Voting is open for the next 1 day, 19 hours
[X] [Planetfall] Asenmach III
-[X] Location B.
One of the last active volcanoes on the planet is nearby, allowing for useful and convenience harvesting of the planet's inner riches.
--[X] Recipro-city
[X] [Capital] Expand into a Cultivation Market.


I like the name because it reflects that all this peaceful colonisation in Asenmach is only because of the back and forth cooperation we've had with Archon. Plus it's funny. Like a boaty mcboatface poll.
 
[X] [Planetfall] Asenmach III
-[X] Location B.
One of the last active volcanoes on the planet is nearby, allowing for useful and convenience harvesting of the planet's inner riches.
--[X] Recipro-city
[X] [Capital] Expand into a Cultivation Market.
 
Vote closed New
Scheduled vote count started by Celeshiro on Jan 23, 2025 at 1:25 AM, finished with 5 posts and 4 votes.

  • [X] [Capital] Expand into a Cultivation Market.
    [X] [Planetfall] Asenmach III
    -[X] Location B. One of the last active volcanoes on the planet is nearby, allowing for useful and convenience harvesting of the planet's inner riches.
    --[X] Recipro-city
    [X] [Planetfall] Asenmach II
    -[X] Location C. Heavy toxins cloud the way, draped so thickly that concentrated assaults would be quite limited.
    --[X] Name: Serpent's Gift
 
Cycle 34.2 New
[X] [Capital] Expand into a Cultivation Market.
[X] [Planetfall] Asenmach III
-[X] Location B. One of the last active volcanoes on the planet is nearby, allowing for useful and convenience harvesting of the planet's inner riches.
--[X] Recipro-city

Progress: 2/8.

"I would encourage settling on Asenmach III, namely around one of the volcanic sites. It might sound rather dangerous, but I am sure that it is a welcomed challenge for your kin," you hinted and finished off the drink. "If nothing else, it might prove inspirational for you."

"Ah, unfortunately I don't handle heat well." The face shifted into something that you supposed was supposed to be discomfort. "Perhaps one of my colleagues would be better suited. I hope you don't take offense."

"Only if you decide to never appear again," Radana slyly slid in, causing you to blink in abrupt surprise from the interruption. "I find our conversations quite fruitful and productive, and would like nothing more than to establish a diplomatic rapport. Should I just invoke your title should we have need for further discussion?"

They blinked, then beamed. "Of course. The Mask will be always welcome talks about our people's relationship in the future." A polite nod and then they departed to converse with the settler representatives. That gave you the opportunity to glance at your aide and ask what the last part was all about, not getting it.

"Because, your highness," you could hear just how much Radana was about to say something else, if not for the public setting, "It would be a good idea to have a friendlier point of contact for official talks instead of a hostile or indifferent one. We made a good impression already with the Mask through continued engagement, no reason to let it go to waste from a perceived fault."

"A good point," was all you could settle on saying with an awkward cough. Well, being able to talk the talk was half the reason why Radana was your most trusted retainer for all this. She was able to smoothly cover up any of your introverted quirks, leaving you free to then truly focus on what you were good with.

Such as now, when your hidden gauntlet lit up with an incoming alert. You discretely read it, then hid a smile. "Oh dear."

"Beg pardon?"

"Just a slight annoyance, my shipment's been delayed," you drawled and made a show of relaxing. Your best friend pick up on something and wordlessly fanned herself to look unbothered too, as if one of your little schemes hadn't just borne fruit. "Ah, you just can't trust low prices these days…"

-------------------------------------------------------------------------------------​

"A smuggler," Dorothea repeated, her brow furrowing. "That was what our destroyer patrols caught?"

"So it would seem," the adjutant told and handed over the tablet containing the full report. "Apparently they were motivated strongly by a posting to try running the line to get a shipment from the Thera system."

That got the Lycoris Knight's attention and she picked up the report with renewed interest. "That's our target."

