The first thing you should be thinking of before starting to gather intel, is timing. There are many factors that should be brought to light before you lauch your pre-strike ops.


Timing factors:

-Does the Enemy know your coming?

-Are they currently engaged with someone else?

-How many turns will they play between intel, and first strike?

-Are you of equal or greater force than your enemy?

-Where does your enemys main members base come from? Europe? America? Asia?

-How many allies do they have, and are they on alert?

-How fast can you get intel? can you get all intel, on all enemy countrys?, how long will it take?

-what do you know about their comunications? Are they a spam clan? are they on an independant website? Do they use Ezclan, Gamerstown, or another main hosting site?



Reasoning:

If the enemy alliance knows your coming, and is still saving turns, or otherwise engaged, its a safe bet to do early intel operations. (24hrs before strike Maximum, 2hrs before strike minimum) It wont phase them, and you havn't done anything ultra offensive yet. Keep in mind, this depends on who your enemy is, some look for excuses to attack, and spy ops are as good a reason as any. Your goal is to get the first strike off on them before they can get one off on you, or get their allys to do it.
If the enemy does not know your coming, consiter all other factors listed here, and make your intel runs as close to your first strike as possible. Surprise is a good friend to have on your side, providing you do not sacrafice effectivness.

If your enemy is engaged with another oponent, the posibility exists that your enemy may not take notice of pre strike intel ops. Even if ops are noticed, its likley that your enemy will not be able to allocate the needed resources to prepare a counterstrike, providing you are of simmilar size. Runing intel ops six to eight hours before your sloted first strike time would be ideal in this situation.

Knowing exactly how many turns you enemy is capable of playing between the time you get intel and the time you strike is key. if your intel is too old, enemy turns may have been played and your attack success rate will suffer as a result.

Are you of equal or greater force than your enemy? If you are much smaller, the enemy may be able to lauch a crippling pre-emptive counterstrike before you get your turns load off. Suprise will be an advatage in this case. Providing you have enough spies to gather full intel on the oponent, and are fammiliar enough with strike planing to do a good solid job of target selection, geting intel ony two hours previous to your strike is recomended.

What timezone do most of your oponents live in? This is important to know, as you can get intel early if you know most of your enemy will be sleeping at the time. Asian alliances have been known to deliver crippling strikes at 3:00AM gametime when most alliances are lacking online command staff. Alliances with a heavy european members base tend to launch strikes between 12:00 and 4:00pm Gametime. Use sleep habbits to your advantage where possible.

How many allies does your enemy have and are they on alert? telgraphing your strike using intel ops may wind you up in hot water. Targeted alliances allready at war have been known to get allies to strike before you can launch. close to the wire intel ops are recomended.

How fast can you get intel? can you get full intel? If your alliance does not have the espianoge resources to get full intel on an oponent in one day, you will have to start early. However if your enemy has countrys that you can not attack due to size, don't bother spying them. Get ops durring your first strike to regain readyness. Five online spy members with more than 50 turns each should be able to easily spy 100 countrys. A spy team of at least 15 active members is recomended for full coverage durring war.

What do you know about enemy comunication? Are they a tight knit group? are they well trained? you may want to move your intel op time closer to the first strike if this is the case. An alliance on Gamerstown or EZclan is probably very fluent in information distribution.

Tips:

-Previous to your strike, search the 24 hour news of your enemy. Look for Planed strikes. Its almost always a given that you will find one guy who sent out all his troops or tanks. Freebies don't come every day of the week, take advantage!

-Find five active members and put them on bomb squad duty (difuse missiles) for the first week of the war. If you have a large ammount of Theocracy Gov'ts in your alliance, more members on bomb squad duty is recomended. On average, one in every two missiles will penetrate a theocracys SDI defences.

-If you are fortunate enough to have a gamerstown website, click reports, then click alliances, then click the name of your oponent. Click compact view. Copy the numbers, and paste them to a notepad doccument. Find out how many online spys you will have, and divide the list evenly. Make sure your members keep track of any countrys they can't spy on. Take those numbers and redistribute.



Using intel to pick your targets:

Kill runs:

If its late in the game, and advantageous to launch a first strike in which you try to kill your targets, pick countrys that have KNOWN to be very active in your enemys alliance, (use the country news history seach found in all EZclan or gamerstown websites) and pick ones that are well built for war. Try and get the bigest ones first, because if your enemy decides to counterassault with damage runs, you may not be able to reach top ranked countrys for long. Kill the tough ones while you can.

Never go for pride kills. It does not mater if you kill the enemy leader. Congrats, you just made a martyr. Only kill an enemy leader's country if it is advantageous to do so from a tactical standpoint.

If you do not have the hiting power to take out enemy top ranked war countrys, look closly at your intel base for the strongest, weakest enemy players. People are watching your strike, time to look good out there!

Pick targets with your own strength and power in mind, don't over extend yourself. Judge your strength relalisticly, and almost any strike will be a success!

Damage Runs

If you choose to use Damage runs for your strikes, be sure to look at the intel you gather early. In a kill assault, you may only need to find 15 targets. For Damage runs you may have enough people to cripple the entier enemy alliance. You may need about 80 targets, with mixed variety in weakness. Keep AB targets, BR targets, and missile targets written down on a notepad thats close at hand. Send the notepad of targets to a few of your top officers attending the warchats, you never know when you will get boged down with work, have to leave the chat for some reason, or get disconected from the net. The master target list must be backed up!.

How would you attack this country If you were the same networth?
I know its pointing at tanks, but should be turrets, just looking to see if your on your toes ;)

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