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wedgekree
Feb 20, 2013
Don't think he's that badly off. He has most of the elite forces ready, lot of stuff just got built, and his fleet has just had a ton of new ships and can redeploy to face threats. All the planets have at least a small garrison of conscripts. The biggest ship the Rebels have is gonna be frigates and maybe a light cruiser. They don't seem to have been able to put huge forces in place on any of the planets that they just put rebellions onto in space or the ground, so they can be brushed aside if so pretty handily. The upside of the last spree of building was that there's a heavy reserve availble, it's not tied down. If the Rebels go toe to toe they will take pretty heavy casualties which are a lot harder for them to replace, they're heavily outgunned on land and in space so anywhere the yput down ships or troops they'll get hit hard.

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Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
Ouch. Is this expected at this point in the game, or is it a big advantage for the Rebellion?

Xenocides
Jan 14, 2008

This world looks very scary....


habituallyred posted:

Bad times ahead for the Endobell. Do you have any preliminary plans for how you are going to divy up invasion forces? Or are you waiting to see how the rebellion combats go.

Not yet. I am toying with a few ideas. Will probably put out a vote after the Rebel combats are done soon.

wedgekree posted:

Don't think he's that badly off. He has most of the elite forces ready, lot of stuff just got built, and his fleet has just had a ton of new ships and can redeploy to face threats. All the planets have at least a small garrison of conscripts. The biggest ship the Rebels have is gonna be frigates and maybe a light cruiser. They don't seem to have been able to put huge forces in place on any of the planets that they just put rebellions onto in space or the ground, so they can be brushed aside if so pretty handily. The upside of the last spree of building was that there's a heavy reserve availble, it's not tied down. If the Rebels go toe to toe they will take pretty heavy casualties which are a lot harder for them to replace, they're heavily outgunned on land and in space so anywhere the yput down ships or troops they'll get hit hard.

I still have a strong military advantage. I think my light starships alone could wipe out the whole Rebel fleet in a pitched battle. Add in my capital ships of which he has none and I am winning. The problem I face is the need to defend so much and that he can try for hit and runs. He does now have a big enough fleet to possibly hit a capitol world. Since a Rebel blockade of the capitol world up for taxation means no income I will need to watch that. He can also blockade individual worlds to hit my tax reserves but since a blockade needs five ships that is a ship-intensive task.

Fat Samurai posted:

Ouch. Is this expected at this point in the game, or is it a big advantage for the Rebellion?

Fairly normal though I gave kudos for that perfect domino effect series of Rebellions. The good thing is with all Endobell worlds revolting further Shockwaves will be limited as they cannot hit revolting Endobell worlds.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


So is it better practice to crush one or two rebellions at a time, or to redeploy en masse and try to prevent him from withdrawing to his secret bases?

wedgekree
Feb 20, 2013
My.. Grasping of the early game (mostly from this awesome LP) is that the Rebel player tries to use rebellions early on to build up forces. Half what they get goes in thier bank, half they use to make small units. They can't face the Empire straight up, but each planet in revolt is more territory the Empire has to garrison and takes away from thier income. The Rebels can't so much hurt the Empire early as they can force them to commit.

What we saw in earlier turns with just 1-2 Reblelions going at a time the Empire could sledgehammer them hard. Blockade the planet to prevent escapes, land troops to clear. So the Rebels would basically as soon as they got forces be trying to evacuate them. With several systems going into Rebellion at once the Rebels will probably try and get the Empire to commit as many troops as possible to the area, and if they do then try and hit them elsewhere given the Empire can't redeploy ships as quickly. If anywhere in turn looks open, the Rebels will then try and use thier available forces to raid there, or just use Character attacks for disruption. The Rebels want the Empire to play whack a mole until the Rebels have either built up enough forces for the strategic war or they're in an advantageous position they can isolate and overwhelm the Empire in chunks and then flee.

So the decision into whether trying to hit all the systems at once or just try and isolate them will probably be based on Xenocide's estimates of the forces the Rebels have available and whether they're goig nall in or not. And whether he feels he has enough fo a strategic reserve to otherwise keep on hand to deal with other disruptions the Rebels get up to. So it will depend how many forces he feels like it will take to control the sector, and whether in turn he'll have enough available to deal with anything else or whether he can just blockade a troublesome system and then in another turn or two send in ground troops to take control back.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 9 Rebel Combat

When a Rebellion kicks off the Rebels have the option to fight or move with their newly placed units. If there are no enemies (in space or ground separately) they can roll a d10 and on a 3 or less they can move. If they roll a 4 or higher the new Rebels refuse to obey any evacuation orders.

I should add that we have agreed to stop playing "open" with starship displays. You are supposed to play with hidden fleets but we decided not to for ease of use (outside of secret bases) but we realized this makes starship combat a little dull. From now on any collection of 2 or more starships can be replaced with a fleet marker. Now we will not know what ships are where until you fight. Single ships cannot be a fleet and there is a maximum for how many fleets you can have (27 for Imperials and 24 for Rebels) but I doubt we will hit those limits.

Cebdia

The Civil War planet. Normally newly rebelling planets get automatic surprise but this does not apply in a Civil War.



On the ground the Rebels elect not to attack. Probably a smart move. While my line unit loses a point of STR due to not being in a City or Natural environment I still have 3 STR to his 3 but can take 8 hits while he can only take 4.

In space he rolls to try to move his ships. d10 = 3, they are willing to move. They jump to who knows where. Could be another fleet on the board or to a secret base.

Dobell

The Endobell homeworld.



In space he tries to run. d10 = 1, they can leave. The fleet jumps out. On the ground the Rebels choose to fight and get first option to pull a commander from the teams on planet and elect not to. I do not either. My reasoning is I have a good chance of losing the battle so why risk it. I assume his is that while he will win if I elect to go first militarily I can swoop in and destroy his ground troops and possibly cost them their leader.

His units have a +1 to STR for being in their favored environment and a +1 for shooting at a surprised unit. Each of his units targets a conscript army. One conscript group is forced to shoot back at the Regulars and I have the rest hit the Irregulars in the hopes of weakening it. Due to automatic surprise all my units have a STR of 0 in the first round. I might have been willing to put Vonder in as he is immune to surprise but he is not there.

Both of his units kill a conscript army each. Amazingly, while needing a 4 or less on 2d6 to hit all 3 conscripts targeting the Irregular unit hit bringing it to 1 hit short of destruction. The unit targeting the Regular unit misses.



The Irregular pulls back to the Reserves. The Regular and the two remaining Conscript armies will duke it out.

