Charis Ursan takes the world stage while yet but a regent, in the midst
of a situation that is tense. We're in a feud state with the Alkari, but not
(yet) an open war. We made a very bold attempt to wrest the planet Jinga from
them, and came up just a bit short. The big question is... go full bore after that
planet with the temporary edge of new gattling laser technology, or solidify our
position with Gorra and the other LR world to be colonized up by Spica.
Not even Charis' closest advisors know, but they look closely at the situation.
Two points strike me as odd. First, next to Jinga, is an *un*occupied Arid world.
To bypass that for Jinga is interesting. Second, there is an unexplored yellow star
up North. I look through the records to see if we know anything about this world.
I find nothing. Ah, a scout from Spica is due to head there.
I take a look at planets and population. We have two max pop/factory planets, and
the rest are building industry. There are two Gattling ships in production, which
seem like enough to match what they should have at Jinga.
The thing that impresses me about Jinga is that it's an ideal launchpad for the
Alkari, and a critical point defense for us. If we can hold it and stand up, the
Alkari can never hurt us. If we let them keep it, several of our other worlds are
in jeopardy. I favor continuing the theme, knowing that if I fail, well... the game
will take the flavor of 'impossible' and keep it interesting for our stronger players!
Assuming we want the mini-fleet to arrive the same turn as the troops, and they'll
take about 5-6 turns to get there, the timing will be off.
2370 - I want to know asap about the NE corner yellow star. A scout from Mu Delphi
to its SW can reach it one turn earlier than the scout planned from Spica,
so I divert the Spica scout to Mu and send a Mu scout to yellow, eta in 3.
I speed up the ship due at Ursa by one turn. To do the same at Gion I will need
a small bit of planetary reserve. I do this transfer. I put Imra above max on ind
to build up a few more reserves. It's hopefully not a huge setback, but will mean
I can have two Gattling ships on hand instead of 1 on the turn I want.
ETA for the invasion force to hit is turn 10. Where will troops come from, and how
far away are they?
- Imra 55/55 7 turns can spare 20 on turn 3
- Gorra 53/70 10 turns, could spare 15 *now*
- Argus 51/70 10 turns, could spare 15 *now*
- Trax 32/45 4 turns, could spare 10 on turn 6.
- Xudax and Spica are too small. Gienah is our artifact planet, not wise.
- Gion and Ursa are 6 away but we need all pop for ship production
I estimated we need 30 troops on the ground to land to take the colony. With some
margin for safety that would be 40 and if we account for 0-50% attrition in space,
we'll want to send 40-80 troops. I'm counting 40-50 above.
Is there any way to colonize Klystra (the arid green) and the long range NE this turn?
If the two ship planets build colonies next, yes. That then is the plan for this
reign, for better or worse, lots of people movement.
Charis Ursan must pull the trigger NOW and sends marines from Gorra and Argus.
Finally, I increase research at our artifact planet, and slow its base. It's way too
backline for my fears and a new tech in next 5 turns could be a huge break in the war.
2371 - zzz
2372 - Nothing on my turn, but IBT we scout Bootis the corner yellow star. Not bad,
a jungle 85. More important, our colony ship arrives at Dunatis and we found there,
a yellow Terran system, pop max 95, excellent.
In worse news though, we see an Alkari ship!
It's a lone colony ship. I'm
not sure if it's armed, but it's heading for that green unclaimed planet east of
Jinga. This is *our* planet in my mind, and even if it's armed, we're going to
take that one as well as Jinga. Actually, we have a single Laser ship guarding
the system!
2373 - Marines take off from Imra! Ursa's ship is due next turn, and I micro the
ind slider to avoid wasting BC on the ship. For Gion to finish it's ship next turn,
I have to go into waste for 1 turn. It will get cleaned next turn, but we seem
to be just a few pennies short of making this critical ship show up next turn.
I'm concerned I'll end up short and look for extra reserve pennies. I find a few,
in an unexpected place. We want to scrap the original scout design, but we have two
of them. The ones we have are at our own planets, and so are not critical for blockades.
I scrap the design and take the few BC from those and thrown them at Gion. Presto,
the Gattling ship is due next turn! (Note, if it was NOT, now that I had an empty
slot, I was free to make a mini-Gattling design with one less gun and be sure it could
be ready next turn too.)