"Agreed, which is why we offered and they accepted a plea deal, telling us everything they knew about the Free State defenders there. Honestly, what a stroke of luck for us to get this information ahead of time!'

She absently nodded while activating the tablet to start reading. It was tragically sparse on exact positions, but what the smuggler did know was more than enough to inform Dorothea about just who she was fighting: The 1st Gandr, a battlegroup from the Council State of Hayha. They were seemingly composed mostly of regiments and airwings with little naval presence, likely more accustomed to garrison duties than active campaigning. Their leader was described to be more of an administrator than general, adding to this presumption.

The main concentration of this seemed to be on Thera II, which was of little surprise. It was where the system capital of Glacegrad was on, the massive frozen planet providing plenty of space for the industrial base to built upon. Despite this or because of it, there was only the system capital as a concentrated population center on said world, indicating something like a single megacity that supplied majority of production. It would certainly align with the occupied Kelon's attitude of shielded cities.

Aside from that, there was Thera I which was an interesting oddity. It was a much more welcoming environment capable of supporting life, though the source of said life was only from the passing comet in orbit. Dorothea struggled to wrap her head around the idea before giving a mental shrug- it probably wasn't going to be relevant for the coming fight. It was more of a vacation spot that was also appropriately guarded by the Free States. Perhaps that was an opportunity to trap and remove them from the board if the indication of few ships was to be believed.

That being said, it appeared that the defenders too had auxiliaries being provided from other members of the Free States. So Dorothea couldn't completely let down her guard and assume this would be a cakewalk. Yet the more she looked, the more optimistic she was about the outcome of this first campaign. Perhaps it was even worth rushing things a bit to seize the initiative then.

Battlegroup Rampart-One Command: 34 +14 (Dorothea) +2 (Wealth) = 50
Battlegroup Rampart-One has generated one (1) Command Point.


Rampart-One Command Points: 1
Thera Resistance Militia Level: 0
Issue up to two (2) stratagems for Battlegroup Iris for this Subcycle.

[ ] Plan ____
-[ ] Stratagem
-[ ] Stratagem

-[ ] [Stratagem] Raise Supporters. Announce to all that it is not too late to join the fight. That all hands are welcomed, should they but heed the call of duty and enlist in a scratch unit to quickly arm themselves with whatever they can. Cost is equal to the current Militia Level. Will increase Militia level by two (2). Spawns free Militia units.
--[ ] Requires Specification (Ground/Air/Navy)
--[ ] Requires Controlled Planet

-[ ] [Stratagem] Stir Hearts.
Give bombastic and optimistic projections, while also reminding the locals of the hardships suffered at the hands of the opposition. Sow the seeds for further local support. Costs two (2) Command Points. Will decrease current Militia Level depending on chance.

-[ ] [Stratagem] Discourage Dissidents. Broadcast on all frequencies and all stations that the current conflict is not worth dying for. It is better for those prospective patriots on the opposing side to stay at home and watch from the sidelines to see how it all unfolds. Costs two (2) Command Points. Will increase the opposing side's Militia Level depending on chance.

-[ ] [Stratagem] Hidden Paths. Utilize all available scouting teams and local liaisons to find new hidden pathways on planets to open up a new dimension of campaign movement. Take the initiative with rapid relocation. Costs one (1) Command Points. Units on this planet can move two (2) planetary spaces this turn.
--[ ] Requires Target Planet

-[ ] [Stratagem] Underway Repairs. Go over and redo patchwork repairs with more well-put together fixes, preparing ships for more engagements without needing to retreat to a dockyard. Engineers will work overtime to glue their hosts back together, perhaps even still even doing so while battle is about to be joined. Costs two (2) Command Points and ten (10) Resources. All ships in orbit around this planet regenerate 2d10 Hull immediately (minimum six (6)).
--[ ] Requires Target Planet