The Regular deals 1 hit to a conscript. The conscripts fire back and one misses but the other rolls snake eyes and deals 2 hits.



The Regular targets the undamaged unit and rolls well and kills it. The Conscripts deal 1 hit in retaliation damaging the Regulars down to decimated status.



The Regular kills the last conscript and the conscript misses.

Good shooting on their part. Even surprised they dealt a lot of damage before going down.

Roca



The starfleet gets order to leave. d10 = 9, cannot move.

On the surface the Irregulars have surprise and deal 4 hits, double what is needed. The conscripts miss.

Raisa



Finally Raisa.

The star fleet gets order to leave. d10 = 1, they can go. They hyperjump away.

The Irregulars target a conscript army each in the surprise round. They deal 1 hit each and the conscripts all miss.



Irregulars target a unit each, one damaged and one undamaged. Both conscripts are killed and the Irregulars take a hit.



Probably trying to prevent decimation of the unit I hit it goes to reserves and the other unit fights alone. It wipes out the last conscript and takes no hits.

That was unfortunate. While not unhappy about the heavy damage on Dobell I am annoyed that with a 30% chance 3 out of the 4 fleets escaped and the remaining fleet I remember was just a pair of heavy starfighters.
______________________________________________________________________________________________

The Emperor's Privy Council Meets (Player Voting)

1. Focus of Imperial Agents

The Hyper-Mafia has been skewed to neutrality costing us 3 points of income and a 3 point bonus on Espionage missions. If the Rebels continue to skew it may turn into their income. However Hyper-Mafia support is worth negative victory points for whoever controls them in the end-game. The Avsari slightly favor the Rebels and if they join the Rebels they get their best ground unit in the game.

A) "The Empire must keep control of the criminal elements. The Free Traders already give the Rebels a large enough increase in Espionage endeavors. We also need that income to fund our war effort.

B) "Ridiculous, the scum of the galaxy will only embarrass us. We do not need their help and our agents have better things to do. We should send a delegation to the Avsari instead to make sure they remember their loyalty to us."

C) "Nonsense, neither is worth our time. We must use our agents to shore up Imperial loyalty to prevent this infestation from spreading."

2. Military Command Priorities

Currently Marshall Totem (our best commander) is with our largest fleet. Vonder (second best in pure stats, with added bonus of being immune to surprise making him an ideal commander for a blockade which are easy to surprise) is on Earth and can easily be sent into battle. The next best commanders after them (Gamelin, Smith) are not a part of this proposal.

A) "The Rebels flee at our approach. We should reassign the Totem as an agent to work on our loyal worlds. Our unit's own commanders are more then sufficient for dealing with the current enemy rabble."

B) "The Marshall is our best battle commander and should be assigned to our fleet to deal with the Rebels and their traitorous barbarian and pirate allies."

C) "Not only should Totem be kept in the field but Vonder is wasted as an agent. We will need at least two fleets deployed to deal with Rebels from here on out. We should assign him to the fleet on Earth and move him into the field.

3. Strategic Planning

As it stands we have the initiative which means we decide whether the Rebels go first or we do.

A) "We need to strike first. If we delay they will evacuate their ships and men to their hidden bases and their strength will continue to grow. If we hit now we can prevent their exodus or they may try to consolidate to defend one world and it will be difficult to dig them out."

B) "Moving first will place our own forces in danger of being counterattacked by hidden Rebel forces. We should let them move first and see if they can be drawn out from their hidden bases and then destroy them when they arrive."

4. Intelligence Planning

This is basically how we want to deal with the Rebel bases and torture of Tlaniel. There are 18 possibilities for the main Rebel base meaning 17 successes on Interrogation and/or Espionage missions to find it plus one more in the final system that links to the base before we can attack it. Each minor Rebel base takes 2 successes to locate.

A) "I have a plan. I suggest we let a Rebel planet or two alone. Place it under blockade if we must but let them join this new Rebel government. In the meantime our teams can go to the currently rebelling worlds and begin intelligence gathering to find their main base. If we put all our efforts into finding it we can attack and cut off the head of the beast. With their main base destroyed if no Concordance planets are free the Rebellion will collapse. In addition we can torture more information from Tlaniel."

B) "Too risky, I agree we should focus on finding the base they call New Hope but letting planets fall to the Concordance is madness. We are unlikely to be able to bring them to heel again and it may inspire other rebellious worlds to act."

C) "Breaking from them the location of their main base is a fool's errand that is unlikely to succeed. Instead we should focus our efforts on finding the minor bases they control. If the Rebels move military forces from New Hope we will find it. The main threat are their little hidey-holes from which they can strike at will. If we find and eliminate them their forces will be forced into the open and either driven to New Hope or made extinct."

Xenocides
Jan 14, 2008

This world looks very scary....


wiegieman posted:

So is it better practice to crush one or two rebellions at a time, or to redeploy en masse and try to prevent him from withdrawing to his secret bases?

Crushing Rebellions is hard but occupying the planet keeps it from helping the Rebels much. Whether I should hit their units before they have the option of running or wait and see I decided to leave up to the thread.


wedgekree posted:

My.. Grasping of the early game (mostly from this awesome LP) is that the Rebel player tries to use rebellions early on to build up forces. Half what they get goes in thier bank, half they use to make small units. They can't face the Empire straight up, but each planet in revolt is more territory the Empire has to garrison and takes away from thier income. The Rebels can't so much hurt the Empire early as they can force them to commit.

What we saw in earlier turns with just 1-2 Reblelions going at a time the Empire could sledgehammer them hard. Blockade the planet to prevent escapes, land troops to clear. So the Rebels would basically as soon as they got forces be trying to evacuate them. With several systems going into Rebellion at once the Rebels will probably try and get the Empire to commit as many troops as possible to the area, and if they do then try and hit them elsewhere given the Empire can't redeploy ships as quickly. If anywhere in turn looks open, the Rebels will then try and use thier available forces to raid there, or just use Character attacks for disruption. The Rebels want the Empire to play whack a mole until the Rebels have either built up enough forces for the strategic war or they're in an advantageous position they can isolate and overwhelm the Empire in chunks and then flee.

So the decision into whether trying to hit all the systems at once or just try and isolate them will probably be based on Xenocide's estimates of the forces the Rebels have available and whether they're goig nall in or not. And whether he feels he has enough fo a strategic reserve to otherwise keep on hand to deal with other disruptions the Rebels get up to. So it will depend how many forces he feels like it will take to control the sector, and whether in turn he'll have enough available to deal with anything else or whether he can just blockade a troublesome system and then in another turn or two send in ground troops to take control back.