IBT - Excellent news...
** Our spies infiltrated an Alkari base ** My first steal!! We have FOUR choices to
us, Computer, Construction, Planetology, Production. I look over Sirians notes and see
that this could mean almost anything as far as infiltration level. I wish now I had
looked to see what tech they had (ok, that's a learning tip) The computer choice is
brand new, suggesting either a higher infiltration, or they learned a non-state-of
the art computer tech. With our ships due this turn, propulsion/Nuclear Engine
would be a turn late. I think that if we wanted the highest 'lvl' tech, I would
pick Computers, since it picks "up to" the infiltration level, and that field has
the highest 'lowest' tech. But it would probably be an ECM system that I'm not
fond of. The Propulsion one would be Nuclear Engines, nice, even if late. The
planetology would be some kind of terraforming. Construction would be... improved
tech. I think those fast engines will help us compete with these fighter pilots,
so I do choose the Propulsion field.
** We steal Nuclear Engines ** (Comments? Should I have gone for lvl 7 computer tech)
BTW, the Alkari colony ship is not heading for Trax. It's heading NE.
Finally, we found the desert planet of Rana 40.
2374 - I now get a report, here what was on the table:
Computers: ECM III and Improved Robotics III (gah, if I read Sirian's articles correctly,
this would be too soon and actually hurt our growth). Construction: Imp Tech 9 (minor)
Propulsion: nothing up on us, just the warp 2. Planetology Improved Terraform +10/+20.
I think looking at these, warp 2 was best.
BTW, we're down to 'Hate' from Feud and an ambassador is in place. Not for long!
Gattling ships are ready to leave from Ursa and Gion!!
These planets were going to start on LR Colony and Colony respectively, but
we now have a tiny window to try to build a few new warp 2 ships?
Gion and Ursa can make a Laser2 in one turn, with warp 2, one gattling, one laser,
and to soften the planet(?) one nuclear bomb. This is likely a bad design you'll
want to scrap, but let's see if it can help.
Imra sends 15 colonists to the new terran world Dunadis. Argus send 18 to Spica.
Xudax sends 16 to Rama. Some will take a while to get there, but this will get
every new world into the accelerated zone for growth.
IBT - Scout in nebula finds green star Moro as barren (hostile).
The Alkari ship is moving due north, lol, right toward the uninhabited green star
Two Laser2's are produced and autorouted to Trax.
2376 - Marines take off from Trax. There is now a coordinated flow of ships all
heading for Jinga! Two more Laser2's are produced. T-4 for assault, and so it's
time for troops from Trax itself to ship out. The Gattling duo and two Laser 2 join them.
Ursa and Gion both start a LR Colony ship now, due in 4. (One could have been a
normal colony ship, as it's just heading right next to Jinga, but my extra Laser2
has not left us with a free design right now.)
That's the end of prep, next four turns will I hope be coasters.
IBT - At Moro a Psilon colony ship enters the system and it's armed, so we retreat.
What are they doing way over there?
2377 - zzz. IBT - Silicoids 'attack' us at unclaimed Klystron. We have a single Laser1
there, and they have just a colony ship. Why not contest it? It just retreats.
I notice now, rather late, we have some sentinels down south, and laser ships. I can't
do anything with them on my turn, but I point them out so maybe our next ldr can.
2378 - The nuclear engines on my baby Laser2 ships enable two of them to leave
Trax now and make it in time (2 turns) for the festivities.
2379 - I MM Usra and Gion sliders to just finish their ships and put extra to research.
Nervously, I await as the "Charis Armada" is due to engulf Jinga this round!... IBT:
SPACE COMBAT TIME! They have one large ship, a Wareeagle 100hp, and 7 Medium Sky Hawks
with 18hp. We have our two gattlings and four laser2's. It's my first 'serious' space
combat so I can only hope I don't ruin this. I scan first. The large ship has a scanner,
3 Nuclear missiles and 7 hvy lasers, 1 small laser. No shields. The smaller ship has
2 hvy lasers, no shields, warp/manuever 1. We likewise have 100 and 18 hps, and seem
to have good chances here. First to move is our Gattling ships. We move our guys up,
hiding behind astro fields, and they move up as well. My plan is to focus ALL firepower
at the big ship first, and will let the laser2's draw first fire. But is there any
reason not to let them move to us? Do we not get some asteroid protection? Why run
in the open to eat their missiles? The planet has no bases. We wait...