-[ ] [Stratagem] Informed Strike.
Have intelligence officers pour over and carefully mark out local targets of high importance. Then pass it down to sure pilots to get rid of. Costs two (2) Command Points. Directed Airstrikes this Subcycle on this planet gain a +10 Modifier.
--[ ] Requires Target Planet

-------------------------------------------------------------------------------------​


REPORTING THERA SYSTEM
Enemy Regiments detected on Thera I
Enemy Regiments detected on Thera II

Enemy Airwings detected on Thera I
Enemy Airwings detected on Thera II

Enemy Ships detected on Thera II


Issue a Plan Order!
-[ ] [Unit] 1st Andernian Guard
--[ ] Destination
-[ ] [Unit] HMS Wisteria
--[ ] Destination

-[ ] [Unit] All Regiments

-[ ] [Unit] All Airwings

-[ ] [Unit] All Ships

-[ ] [Unit] All Units

-[ ] [Unit] 1st Andernian Guard
--Current Position: Arriving

-[ ] [Unit] 2nd Andernian Guard
--Current Position: Arriving

-[ ] [Unit] 5th Mars Armored
--Current Position: Arriving

-[ ] [Unit] 11th Saturn Wing
--Current Position: Arriving

-[ ] [Unit] 16th Ababil Wing
--Current Position: Arriving

-[ ] [Unit] HMS Coral Queen
--Current Position: Arriving

-[ ] [Unit] HMS Wisteria
--Current Position: Arriving

-[ ] [Unit] HMS Callerya
--Current Position: Arriving

-[ ] [Unit] OSS Glorious Bust
--Current Position: Arriving

-------------------------------------------------------------------------------------​
- Warming up and getting back into subcycles. Here we go, marching back to war.
- Normally the stratagem plan would come first in its own post, but that dice roll ain't great. So take the opportunity to make your initial arrival plan too. You can choose who will arrive immediately in the orbit of any planet, but beware: any not arriving immediately now will need to wait until the next cycle (35) to join the fight in the system.
- Note that these are just general indications of units- they are not exact numbers. You won't know for certain until you arrive for sure.


14 hour moratorium to make a subcycle plan.
 
The way I figure it, we head straight for Thera II and knock out their fleet. If we can maintain a presence above Thera II they won't be able to move any of their units in from Thera I. If they raise a Militia destroyer that may change, but I don't believe they have enough support from the local populace to raise Militia.

Afterwards it probably will be worth moving to Thera I to bomb them from orbit. They don't have any cities there to shelter them so we are basically free to wipe them off the face of the planet without even engaging any of their units. We will have to fend off air wings but that should be it. We can do precise bombing too, and take our time with it.

Depending on what their air presence on Thera I is like, we may just be able to handle the whole planet with our destroyers and leave the cruisers above Thera II to provide air support via their hangars.

[ ] Plan Hammerblow
-[ ] [Unit] All Units
--[ ] Thera II
 
Anyone else think that this smuggler intel is rather suspiciously timed? I'm probably just being paranoid, but it feels like it's been planted by the Free States.
 
Anyone else think that this smuggler intel is rather suspiciously timed? I'm probably just being paranoid, but it feels like it's been planted by the Free States.
... you're just suspecting the wrong people lol. This was another one of Violet's little machinations.
Yep, just another one of Violet's strings in the background being tugged to get useful information to Dorothea without exposing herself. Best of all is that the smuggler would also be unaware too, seeing as how they assumed the job to be more important than info.
 
[X] Plan Hammerblow
-[X] [Unit] All Units
--[X] Thera II


This is a very simple plan. Sometimes complex is clever. Sometimes complex is overthinking it. I think this is a time for simplicity.
 
War Exhaustion New
As wars rage on and escalate in the galaxy, so too does a people's willingness to continue any military endeavor. Victorious cheers and eager optimism can disappear quickly into jaded cynicism and bleak outlooks when conflicts continue to drag on. Even worst is when the natural outcome of such messy clashes emerges, chilling and horrifying scenes of war-torn landscapes and populations that ignite the push for peace. Adding to this is the scrutinizing judgement of other powers, who would find reason to announce involvement should nearby battles threaten to spill over into their own domain. So eventually, all ongoing conflicts will eventually reach a final tipping point at which it becomes unfavorable on both the popular and political stage to continue and a ceasefire is forced, one way or another.