And to be honest I am not sure. A lot hinges on whether we decide to have the Rebels act first or act first and hit the Rebels.

wedgekree
Feb 20, 2013
Brave Governor-Generals of the Imperium, the annoying Rebels have sought to use the distraction of the Empire to try and cause strife throughout our territories. They must be dealt wtih decisively before the Senate decides to interfere with our policies more than they already have.

On the topic of diplomacy, the Space-Mafia can be cowed by terror. I will not see the dignity of our Empire brought down by having to kowtow to small warlords requiring bribery to entice cooperation. And the Space Knights should declare thier loyalty to the Empire or suffer the consequences. We shall not waste time pursuing what we are obligated by fiat. C - No Diplomacy for Imperial Agents for either of the two factions.

On the topic of military command, the most significant and experienced fleet the Rebels have are the Pirates and the Barbarians. If we remove them the most dangerous portion of the Rebel space forces is off the table. As well as one of their few experienced starfleets that can go toe to toe with the Imperials. The Barbarians and Pirates will be the likeliest to be used by the Rebel Scum to attempt to back up their agents and forces in the field. I vote that the Marshal be given command of a powerful fleet to cleanse the Rebel filth and show them the full strength of Imperial might. Let them flee before us and know the power of our navy. B on Military Command.

On the strategic momentum we have seen what the Rebels bring to the field. Small ships that even our escorts can deal wtih. Their escaped fleets and troopers are not worth racing to prevent and tying down our forces. We should wait and then engage them after they have made thier move. Either they will move to reinforce thier bastions with greater forces which we can then bring our superior strength to bear upon or thye will flee and we will have an easier time clearing the invaded worlds. The Rebels are irritants, not a strategic threat. We want to deal wtih them in large numbers. Them digging in is no ta threat - their planets can be blockaded, we can root them out. Better to not risk our fleet in engagements where they can try and overhwelm us piecemeal or we send massive armies to where they have only fighters and corvettes. Hit them first and let them cower from our might. A

On Intelligence, finding the main rebel base is a fool's errand for now. Useful, but extremely unlikely and will require a great deal of investment to pursue. However, eliminating the Rebel Scum in one fell swoop is also something we cannot ignore. However, an Empire is based upon perception. If the Rebels show they can take planets in the face of Imperial might, it will inspire others to resist. the foundation of our Empire is built upon the doctrine of infallibility. If our citizens see we seem to quake in our boots from Rebels armed wtih smuggler's blasters, we will come apart at the seams. Crush the Rebel worlds, but put Intelligence resources into seeking out their main base but as a secondary priority. We have more to lose from the faith of our people than we do in combat. B

~~
No attempts to diplomaticize the Hyper-Mafia and Space Knights, Split the Marshal to a fleet to engage the Pirates and Barbarians if they show up. Go first in combat. Don't prioritize sending Intel after the main rebel planet and crush them.

WhiskeyWhiskers
Oct 14, 2013


"هذا ليس عادلاً."
"هذا ليس عادلاً على الإطلاق."
"كان هناك وقت الآن."
(السياق الخفي: للقراءة)
1.C
2. C
3. A
4. B

WhiskeyWhiskers fucked around with this message at 05:42 on Oct 6, 2016

FAT BATMAN
Dec 12, 2009

Remind me, aren't there special rules about the Jedi planet? Like, there's no combat allowed on it and we can't blockade it?

wedgekree
Feb 20, 2013
I think on the Jedi planet that under normal circumstances, only Asvari characters can go there for missions. If they throw in their support with the Rebels or if a card is drawn saying the Empire declares hostility to them, this is out the window. But otherwise, there are very few Asvari Imperial chars which limis the interactions that can be had with them. They'll never go full support for the Empire so you can basically limit thier support of the Rebels and it ties down your few chars who can interact with them, who are among some of your best.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Your Imperial Majesty,

I strongly encourage you to act swiftly to ensure the continued loyalty of the Asvari Knights- the Hyper-Mafia is little but a scourge upon our Empire, and one we are better off without, but the Asvari Knights have long been a pillar of our authority and of order in the galaxy. Their loss to the rebel scum would be an incalculable blow to the dignity and authority of our glorious Empire. Meanwhile, the escalating threat of rebel military action leads me to believe we should commit the Imperial Navy's best leadership to scourging these villains from the spacelanes. We have acted well to crush the ongoing threat of piracy, but as long as rebels threaten the legitimate shipping of the Empire, I believe we are all weakened. On the same note, I believe we should act first to crush the rebels in detail before they have the opportunity to withdraw their forces into hiding. Allowing them the chance to solidify their hold on the Empire's worlds and build up their strength in secret seems to me nothing but a recipe for future disaster! Likewise, it seems to me that the rumored 'secret rebel planet' is little but a fool's errand. What renders these rebels a threat is their warren of bolt-holes and hiding places that let them strike from secrecy and disrupt our operations from surprise. Root them out patiently, and I am sure order will once again be restored. I remain

Your humble and obedient servant,
Oskar Karalamp
Grand Duke of Karalamp Sector and Duke of Chiron

B, C, A, C

Xenocides
Jan 14, 2008

This world looks very scary....


FAT BATMAN posted:

Remind me, aren't there special rules about the Jedi planet? Like, there's no combat allowed on it and we can't blockade it?


wedgekree posted:

I think on the Jedi planet that under normal circumstances, only Asvari characters can go there for missions. If they throw in their support with the Rebels or if a card is drawn saying the Empire declares hostility to them, this is out the window. But otherwise, there are very few Asvari Imperial chars which limis the interactions that can be had with them. They'll never go full support for the Empire so you can basically limit thier support of the Rebels and it ties down your few chars who can interact with them, who are among some of your best.

Non Avsari can go but there must be at least one Avsari on every team going to Avsar. Military units cannot go there unless the planet goes into rebellion.

I think the Rebels currently have five Avsari characters and we have three. Avsari masters get a bonus on persuading the faction and we each have one of those. Both are arguably the strongest characters on each side.

wedgekree
Feb 20, 2013
Thanks! the manual is very fun to read about the game - I think it's up on a PDF for anyone who wants to read it to get info on general game mechanics on the main page the game has.

Xenocides
Jan 14, 2008

This world looks very scary....


wedgekree posted:

Thanks! the manual is very fun to read about the game - I think it's up on a PDF for anyone who wants to read it to get info on general game mechanics on the main page the game has.

