of force against the smaller Czardaian armies and thus send out huge numbers of missiles, planes, soldiers, etc. Czardaians simply make them angry enough to send out all of their missiles, planes, soldiers, etc. so they can get into the now-defenseless homeland and strike (Imperial Galactica) or attack as soon as the enemy gets into close range (Banduria). However, it also led to the failure against the Doomingslandi aircraft, as they were fewer in number, thus lulling the Czardaians into a false sense of security.
Axiom #3 aka the Invasion Axiom: Defenders fight harder.
One of the reasons why Czardas has participated in very few invasion wars is because of its lack of interest or ability. It will have to fight hard every step of the way to victory, and the people may become discontent. Thus, it is usually best to support the defender rather than the aggressor. In addition, Czardas usually will not fight well unless it is attacked, in which case it can raise huge armies of up to 15 million (total, counting logistics, Army, Navy, Airforce). This is important for all of my enemies (or potential enemies) to remember. ;)
Ok, now for some numbers.
Army: Czardas's army is divided into three National Armies—obviously, the 1st, the 2nd, and the 3rd—and a fourth National Guard division, aka the Shocktroops, which is always ready for battle within 24 hours of a summons. Each National Army is divided into three field armies, which contain between 180,000 and 270,000 people each, for a total of up to 2,430,000 combatants in wartime. The Shocktroops contain an additional 270,000 troops, for a total of 2.7 million combatants. However, this number is only reached during a state of national emergency. Generally the army contains less than 1.8 million people.
Navy: Most commanders would add the corollary "or lack thereof" after that word, because Czardas's navy is the very epitome of Axiom #1. With a maximum strength of 85 ships and 36 submarines, the Czardaian navy is probably among the smallest in the region, if not the world. However, despite the small size, the navy can pack quite a punch. General numbers are:
- 60 arsenal ships with heavy missile throw; 28 double as destroyers
- 25 lighter, more maneuverable battleships
- 16 stealth submarines with radar jamming capabilities
- 20 regular submarines
Air Force: Where the Czardaian navy is lacking, its air force is prominent. Czardas's air force is one of the best in the region, fairly large and powerful. A total of 7200 planes grace the skies when the full airforce is in operation; this is very rare, as most wars can be won employing only about half of this, maximum. The air force contains the following operational aircraft:
- 3680 F/A-59 Daggers (the small attack planes that serve as the epitome of Axiom #1)
- 120 F/A-59V SM Daggers (custom-made version of Daggers with mods such as higher speeds, heavier missile throw, greater maneuverability etc.)
- 1380 B/F-19 Strikers (light multirole bombers)
- 1380 F-61 Peregrines (light jet fighters with highest speeds in whole airforce)
- 184 F/X-29 Kestrels (stealth fighters, virtually undetectable on radar, with radar jamming capabilities)
- 260 B-49 Hailstorms (vast bombers capable of launching up to 108 missiles each)
An additional 92 Daggers, 4 SM Daggers, 40 Strikers, 50 Peregrines, and 10 Kestrels are in reserve stock, brought out in times of direst need.
Special Forces: There are several of these, most notably the Special Operative Divisions. These are selected from the best of the best; they are by far the pick of the Czardaian army. Each Special Operative is trained with a variety of skills, including infiltration, assassination, covert missions, and spying. Some SpecOps (as they are known) go into the intelligence service. They have been known for missions as daring as conquering a country using a team of six and bringing a number of wars to their successful conclusion, not to mention innumerable assassinations and infiltration attempts.
Bearing this in mind, let's look at some of the strengths and weaknesses of the Czardaian army.
Strengths:
The Air Force. As shown above, Czardas has a large and powerful air force. Exact stats on the planes have yet to be released (read: I'm still working them out with Doom), but an air attack is not usually the best idea. The number of Czardaian planes is swelled with AWACS, transport, supply, and jamming planes, which serve to intimidate the enemy further.
Special Forces. Many of these have been trained for all types of duty in wartime, including infiltration, assassination, or anything really. They are among the most feared in the world. Each Special Operative is said to be worth twenty enemy soldiers, even the best-trained among these. Many Special Operatives are selected for missions inside other countries and are very hard to detect.
Intelligence network. Czardas has operatives in many countries that regularly report back and are highly difficult to detect except in nations with compulsory barcoding, microchip implanting, and so on (where generally such operatives are not deployed anyway). In addition to these, security devices themselves, such as barcode recognizers, security cameras, computers, etc. can be programmed to return all information to Czardas instead of the home nation, due to Czardas's IT remote-transfer capabilities. This is one thing to remember, so that even secret meetings in your nation might be recorded by Czardaian cameras or computers.
Weaknesses:
The navy. It is a well-known fact that Czardas has no navy, or a very small one at best. With 86 active ships, and another 86 inactive but preparable in war, the navy is little more than a token force to escort peacetime forces and patrol the coast. Czardas's submarines are somewhat better. While there are only 36 official submarines, another 48 or more are secretly being developed and prepared for war. Whether these will be ready or not in time for your invasion is another matter, of course.
Lack of allies. While many nations actively condemn atrocities, like in real life few do anything about it. Thus, attacking Czardas will only get a few nations after you. The world has more vocal dictatorships than vocal democracies. However, large alliances that all attack Czardas might get you the enmity of more than just my full-time allies. ;)
Anarchism. Due to the nature of its society, or lack thereof, Czardas cannot draw upon its full reserve potential of 137 million (at time of writing), except when huge nations of 5+ billion decide to attack, or when the people are really enthusiastic about the war. (Remember, they're the ones that declare war...) Thus, armies tend to be small. However, remember that small armies get more funding per soldier, nearly $500,000 average with an army of 15 million (counting logistics), or more than N£6.6 million.
~~~~~~~~~~~~~~
I think that's a pretty good summary for now. So yes, now you're ready with all this new knowledge to be more cautious when invading Czardas! :D Not that you'll know to, after all. This is just an FYI guide, and you won't know a lot of this ICly. If there are any questions from potential invaders, I'll answer them here. ;)
Anyway, signin' off,
~The Libertarian Concordance of Czardas~
Invadee of the Year, 2001