War Exhaustion is the measure of this, representing the limit at which humanity is willing to go before the overall conflict is considered too much to continue for both sides. It is a preset value depending on the casus belli of the conflict, and is then divided into individual values for the attacker and defender on both sides. Dice rolls add to the score on both sides at the end of each Cycle that represents random chance of scandals or incidents that increase the War Exhaustion, but the primary method in which it is regularly added towards is through conflict itself. Engaging in battles always adds a small value, increasing the greater the size. Even the act of refusing battle and retreating will add to the value, representing mounting frustrations at a lack of definitive conclusion to continued deployment.

By far the most serious way for War Exhaustion to grow is for war crimes to occur, greatly outraging and dirtying any conflict no matter how just. The values are tracked individually for both sides though it is combined for the final value that determines where the scale of public opinion ultimately falls for an ongoing conflict. Thus, if one side has contributed far more to War Exhaustion than the other, they very could be be labeled as the warmongering aggressors and forced to concede more to whatever peace is announced.
 
Cycle 34.3 New
[X] Plan Hammerblow

The sensors officer sipped demurely at their drink with one hand, the other dedicated to holding the tablet up for them to watch. They weren't particularly concerned by being called out for slacking on duty, not when the other bridge staff were too being rather lax. All was quiet in this orbital holding pattern, affording them all some nice time off to catch up on their favorite shows from back home.

But lax did not mean wholly disregarding duties, the sensors officer still having one side of a headphone pressed to their ear. When the dull console in front of them briefly lit up with a small beep echoing through their headset, they froze. There was a second beep and any thoughts of finishing the drama was shoved aside as they hastily sat upright and snapped the listening equipment over both ears. The motion caught the attention of the others who similarly halted their activities, eyes warily studying the now-working sensors station.

This included the captain of the ship, who slowly stowed away their midday meal and leaned forwards in their seat. "Sensors?" They quietly asked.

"...unscheduled FTL beacon signatures." The readouts were transferred to the captain's own station for perusal. "Multiple identification codes coming through. Imperial military!"

Without further hesitation, the bridge erupted into activation with all the officers leaping to their stations and raising alarms across the ship, and fleet. Airlocks slammed shut and docking clamps disengaged, allowing for attached escorts to swiftly detach from their host ships to fall into formation. No more than a crew of a few dozen were onboard these ships with limited facilities yet still possessing more firepower than ordinary small single-pilot fighter craft. That could make all the difference in any upcoming battle should the unexpected arrivals prove to be hostile.

It wasn't long before realspace presence was confirmed along with visual acquisition. "It's an entire damn invasion fleet," the captain mumbled and hastily gestured to the communications officer. "Quickly, raise the Governor-General. In the meantime...all power to engines. Navigation, get us out of here."

"Captain, are we withdrawing?"

"Of course. We are but one cruiser and destroyer," they growled and gripped at their armrest. "Plot a course to Thera I. I'll take responsibility for ordering the retreat, do it now."

"Understood. Setting waypoints now for the fleet."

-------------------------------------------------------------------------------------​

"They're running," Dorothea commented with a furrowed brow from where she stood on the bridge of Coral Queen. "Full burn too." That meant that there was no way to catch up to them now.

"Should we launch fighters?"

"And risk our transports? No, it's not worth it," she replied with a shake of the head and turned to the rest. "Secure orbital superiority for now and begin a full scan of the system. Get me information about the enemy forces here, we need to start working fast. I don't want us to drag this this offensive, get to it!"

"Yes ma'am!"