You can also see all the things we have done wrong at the beginning of the game.

wedgekree
Feb 20, 2013
If you ever do another LP of this I would love to see you going about it as the Rebels to see how you approach things from thier 'perspective' as we tend to only hav ean inkling of the goals and tactics that the player of them is doing, explained over in narrative by you Xenocides! And this has been an epic and amazing read throughout the time following it!

Xenocides
Jan 14, 2008

This world looks very scary....


wedgekree posted:

If you ever do another LP of this I would love to see you going about it as the Rebels to see how you approach things from thier 'perspective' as we tend to only hav ean inkling of the goals and tactics that the player of them is doing, explained over in narrative by you Xenocides! And this has been an epic and amazing read throughout the time following it!

Thanks, I have new ideas on how to play the Rebels. I played a solitaire game about halfway through and played as the Rebels in a Vassal game. I lost that game even though I had taken over half of the Empire including Earth. The Rebels have a high win threshold.

I do think I made some mistakes. I think I may have overspent on GDNs and that my conscript mania plan is overrated. I think if I played again I would focus GDNs only on a few worlds and mass-build conscripts only on Capitol worlds and a few other key areas.

I do want to play the Rebels again and will probably LP it if I can. It has much more of a start from nothing vibe and build your way up.

wedgekree
Feb 20, 2013

Xenocides posted:

Thanks, I have new ideas on how to play the Rebels. I played a solitaire game about halfway through and played as the Rebels in a Vassal game. I lost that game even though I had taken over half of the Empire including Earth. The Rebels have a high win threshold.

I do think I made some mistakes. I think I may have overspent on GDNs and that my conscript mania plan is overrated. I think if I played again I would focus GDNs only on a few worlds and mass-build conscripts only on Capitol worlds and a few other key areas.

I do want to play the Rebels again and will probably LP it if I can. It has much more of a start from nothing vibe and build your way up.

I also think the voting was heavily in favor of the Conscripts and GDN's at the time. Would enjoy seeing ou do the Rebels sometime now that you've got more of a handle on the game if you could find someone to be the Empire or alternatively figure out a way to make the solo game fun. Been following this with a great deal of interest and fun - you're an amazing writer, definitely enjoying the twists and turns as you make them!

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Xenocides posted:

Thanks, I have new ideas on how to play the Rebels. I played a solitaire game about halfway through and played as the Rebels in a Vassal game. I lost that game even though I had taken over half of the Empire including Earth. The Rebels have a high win threshold.

Yeah, according to the manual, all that's required for an Imperial 'win' is the ability to retain a rump Empire through a negotiated settlement at the end of the game. Given your success in that game, I'm assuming that's how the Empire won.

habituallyred
Feb 6, 2015
1A The mafia are a pack of traitors and thieves, but right now that is exactly what we need. Spying comes naturally to the rebels, we need something to counteract that.

2C If we wish to lure out the rebel forces we need bait. Bait that can bite back is the best bait, and these two commanders are it.

3B If the rebel ships had remained in their orbits we would sally forth and crush them. As it is we will wait for them to show their faces. A few more ground troops won't make a difference one way or the other.

4C>B We need to find one of the rebel fleets and destroy them. Focus on finding one of the small bases and then resume the search for Rebel HQ. Luck or analysis of enemy action might make this easier than it sounds.

Xenocides
Jan 14, 2008

This world looks very scary....


wedgekree posted:

I also think the voting was heavily in favor of the Conscripts and GDN's at the time. Would enjoy seeing ou do the Rebels sometime now that you've got more of a handle on the game if you could find someone to be the Empire or alternatively figure out a way to make the solo game fun. Been following this with a great deal of interest and fun - you're an amazing writer, definitely enjoying the twists and turns as you make them!

The problem with a solo game is the level of secret information. The Empire needs its secret facilities and the Rebels need their hidden bases. I toyed with the idea of doing a goon vs. goon game with people giving instructions for their teams and forces while I played them out but I think madness may lie that way. If I get brave enough to do that I will probably do my mega World in Flames/Days of Decision LP instead. Just as mad but probably wilder.

grandalt
Feb 26, 2013

I didn't fight through two wars to rule
I fought for the future of the world

And the right to have hot tea whenever I wanted
1 A
2 C
3 A
4 A


Things are starting to heat up now

Space Bat
Apr 17, 2009

hold it now hold it now hold it right there
you wouldn't drop, couldn't drop diddy, you wouldn't dare
I am really excited to still see this going! This game is really cool, even if it is super complicated. I don't really have any preference for voting, just want you to keep up the good work. Also, I still want the rebels to win because they get Sylvester Stallone as a jedi

Green Wing
Oct 28, 2013

It's the only word they know, but it's such a big word for a tiny creature

Aren't those rebel teams in place during the rebellion combat phase able to use the COM of their highest ranking commander to assist? That could have made that civil war planet winnable.

wedgekree
Feb 20, 2013

Green Wing posted:

Aren't those rebel teams in place during the rebellion combat phase able to use the COM of their highest ranking commander to assist? That could have made that civil war planet winnable.

I think by the rules a player is allowed to assign any character on planet to a command role if they have sufficient rank. I think likely the thought is that if the area gets pasted next round by the Imperials sending reinforcements, it makes the commander capturable and the Rebels don't want to risk having more high ranking characters captured. A tossup combat zone where odds are against him plus the risk that if planet gets invaded next turn or reinforced regardless probably isn't worth risking a capture on unless he has a major thing to gain.

Xenocides
Jan 14, 2008

This world looks very scary....


wedgekree posted:

I think by the rules a player is allowed to assign any character on planet to a command role if they have sufficient rank. I think likely the thought is that if the area gets pasted next round by the Imperials sending reinforcements, it makes the commander capturable and the Rebels don't want to risk having more high ranking characters captured. A tossup combat zone where odds are against him plus the risk that if planet gets invaded next turn or reinforced regardless probably isn't worth risking a capture on unless he has a major thing to gain.

Pretty much this. If the leader was there he would have to roll on the vanquished commander table if they were beaten. They could try to flee but that risks all the transport ships getting shot down on the way out.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 9 Imperial Missions

1. A won, we will try to reclaim the Hyper-Mafia.

2. Unanimous Vonder and Totem will both move to military commands.

3. We will go first in the Military phase.

4. We will focus on their smaller bases.
______________________________________________________________________________________________

Rebel Search

Their teams on Earth tried to find ours and failed.

Rebel forces on Dobell fail to find the Imperial teams there.
______________________________________________________________________________________________

Team Alpha



Alpha Team is given orders to proceed to Cebdia, the contested Civil War planet. Their orders are to infiltrate the Rebel army and locate Minor Base Alpha. They are given $200.

