Alien Invasion Initiative Battle Plan

The A2I or AII is a comprehensive guide to how an effective defense against an invasion of alien species in orbit takes place using the Dalmer arsenal.
== I: Alarm ==
When the AII alarm is sounded, all other inter Dalmer engagements are cancelled by order of the competent Memory Director of the Palatin.
All military personnel is to head to the nearest Low Orbit Defense Platform or any other military installation habilitated to perform low orbit combat operations.
== II: Low Orbit Attack/Defense Utility Platforms ==
When given specific assignments, military infantry and aircraft fighter pilots will head for their designated LOADUP boarding rockets. These will then launch in direction of the enemy mothership or the greatest accumulation of enemy forces in orbit. These boarding rockets have up to 5 stories, each designed to expend their rocket fuel in order to push through a strata of the atmosphere, once the appropriate strata is reached, the fighter pilots will deploy.
== III: Initial low orbital combat and resupply ==
It is the light skirmishers role to clear the way for infantry delivery rockets and later the artillery delivery rockets. 
As the enemy will no doubt be plentiful and the light skirmishers quickly run out of ammunition, resupply depots will be brought to bear as well, containing fuel, replacement parts, as well as weapon ports to switch out weapons (rockets, autogun, or laser cannons mostly) during the fight to better the odds of the fighter pilots against the enemy or other obstacles they may face (asteroids, for example). The resupply depots will make use of their repulse cannons and the skirmisher magnetic ports to send ammunition directly to the fighters and avoid having them backtrack too often to resupply depots.
== IV: Secondary wave of attack ==
Once heavier variants of enemy combatants such as carrier units appear, they are the utmost priority as they may contain even more troops or can repair their damaged skirmishers. Thus to make combat more efficient these units are to be eliminated ASAP.
== V: Initial assault on capital ships ==
Once the mother ship or flagship is in range, the skirmishers must deal appropriately with its main armaments. They must do their utmost to eliminate any chance of the enemy having access to superior firepower that could threaten chances of boarding actions.
If enemy defenses prove too powerful the main objective is to find and destroy vehicle bay entrances so as to facilitate boarding actions, once the doors are opened, the skirmishers will enter to destroy any resistance or obstacles that could threaten the arrival of the troopers.
== VI: Boarding actions ==
If possible, boarding action should take place on the vital areas of the target ship, such as the command deck, weapons nodes, engine rooms, propulsion mechanics, vehicle bays or armories. If they cannot be feasibly reached, the least defended areas are to be targeted, keeping in mind that this albeit safer method will mean more ground to cover by the boarding party to reach a priority objective.
The party once inside has the following objectives: 
Rescuing and recruiting prisoners to the war effort, though to avoid treachery, every rescued prisoner is to be registered and have his identity certified, this is why boarding capsules have twice as many parachutes than other ships and are always sent half full on boarding actions. 
Discovering, reporting and exploiting enemy weaknesses to the rest of the troops, though radio chatter is to be kept to a minimum to ensure fluidity in communications.
It is also to be noted that aliens may very well have cloning technology and zombification to confuse boarding actions.
== VII: Artillery boarding actions ==
Once infantry units are aboard, the artillery units and heavy weapons will be deployed to the infantry units in the areas where they are needed the most. Usually this means where the fighting is thickest. 
Walker units and tanks will be deployed accordingly to requests
Asking for artillery must be kept with the notion that for example, close quarters combat calls more for swordsdal units rather than battle tanks and autoguns.
== VIII: Low orbit heavy combat duties ==
In order to ensure that the enemy has his hands full, heavier orbital combat units come into play as well as support from mobile satellites.
== IX: Taking command ships ==
Once the command bridge is reached, if it hasn’t already been done, the boarding units must do their utmost to find the ships plans and architecture to plan an exit strategy. Once it is established, they will sabotage the ship any way they can. Making it ram into another capital ship is always a good strategy. There is generally no point in keeping enemy command structure intact and the ship's captain should be eliminated to ensure chaos is maintained in the enemy hierarchy.
== X: Escaping ==
Escaping the command ship should ideally be done aboard a boarding vessel or aboard an artillery piece (all of whom are equipped with parachutes and flotation devices) or in dire situations, the use of a personnel parachute or enemy spacecraft (knowing that this will present a risk of being taken for the enemy.)
Conserving materials weapons and vehicles should by no means be considered a priority, the only priority being escaping the doomed ship.
Category:Warfare
Category:Dalmer
Category:Pages with red links
Category:Extra Weltians
Category:Dalmer Government