Victim
First Post
Red Team Only
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Strategic Map and Movement:
Normally Ships have 2 movement points that they can expend during a turn. Fast Ships have 3 movement points.
The Black and Blue lines are Hyperspace Connections. It takes one movement point to travel from one system to another via a Hyperspace Connection. This is uncontested movement. If enemy ships are present in a system there is a chance of the moving ship to being noticed or intercepted. The Blue Lines denote a important trade/supply route for Blue.
To move one hex without use of a Hyperspace Connection, it takes all of a ships movement points. If the hex to be entered has Nebulae or Dust (the fuzzy stuff) it will require the ship to use two turns of movement points.
The Kalish Collective consists of about a dozen systems. About 60 years ago, the Kalish attacked the United Planets, a large mainly human controlled star nation. The Kalish are a proud and war-like race who had subjugated at least two other alien races. But the United Planets were different. They controlled more than 4 times as many systems as the Kalish, were industrially powerful, and just as skilled in warfare as the Kalish. After a short war the Kalish surrendered fearing an invasion of their home world. This was done not because of cowardice on part of the Kalish but to allow them to regroup and develop a new war plan. Limited trade is allowed with the United Planets but all ships must be carefully searched before they are allowed in UP space.
Kalish space is connected to the UP space via the Ares Cluster, a rich group of systems that the Kalish would love to get their hands on. But the border is heavily fortified.
The United Planets are currently at war with a large empire called the Ghoal. Kalish spies note that forces are being pulled from the Ares Cluster to aid the fight with the Ghoal. It is also believed that the Ghoal are winning the war!
Recently a new Hyperspace Connection was discovered leading to System A from Kalish controlled space. The system is lifeless with a brown dwarf for its star. But it allows access to the Haskins Corridor an important supply and trade route that connects the main body of the UA with the Ares Cluster.
If the Haskins Corridor can be closed off it would give the Kalish an opportunity to conquer the Ares Cluster and deal a severe blow to the United Planets war effort with the Ghoal. Unable to fight a two front war the United Planets would quickly sue for peace or at the best collapse under the strain.
Your forces will conduct a surprise attack into the Haskins Corridor. You will close the trade route through the Corridor and destroy any opposition. Once in control of the Sector you will prevent any relief of the Ares Cluster by the United Planets. A offensive will also begin by our forces to conquer the Ares Cluster. Destruction of the United Planet merchant shipping is a high priority.
Strategic Map Key
Red System A is controlled by the Kalish. It is from here that you will launch your attack on the Haskins Corridor!
Green Systems are UP controlled with some sort of UP presense in the system.
Grey Systems are basically empty systems. Though pirates are believed to operate from them.
Olive Systems have small human settlements in them that are not part of the United Planets. These systems are called the Backwater Worlds. These settlements are normally small fringe groups who want to run things their own way. There is some trading with UP but mainly they just want to be left alone. Some pirate activity is believed to also come from these systems.
The Brown System is the homeworld of the Krell, an xenophobic race which while not hostile is very reclusive. While they do trade with the UA they do not allow ships to land on their planets and any use of their Hyperspace Connections is heavily taxed
INTEL Report
1. Pirates Thought not powerful in themselves and not organized they do pose a threat to civilian UP commerce in the sector.
2. Ghoal There is no Ghoal presence within 30 Hyper Connection jumps of the Haskins Corridor (thats 10 turns of fast ship movement) and the systems between are heavily patrolled by UP forces. There is no Ghoal-Kalish contact.
3. Krell Though not overtly hostile to the UP, they are beligerant. Are know to have a good sized standing fleet. There is no Krell/Kalish diplomatic contact.
4. Ares Cluster There are at least two other star nations in contact with the Ares Cluster. But they would have to fight through any defenses in the Ares Cluster to reach the Haskins Corridor.
-The Vanti A Insect-like race of religious fanatics. The Vanti seem more concerned with putting down fringe groups within their own race than with dealing with aliens. The Kalish have limited contact with the Vanti. The Vanti have a nonagression treaty with the United Planets.
-Ji-Ku-Ve A race of 9 foot tall furry yeti like creatures. They reproduce quickly and have been know to move into contested systems with swarms of colony and warships. These Ji-Ku-Ve swarms are a danger to unprotected worlds. They are always looking to expand into habitable systems. The Kalish has fought off several Ji-Ku-Ve swarms in the past 100 years.
So far as your Intelligence is concerned the UP have know idea that the Kalish as access to the Haskins Corridor or about the location or existance of System A.
One thing about resources.
Several people have talked about gathering resources and such. With in the scope of the game, there will not be enough time during the game to put into production the gathering of new resources. Hench, no "I am building new iron mines on Proxima 7 and shipping the ore to the home worlds. Also I doubt you will have the time to build new starships from scratch. Though the taking of existing resource production for use is allowed.
That is what Victory Points are for. (thinking about changing that name to Influence Points) The High Command sends a request to the Core Worlds for more combat ships. He spends 4 Victory Points because you are in a jam. So you 'might' see some new ships in a few turns sent by the High Command to help you out.
Another example, you have two old battle cruisers in mothballs around Regel 5. You need ships, any ships! So the High Command spends 1 Victory Point and assign crews to bring the old battlewagons out of mothballs in a turn or two.
Victory Points can be giving to other players by High Commander. But they must be in contact with each other. The scope of use of Victory Points by a Battle Commander is limited compared to the High Commander. He/she could not request reinforcements for example. A Battle Command cannot have more than half the total number of Victory Points possessed by the High Commander at the time of transfer and after the transfer.