Preliminary Action Step

New character, none left, no event.

1st Action Step

The team leaves Karibden and hyperjumps to Cebdia. The GDN is contested due to the Civil War and there are no enemy ships so the team lands.

FASC 0

2nd Action Step

A Rebel defector arrives to help. If he survives the mission he gives a +1.

FASC 1

3rd Action Step

Shushi's blaster pistol malfunctions. He has penalties in combat until the end of the Mission Phase. Can take time to repair but do not think that would be time well spent.

FASC 2

4th Action Step

Rebel security is tight. No FASC next step.

FASC 3

5th Action Step

Due to setbacks the team must skip the next step.

FASC 3

Final Step



FASC 3 doubled to 6 + 2 for Shushi's INT + 1 for guide + 3 for Shushi's special + 2 for $200 in bribes = 14

d20 = 19, mission fails.
______________________________________________________________________________________________

Team Epsilon



Sote will lead the team on Earth and they will torture Tlaniel to find Alpha Base. They are given $100.

Preliminary Action Step

New character, none available.

1st Action Step

Sote is careful and does not inflict damage to Tlaniel. Would have been some of those murderous wandering robots but this Mission is immune to monsters when on Earth as it is assumed the interrogation takes place in a secured facility.

FASC 1

2nd Action Step

Tlaniel takes 1 hit and spins an elaborate lie. Skip the next step.

FASC 2

4th Action Step

Tlaniel resists. -2 to FASC. He also takes 2 hits.

FASC 3 - 2

5th Action Step

No event.

FASC 4 - 2

6th Action Step

No Event (was enemy intel forces mission abort)

FASC 5 - 2

Final Step



FASC 5 - 2 for modifiers + 3 for Sote's INT - 2 for Tlaniel's COU + 5 for use of torture + 2 for Sote's special + 1 for $100 in equipment = 12

d20 = 1, spectacular success. This would be 2 secrets but a 1 always adds a level of success so we get two secrets towards finding that base and one random secret.

I grow tired of asking this so it will be the last time. Where is the Rebel base?

Planetoid in the Oort cloud of Eridani.....stop.....



Inform Marshall Totem we have another target.

The other possibilities for the random secret are:

Bravo Base
Charlie Base
Delta Base
Echo Base
New Hope
Free Trader's Union

Rolling a d6 we get Echo Base. We learn it is in the Karalamp District but we need one more success to find out exactly where. That is 3 out of a possible 18 secrets Tlaniel can have (equal to his RNK tripled).
______________________________________________________________________________________________

Team Delta



Team Delta is assigned to head to the Grachenko Building and win back the Hyper-Mafia. Team is given $200.

Preliminary Action Step

Sovereign recalled, no effect.

1st Action Step

Team hyperjumps through the wormhole to the other side of the Empire. A miscalculation cause the ship to get lost.

FASC 0

2nd Action Step

Gamelin recalculates the team arrives at the Grachenko Building.

FASC 0

3rd Action Step

A $10 bribe has to be paid to get admittance.

FASC 1

4th Action Step

Team is spotted by Rebel intel and is detected.

FASC 2

5th Action Step

Giovanelli makes contacts in his family to expedite the mission. Skip event next step.

FASC 3

6th Action Step

FASC 4

Final Step



FASC 4 doubled to 8 + 1 for Giovanelli's CHA + 0 for faction's current alignment + 2 for Giovanelli's special + 1 for $100 in bribes = 12

d20 = 7, mafia moves to -1.
______________________________________________________________________________________________

Team Gamma



Team Gamma is ordered to attempt to Influence Q'S'Kln again and get her to commit fully to the Empire. They are given $400.

Preliminary Action Step

Get a Mulligan card.

1st Action Step

Tokool begins again to win over the sovereign. No monsters.

FASC 1

2nd Action Step

Tokool has a good meeting with Q'S'Kln and the Duchess is convincing. Repeat this step.

FASC 2

2nd Action Step Mark 2

Enemy patrol, not applicable.

FASC 3

3rd Action Step

Q'S'Kln gives $56 as a gift to the Duchess.

FASC 4

4th Action Step

The Imperial bureaucracy on-planet prepares reports favorable to the Empire. +2 modifier to FASC.

FASC 5 + 2

5th Action Step

With everything going well the team takes a break to go sightseeing. Skip next step.

FASC 6 + 2

Final Step



FASC 6 doubled to 12 + 2 for modifiers + 2 for Tokool's CHA + 4 for Tokool's RNK + 0 for current commitment + 1 for planet's unrest + 2 for Tokool being Nobility here + 1 for Tokool's special + 2 for $400 in bribes = 26

d20 = 13, two successes, Q'S'Kln goes to -2, halfway to committing for the Empire.
______________________________________________________________________________________________

Team Beta



Team Beta is crippled due to Monk Troyer's wounds. If he flies the ship he can't heal. The team is ordered to remain on Travisond. The downside is the planet is already at maximum loyalty for the Empire so Nana and the psycat will go try to raise money.

Preliminary Action Step

Team is awarded a random ship and can trade it for the one they have. The only thing available is a General Purpose Transport so we keep the Avsari Transport.

1st Action Step

Team is spotted. Team was already detected but there is no one on planet to search.

FASC 1

2nd Action Step

Fundraising goes poorly. -1 to FASC

FASC 2 - 1

3rd Action Step

Detected again.

FASC 3 - 1

4th Action Step

No event next step.

FASC 4 - 1

5th Action Step

Ignore angry civilian events.

FASC 5 - 1

6th Action Step

Ignore monster events

FASC 6 - 1

Final Step



FASC 6 doubled to 12 - 1 for modifiers + 1 for Nana's CHA = 12

d20 = 15, every team member raises $1 each. $2 in pure profit. Hooray.....

On the bright side Troyer is healed so the team can move out next turn.
______________________________________________________________________________________________

Team Kappa



Baben is wounded and has to rest. Anaxim will go to Marlowe, the recently pacified world to perform a coup to replace key members of parliament to make it more difficult to move back to Rebellion. Team is given $200.

Preliminary Action Step

Get an extra action step. Anaxim plots a course and arrives on Marlowe.

1st Action Step

A political expert joins the team and will give a + 1 if he survives.

FASC 1

2nd Action Step

Team is attacked by a walker, a giant security robot.

Anaxim bravely distracts his political expert towards the Walker so he can try to escape.