This works well - they split their ships, large one north, small south, and our
greater speed lets us flank them. Our large ships trade a missile, then we assault
with all we have from their northern flank. We take it down to 17hp in the first
real round of combat, and blow it out of existence in the next round. Our Gattlings
still have 49hp!
By using the wait command, I move up with the Laser 2, shoot, AND move back before
their lil guy can shoot. Likewise my gattling gets TWO full shots in before they
can retaliate and the first round I cut their number from 7 to 3, and they back up.
We again get first shot, and they're wiped out. I must say, my Heroes of Might and
Magic expertise paid off here in spades! (After posting the save file I came back
and loaded this turn just to hit 'auto' and see what happened, and the computer
managed to lose one Gattling and most Laser2's?? Oh my! Important tip learned in this:
even if you lack confidence, run the show, don't let it do auto ???)
Total annihilation of the Alkari Air Force at Jinga, and now we are able to land the
full complement of Bear Marines!
They have 47 units and 19 factories. As suggested, I do NOT bomb.
We have 40-50 troops en route - almost a fair match. Except for 1 TINY little thing...
Remember I said I sent 50 colonists to Jinga? I lied! The thought of going this far
then failing by 10-15 units was something I couldn't stomach. So instead I stretched
out another 7 from Imra (27), 11 from Gorra (26), 5 from Argus (20), 5 from Trax (15),
and (gulp) 10 from Gienah, planning to repop those asap. It's a lot of shifting, but
it fit with the in-for-a-penny, in-for-a-pound philosophy. Oh, I sent 10 more for
good measure from Gion back on turn 4. Shoot me, but I *really* want Jinga!
That's a total of 101 Bears!! How much better than 101 Dalmatians?! Hmm, it says 81.
Well, doh, now that I look at it, I forgot to send the 20 from Argus?! Argh!
Titanium and hand lasers on both sides, 81 Bears to 47 Birdies. We pound the ground.
Hit the dirt. Mix it up. When the dust settles, there are 57 Bear Marines still
standing, tall and proud, and there is no trace left of birds except for the
19 factories!
"We will follow you to the ends of the earth and rid the universe of the Bulthari
infestation (ambassador recalled)" Ha, come get some!
2380 - On another pleasant note, Argus just max'd factories, and is at 52 of 70 pop
since I forgot to send their marines. I see too now that the population is 51 max,
meaning that there was not enough room for 6 of the marines. I thought there was a
chance of that but ouch, it would have hurt pretty bad to lose an additional 20 from
the planned Argus shipment! Now THAT is a case of better lucky than good.
We're now officially at war, and trade has stopped. The silicoids have TWO single colony
ships heading somewhere, from just below Jinga. There are also a pair of fleets coming
in at Jinga. One is a single warbird (large) and one is a sky hawk (wimpy medium)
If they're heading for Jinga we will clean their clocks.
There's an LR Colony in Gion - send it where you like but I was thinking the yellow
NE system. The Ursa colony ship is auto-moving to Trax, where it can then continue
on to Klystrom I would think.
Jinga can put up a missile base in 7 turns, and I set it to do so. Consider even
throwing some reserve at it. Or if you prefer to make it stronger, go Industry.
Status shows that we gained on the Alkari on fleet strength after that battle,
are almost even in tech, are #1 in production (despite the choices we made that
slowed initial growth to go military) #1 population, #1 planets, and distinctly
#1 in overall power!
Go Bears!
I'm delighted at how this turn went. It may not be perfect, and I really welcome any
comments on it, but I took the bold path and it went well, and the invasion plans
worked to a tee. Add in a stolen tech to boot, and the bears are in great shape!
Sirian
Charis
Jabah <-- UP, and here is
The save for 2380
Justus II <-- ON DECk
Isit
Garath
Good luck to Jabah, he's got a hot war on his hand but also the task of
continued colonization and build up and research! Pardon my lack of pictures, but I
hope the story telling has compensated?!
Charis