Difference between revisions of "Independent Federation Army"

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Favouring deception, lures and carefully lain ambushes, these commanders are the most numerous in the IFA. Since the style lends itself exceptionally well to both desert and guerilla warfare, this doctrine is the oldest of the three.  
 
Favouring deception, lures and carefully lain ambushes, these commanders are the most numerous in the IFA. Since the style lends itself exceptionally well to both desert and guerilla warfare, this doctrine is the oldest of the three.  
Making good use of the enemies, hopefully, less disciplined forces by luring them out into the open before their officers can stop them. Distracting them, keeping their eyes glued to one spot and striking when they are as deepest in trance. Rising from the sands as unexpected and suddenly as the striking dust snake.
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Making good use of the enemies, hopefully less disciplined forces, by luring them out into the open before their officers can stop them. Distracting them, keeping their eyes glued to one spot and striking when they are as deepest in trance. Rising from the sands as unexpected and suddenly as the striking dust snake.
  
 
'''La Vespo (the Wasp)'''
 
'''La Vespo (the Wasp)'''

Revision as of 00:17, 23 January 2016

History

A nation without means to defend itself is no nation, so it was no surprise that the second post on meeting that established the Water Federation was establishing its armed forces. Said army was called the Independent Federation Army, or IFA for short. Before and during the Water Wars, 2130 each Clan and each Circle had its' own men at arms, usually young and hot blooded people with an urge to prove themselves. And such people usually end up dead before they prove anything, so large scale operations were highly unusual. Until the Water-Wars, of course. As the last shots rang out, those left standing were either luckier than a harem of rabbits or just tougher, dirtier and less concerned with the survival of others than almost everyone else. Most of these veterans moved on to form the backbone of the new army, carving a name for themselves as officers rather than raid-leaders. Those who didn't want to, or couldn't, adapt to the new order of things became the first target for the IFA. The hunt that followed became known as"La malmolaj monatoj", loosely translated to "The hard months". Officially, no one of the rouge soldiers survived, but there are som exceptionally dangerous raiders way down south. But that's probably just a coincidence.


Organization

The IFA's basic unit is the company which, when working in concert with two or more companies, makes a Legion. The army is made up of people from all of the WF:s territories and thus the friction between all the Circles are represented equally. Which necessitates a very strong and, sometimes, harsh discipline and chain of command. The general structure of said command goes as follows.

The General Assembly:

The heads of all the great houses and their advisers make up the governing organ of the regular army as a whole. These are the “generals”. Or simply the ones with enough medals on their chests to be considered one whose opinion should matter in questions regarding the armed forces. Since the individual companies usually have standing orders (“Guard this”, “make sure those guys over there are keeping it down and don’t starts looking at our stuff in a funny way” or simply “keep going in that direction and persuade everyone you meet that they are now on our property”) the GA are usually only assembled in times of great danger.

Sector Staff

Made up of the captains/commanders from the same sector, they coordinate how to best accomplish the tasks sent to them from the GA. If a legion is formed, the sector staff chooses one of them to be temporarily elevated to the rank of Colonel and lead said legion.

Company command:

The commander/captain and his/her lieutenants. Decides on the day to day things for the company, sees to it that the discipline is upheld and generally makes sure that the company can function as a fighting unit.

Platoons:

When a company does battle, it usually divide itself into a number of small groups called platoons, since guerilla warfare and raids are the preferred tactics rather than open battle. Each group normally consists of 20-30 soldiers each and are lead by one of the lieutenants.

Soldiers:

The common footsoldiers, the grunts if you will. The ones doing the digging, shooting and dying parts of being in the army.


Doctrines

At the Academy of Warfare (aka Uni of H.O.T.K.E.W), the place where almost every commanding officer receives their basic training, there are three major tactical doctrines being taught. The soon-to-be-commanders are usually hand-picked by the masters of each doctrine after the first month of training. Which menas each commander are taught the Doctrine that matches their personality best.

The three major ones are the way of:

La Serpento (the Snake)

The dance is pretty indeed, but but remember the fangs on the other side of that smile.

Favouring deception, lures and carefully lain ambushes, these commanders are the most numerous in the IFA. Since the style lends itself exceptionally well to both desert and guerilla warfare, this doctrine is the oldest of the three. Making good use of the enemies, hopefully less disciplined forces, by luring them out into the open before their officers can stop them. Distracting them, keeping their eyes glued to one spot and striking when they are as deepest in trance. Rising from the sands as unexpected and suddenly as the striking dust snake.

La Vespo (the Wasp)

Slowly, slowly, your lifeblood ebbs away from you.

The second most common doctrine are the one of the Wasp. Just like a swarm of wasps does not kill its' prey by one single sting, so are the enemy not brought down by one single bullet. By killing the enemy with pinpricks, whittling away their fighting spirit a little at at time, these commanders are masters of the slow, eroding death. The one that ensures no on will have the spirit to rise against you ever again because of the memories of you. A night raid against your supply lines. A sharpshooter picking off your commander and then ghosting back into the desert. A quick burst of automatic fire while you're on the march in the middle of the day, with only the casings left to show from where they struck. All these things suffocates the will to fight on in all but the most fanatical of fighters.

La skorpio (the Scorpion)

Your back is always exposed to the ones that endures."

Last and least in numbers, but nevertheless brutally efficient, are the way of the Scorpion. Foregoing the usual tactics of lures, deceptions and small raids, the Scorpions strikes but once. Preferring to taking the long march into territories their enemies thought were "impossible to pass", enduring what kills lesser men and emerging from behind, their stings finds the enemies heart every time. Hearing a knife ripping through the side of your tent, far behind the front line. The burning pain from a salvo loosened from ten feet away into you exposed back. Entire settlements destroyed deep in your heartland.