The civilian inflicts a hit on the walker with his puny pistol and then is deep-fried by the thing's flamethrower. Anaxim escapes.

I will have to remember to send his family a fruit basket.

FASC 2

3rd Action Step

Immune to enemy searches.

FASC 3

4th Action Step

Anaxim's gun jams.

FASC 4

5th Action Step

No event.

FASC 5

6th Action Step

Bounty Hunters, no effect.

FASC 6

Final Step



FASC 6 + 1 for Anaxim's RNK + 1 for Anaxim's INT + 1 for previous coup + 2 for being a Parliament + 2 for $200 in bribes = 13

d20 = 4, success. planet moves from +3 (pacified) to +1 (pacified). Moving 2 steps is a level 1 shockwave. Cannot effect the same system as other planet is currently in rebellion but does hit a same race planet. Planet Elfond goes from 0 to -1. Coup marker added.
______________________________________________________________________________________________



The Emperor is on Earth and is going to attempt to locate Doctor Weber with an Espionage Mission. If he can be found he cannot rest and be cured without turning himself in. He is given $200. The Emperor does owe two steps to the Senate before he can start on the mission.

Preliminary Action Step

Get an extra step in the Preliminary Step. Step one of addressing the Senate

1st Action Step

Second step dealing with the Senate.

FASC 0

2nd Action Step

Two deranged security androids attack the Emperor but his elite guard of commando soldiers takes them out with ease.

FASC 1

3rd Action Step

Weber is hiding well. -1 to FASC.

FASC 2

4th Action Step

Emperor inflicts a hit on himself accidentally when he trips on the steps in the palace.

FASC 3

5th Action Step

Team is detected. Rebel teams can search for the Emperor and try. No success.

FASC 4

6th Action Step

9 angry civilians attack the Emperor blaming him for atrocities. His commando guard mows them down.

FASC 5

Final Step



FASC 5 doubled to 10 + 2 for $200 in bribes = 12

d20 = 15, failure, Weber escapes notice.
______________________________________________________________________________________________

Bedor is meditating and Smith has no missions worth performing.

Special Forces attempt to take out the Frigate Rebel's Folly but roll a 19 and fail.

That is it for missions.

Next time we wipe out a Rebel base and hit some Rebellions. Very good turn on the whole.

Arcturas
Mar 30, 2011

Tough luck on a few of those rolls, but the espionage success looks like it more than made up for it.

Epicurius
Apr 10, 2010
College Slice
I enjoy the Emperor's response to hostile encounters.

"Your majesty, a hostile robot!"
"Send the Second Guards Regiment to take care of it."

FAT BATMAN
Dec 12, 2009

So the extra random secret revealed was for the general location of another base rather than the one narrowed down by the other two?

Xenocides
Jan 14, 2008

This world looks very scary....


FAT BATMAN posted:

So the extra random secret revealed was for the general location of another base rather than the one narrowed down by the other two?

Yeah, it takes two secrets to find a base. One to find the district and another to find the exact star. Normally the first secret can be found anywhere but the second must be a search in that district. This does not apply in an interrogation situation. I was a little worried I would roll the Free Trader secret. I really do not care to locate it as there is nothing I can do with it if we find it.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Huh. So is this about the right time for you to find some rebel bases, or are you too late?

Xenocides
Jan 14, 2008

This world looks very scary....


Glazius posted:

Huh. So is this about the right time for you to find some rebel bases, or are you too late?

Now is a good time while the Empire has military superiority. Due to stacking limits the fewer bases they have the more stuff they have to either send out into the open or hide at the main base (where they cannot come out without revealing said base).

wedgekree
Feb 20, 2013
Nice! Not bad on the interrogations and good luck going on the offensive. So looks like you're gonna make the Rebels either take some hits or lose ground and fight.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 9 Military Phase

We have the initiative and choose to go first.
______________________________________________________________________________________________

Imperial Military Phase

I split my fleet into a number of taskforces. My objective is to contain all the Rebel units and wipe out any Rebels hiding in Alpha Base. Vonder and Totem will lead some of these forces.

There are four newly revolting planets and one Rebel base to deal with.

Cebdia



Two new line units arrive along with a small fleet (light cruiser and a commerce sloop). If we can drive the Rebels off the planet or destroy them then the Rebellion will be automatically pacified as we win the Civil War.

Master Pantaleon, the Emperor's son already on the planet, takes command.

We roll for surprise and the bonuses for having over half irregular units would mean they could hide and not fight but Master Pantaleon modifies the surprise roll. The Rebels plan a hasty withdrawal figuring they will not survive a round of combat. Need a 4 or less on a d10. d10 = 4, the Rebels board their transports and run.

The Imperial fleet fails to intercept (I did not think I would need ships to intercept here) and the army retreats on impulse. On the Rebel turn it will have to leave the system.

Dobell

A pair of light cruisers, a destroyer, and two sloops show up, set up a blockade, and drop off a force of four 2nd line units.



We catch the Rebels by surprise so they cannot run. The Regular unit takes 1 hit and the Irregular unit is destroyed but the Rebels roll well and inflict 1 hit on a unit and 3 hits on another. I put the badly damaged unit in reserve.

Roca

Vonder leads this force and it must first engage the Rebel fleet in orbit. The remaining Rebel regulars get to their transports and flee. The fleet in orbit intercepts but the transport attempts an emergency jump and escapes. It is now lost at that system. There are two Rebel heavy fighters. Our ships cannot attack fighters unless the fighters attack our ships but we have a starcruiser, a heavy cruiser, a destroyer, and two sloops and between them they generate 3 fighter squadrons. They attack the two Rebels and score no hits. The Rebel fighters use their tail guns but do not get any hits either. The Rebel fighters need a 2 or less on a d10 to run and of course roll a 1 and the fighters are now lost in the system. One had a bad jump and came out too close to the star and was incinerated. The Imperial fleet forms a blockade.



They get the surprise bonus on the ground for being over half irregulars but Vonder cannot be surprised. The Rebels attempt a hasty retreat and need a 2 or less to get both out and a 4 or less to get one unit out. d10 = 1, his dice are insane today.

They head into space but roll a 10 on their escape roll. The Imperial Starcruiser single-handedly destroys one of the transports with its main cannons. The other transport is lightly damaged and manages to jump away but is further damaged in the jump and is very lost. There is a good chance its damage will not let it jump again.

Raisa

A Battlestar and four sloops set up a blockade around Raisa and Marshall Totem leads two legions of Star Marines, two legions of Stormtroopers, and two 2nd line units to take the planet. He briefly considered assigning General Mardok to help his units but did not.



The Rebel units try to get to their ships and fail. The Rebel units are annihilated and one 2nd Line unit takes a single hit.

Planet secured.

Rebel Base Alpha

Most of our smaller ships are uncoordinated and do not arrive on time. The first round we will have only a Battlestar, a Starcruiser, and a Heavy Cruiser (only?). The Rebels have three light starships. They opt to run like hell and put a corvette in front to screen the other two ships. They try to jump. d10 = 1........okay, getting tired of that. All three ships jump out.



The light cruiser takes a hit as it jumps.



The line unit and stormtroopers face a barbarian horde unit that opts for a prepared withdrawal to their parked longship. Our ground units deal 1 hit each and the barbarian rat bastards get 3 hits on the line unit, damaging it. They try to flee and fail.

I order both units to attack again. We deal 3 hits damaging the Barbarians. They deal 1 more hit to the line unit. They attempt another escape and make it. Our ships form a blockade and the longship attempts to jump but fails. The Battlestar Imperium Galactica singlehandedly destroys the longship. While the Rebel starships got away their barbarians allies here are all dead.

Alpha Base is destroyed. This also reveals two other Barbarian longships tried to jump to Alpha Base last turn but were off-course.



Did a lot of other movement but it was minor force redeployments and sent the Emperor to an Imperial Capitol to do some propaganda next turn.

We attempt to put down the rebellion Xibalba. d20 = 18, failure.

One Rebel camp is suppressed on Lakandon.
______________________________________________________________________________________________

Rebel Military Phase

A few damaged Rebel units disappeared and presumably went into hiding on Rebel bases.

Virtually everything else is heading here.



Xibalba, the first Rebel revolt. A frigate and a pair of heavy starfighters failed their jump roll and are off-course and one transport got lost.

Our GDN on the other side of the wormhole shot down a pirate brig and damaged another as they went through to Xibalba (good shooting on the part of the GDN operator at Hyper-Alpha).



The bottom group is what the Rebels have available in the first round, the two units in the middle show up in the second, and the top group will show up in the third.

The Imperial fleet was in blockade stance to try to quash the rebellion and so is automatically surprised.

The aptly-named Kobayashi Maru is caught by surprise.



The Rebels and Imperials each get 1 starfighter squadron. Our heavy cruiser gives one and their light cruiser and frigate combined give one. Fortunately most of their other ships are either too small to fighter (corvettes) or are minor powers that do not give any (pirate brigs and longships).

The Rebels are attackers so they get to pick which of their fighters pairs with ours. Probably wisely they send their squadron and save their heavy fighters to attack the ships. Some of the smaller and damaged ships head out to fight the sloops (placed near them) to tie them down while the bulk of the Rebel fleet attacks the Kobayashi Maru.

The fighter battle is inconclusive. The Rebels deal 7 hits to the Kobayashi Maru, crippling the ship. Capital Ships have a special damage status if they only have 1 hit left. They have to go to the reserve in future rounds and cannot jump out or do anything. If they are left alone with the enemy in the end there is a possibility the ship is boarded and captured. I would rather they hit more and blew it up. The Maru's flak guns prove particularly impressive and down both heavy fighters strafing the ship. The main guns destroy a corvette and damage another.

Two of the sloops damage their opponents and all take 1 hit and are damaged.



The three Rebel ships at the bottom are the casualties so far.

I put the Indomitable alone in the front line and try to have the other three sloops make a break for it. Need a 4 or less to get all the sloops out and a 6 or less to get the other three out. d10 = 5

Fortunately all three of the escaping sloops are able to get their hyperjump drives working and jump out. All are lost in the system but none are destroyed.

Another pirate brig joins the fight this round and everything except the damaged corvette attacks the Indomitable. The starfighter combat is again inconclusive. The Indomitable misses a long shot to hit an enemy longship and is blasted to pieces. The Imperial starfighter squadron plans to run. The Rebels have an additional heavy starfighter on the way and I have to pay for them if they die. They escape. Rebel troops board the Kobayashi Maru but the brave crew holds them off long enough for the engineers to overload the engines and the ship is destroyed. Good....I did not want the Rebels getting their hands of a capital ship.

Traded a heavy cruiser and a sloop for a corvette and two heavy starfighters and we traded roughly equal additional damage. We came out on the losing end but at least they did not capture the ship and most of the sloops got away. I had the fighters flee because if I lost them I have to pay for them. When they run it is assumed they run to a friendly system or get picked up by auxiliary craft. In this case they probably ran to our space station.

The Rebels land on the planet.



We have the quantity advantage but most of their units are green striped and get a +1 to STR for it. I decide to commit Colonel Smith as commander.



He doubles up my 2nd line units. Probably going for the kill on them to try to knock me out. This might work but leaving so many of my units unengaged means they are able to pick their targets too.

I order my first line units to hit the pirates and his regulars as they are the weakest units in terms of knocking down STR quickly.

3 2nd Line Imperial units are destroyed and 1 Regular Rebel unit goes down. The Rebels rolled much better. We did damage the pirate unit and a few hits landed on some other units. We have 17 + 5 for leader STR left and can take 33 more hits. They have 20 STR left and can take 33 hits. We have a slight advantage and neither side preps for a retreat.



They try to double-team my units and I return the favor. The pirate legion and our last 2nd line legion are defeated. One of their regulars is damaged and so are two or our 1st line legions. We have 18 STR counting the leader against 15 of theirs and can take 23 hits and they can take 24. Neither side tries to run.



He tries to knock out my damaged units and I send my extras to hit his hard. A lot of units that should have done a lot of damage miss on both sides (each rolled two 6s once on strong attacks) and we trade a 1st Line unit for a Regular. We also damage a Horde unit.



He tries to finish off my weakened unit and I go for his hurt Horde and his regular. More units die off. He had three units left and I have two but mine are both fresh and I still have my commander giving bonuses. He refuses to stop.



He goes after the Vielle Garde and I try to knock out his wounded units. Two rebel units die leaving them only a horde to one fresh and one wounded Imperial unit.



He announces a prepared withdrawal. He has two longships on the ground from landing his troops so if he does not leave there is a chance they will be lost. He wipes out the Vielle Garde but takes 5 hits.



With Jar Jars Finest getting the commander bonus it is now 6 STR to his 3 and we can take 6 hits and he can take 3. He tries to run. They fail. My unit misses and so does his. He runs again and fails. He deals 1 hit and I deal 2. With only 1 hit left the Horde unit and the longships escape.


______________________________________________________________________________________________

Concordance Phase

His plan was to take Xibalba and if he held it at the end of the turn it would join the Concordance trigger our first level 3 shockwave hitting a number of planets. It also would have let him repair his ships and units on the planet. While the losses favor him in terms of RP I am hoping I can hit his fleet in orbit next turn and get some more kills. As a bonus he cannot fix his damaged ships so some of them may find their hyperdrives do not work. I also want to make it clear that I did not intentionally save the Jar Jar group to the end. He picked the targets.

We also crushed the Rebel's ground forces. This makes it unlikely he can force a planet into Concordance any time soon as long as we keep occupying rebelling worlds. I am going to call the battle at Xibalba a Strategic win even if it was a crushing defeat in space and an expensive victory on the ground. The reason he thought about bringing Mardok in on Raisa was he hoped to have him flee and then be able to hyperjump with anything that escaped to Xibalba to participate in the battle but I sent so much he did not want to risk it. Probably smart as I would have still wiped out his whole army and had a chance of capturing or killing Mardok.
______________________________________________________________________________________________

Repair Phase

I spend 4.5 rp on repairing various ground units.

Rebels spend 2 rp fixing units at their bases.
______________________________________________________________________________________________

State of the Empire

Central District



Earth has a decent reserve of ground units and 6 light starships in orbit. Most of the capital ships are occupied.

Sayakama District



Quiet area, I am hoping to win over the sovereign of Vulcan. He is not a great character but any character is a help considering how few we have. The fleet at Lai is weak with only a pair of destroyers and a pair of sloops.

Armes District



Also pretty quiet except for the little fight over the Hypermafia on Intlig. The fleet at the capitol has four light starships and two heavy cruisers, one of them the Emperors. I sent him here to bring District Capitol back to full loyalty after double taxing it. There are a few worlds I can do this on. Note the fleet got moved. It is not in the off-course box, should be in orbit.

Karalamp District



The Civil War on Cebdia was pacified. Normally this would trigger a shockwave but there are no valid targets for it with no other planets in the system and no other Endobell planets not in revolt. Cebdia only has two light starships in orbit and the capitol has 3 light cruisers.

Ellington District



The rebellion at Marlowe is pacified. Lipe and Dobell are both still in rebellion. I will probably not be able to pacify either any time soon. The fleet in Eridani just neutralized Alpha Base. That is probably the largest extant fleet. Marlowe and Lipe have two and three light starships respectively. Dobell has five light starships. The capitol at Artford has a Starcruiser, a Heavy Cruiser, a couple of sloops, and the captured Rebel ships we took.

Marat District



Finally the district with all the action. The Rebels have a few ships that did not make it to the fight and the rest in orbit of Xibalba. Unfortunately he was smart enough not to put up a blockade so no automatic surprise if the Empire attacks. The three damaged sloops need to get back to Oisad for repairs. Both Roca and Raisa which we just took are ripe for having their Rebellions quashed. Both are full of Imperial units and I made sure over half were elite and both have good commanders there. Still not good odds but if nothing changes worth trying.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
Given how easily you handled four rebellions and an invasion at the same time I feel like :fork:

wedgekree
Feb 20, 2013
Wow, nice round. You hurt the Rebels bad - they likely don't have any heavy ground units left and thier spacelfeet took a lot of losses. They can't have any significant strategic reserves left at the moment. Most of the Imperial losses can hopefully be repiared in the next turn or two. But they (hopefully) have lost about thier entire army and thier navy has been mauled badly. They can't have any strategic forces left to commit to a full scale assault anytime soon. The strategic initiative rests with us!

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 10 Stellar Events

Neither of us were able to do research so it is a surprise to everyone.



The Rebel's defeat at Xibalba was a great blow to the Rebel cause. While Imperials in the know knew how close the battle was Rebel propaganda to this effect and covering the destruction of the first Imperial Capital ships is seen as a face-saving measure. After all, the Empire held the planet.

This card means a lot of events that hurt FASC and delays are inapplicable. I push down Karbiden and Lakandon.





A barely thwarted assassination attempt against the Emperor's youngest son has all the markings of Proctor's work. While he has an alibi the furious Emperor suspects he trained someone or hired someone to make the attempt. Proctor is arrested and moved to Earth so the situation can be investigated.

At least it was not a critical character I guess. Hopefully he will be released soon.

Initiative

Initiative was 40

35 from 5 active rebellions (7 each)
8 from positive unrest and positive sovereigns
13 from positive minor factions

Initiative is now 56.
______________________________________________________________________________________________

Senate Voting

The Imperial Senate convenes to discuss military appropriations.

1. GDN Construction

A) Limit "We are spending a fortune on global defense systems that become useless once the Rebels cause an uprising. This money would be better spent on additional troops and warships. The Rebels will be crushed by proactive measures; they will not be stopped by these defensive measures. Out capitols and critical worlds are already defended. What more do we need?

B) Continue "Ships owned by rebel agents have been damaged many times by our GDN systems. To cut funding now is madness. We are slowing them down. We should continue to upgrade all systems to level 2 status to slow the Rebel scum."

C) Moderate "We should focus only on priority worlds that have something to offer or provide advantages such as the wormhole worlds or those holding our most important facilities and leave the frontiers for our glorious military to secure.


2. Dreadnought

A) Approve "With the Rebels caught at Xibalba and many of our capital ships deployed in the field now is the time to authorize completion of our new Dreadnought class Battlestar. It can be sent to Xibalba to provide its heavy cannons and massive firepower to finish the Rebel fleet off and end this insurrection."

B) Deny "We cannot afford such an expensive ship when we can focus on conventional battlestars and other smaller ships that are more then capable of dealing with the enemy without eating away so much at the military budget."

wedgekree
Feb 20, 2013
The time is now to push the advantage and also ensure that our critical systems are protected. The GDN's are a strategic reserve and a necessity. They greatly empower our systems to defend themselves and aid in the detection of Rebel fugitives. Should the war turn to a more strategic one than the whack a mole it currently is for the most part, they will be of immense aid. For for Continue on the GDN's and build and upgrade as best as psosible.

Also vote FOR the Dreadnaught. Because giant boondoggle ships that can destroy everything. It's pretty much a necessity so is strongly encouraged to build our own capital ships and doomstars.

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Comstar
Apr 20, 2007

Are you happy now?
A - limit. The Imperial Navy and land forces showed today why a powerful mobile force is needed. We have the initative, we need a strong star fleet to use it.

Build the Dreadnought. The battle today demonstrated how valuable a capital ship can be.

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