Soon enough, intelligence on enemy positions was gathered, collated, and presented to the commanding Brilliance Knight. It appeared that even with the withdrawal of the enemy fleet, the main concentration of enemy forces was still on Thera II. Predictable, given the capital was there. Yet it seemed that they had purposefully spread out their forces at the moment, covering not just the city but a potential landing site outside it. An undoubtedly tempting target for orbital bombardment, but was it perhaps a trap in its own right?

With everything currently on Thera II, the enemy could rationalize there was no need to hold anything back on Thera I and attempt to transport them to the capital instead. The decision to avoid a fight was suddenly now looking like a strategic instead of tactical consideration, as ships that were still ready to fight could try to draw the invading fleet into an engagement that allowed for transports to sneak on by. Striking first before they could embark and do so was a good idea, but well, it was risky in itself if the enemy decided to slip their orbit to hit the exposed transports in return.

Was it something that the enemy commander would consider? That was something Dorothea had to seriously think about, recalling their description. More of an administrator than a general, so perhaps not so daring. Maybe somebody who would stubbornly try to hold their ground best as they could so long as the numbers could make sense. It was her first time fighting against this unknown individual on the opposite side of the chess board, so some uncertainty was expected. But hesitation could not haunt her decisions so, not when B-R1 looked to her for their next set of orders.

-------------------------------------------------------------------------------------​

+2 War Exhaustion (Free States) (0 +2 = 2)
Total War Exhaustion: 0 (United Empire) +2 (Free States) = 2/300

Battlegroup Rampart-One Command: 16 +14 (Dorothea) +2 (Wealth) = 32
Battlegroup Rampart-One has generated one (1) Command Point.


Rampart-One Command Points: 2
Thera Resistance Militia Level: 0
Issue up to two (2) stratagems for Battlegroup Rampart-One for this Subcycle.

[ ] Plan ____
-[ ] Stratagem
-[ ] Stratagem

-[ ] [Stratagem] Raise Supporters. Announce to all that it is not too late to join the fight. That all hands are welcomed, should they but heed the call of duty and enlist in a scratch unit to quickly arm themselves with whatever they can. Cost is equal to the current Militia Level. Will increase Militia level by two (2). Spawns free Militia units.
--[ ] Requires Specification (Ground/Air/Navy)
--[ ] Requires Controlled Planet

-[ ] [Stratagem] Stir Hearts.
Give bombastic and optimistic projections, while also reminding the locals of the hardships suffered at the hands of the opposition. Sow the seeds for further local support. Costs two (2) Command Points. Will decrease current Militia Level depending on chance.

-[ ] [Stratagem] Discourage Dissidents. Broadcast on all frequencies and all stations that the current conflict is not worth dying for. It is better for those prospective patriots on the opposing side to stay at home and watch from the sidelines to see how it all unfolds. Costs two (2) Command Points. Will increase the opposing side's Militia Level depending on chance.

-[ ] [Stratagem] Hidden Paths. Utilize all available scouting teams and local liaisons to find new hidden pathways on planets to open up a new dimension of campaign movement. Take the initiative with rapid relocation. Costs one (1) Command Points. Units on this planet can move two (2) planetary spaces this turn.
--[ ] Requires Target Planet

-[ ] [Stratagem] Underway Repairs.
Go over and redo patchwork repairs with more well-put together fixes, preparing ships for more engagements without needing to retreat to a dockyard. Engineers will work overtime to glue their hosts back together, perhaps even still even doing so while battle is about to be joined. Costs two (2) Command Points and ten (10) Resources. All ships in orbit around this planet regenerate 2d10 Hull immediately (minimum six (6)).
--[ ] Requires Target Planet

-[ ] [Stratagem] Informed Strike.
Have intelligence officers pour over and carefully mark out local targets of high importance. Then pass it down to sure pilots to get rid of. Costs two (2) Command Points. Directed Airstrikes this Subcycle on this planet gain a +10 Modifier.
--[ ] Requires Target Planet

-------------------------------------------------------------------------------------​




REPORTING THERA SYSTEM
Enemy Infantry and Artillery Regiments detected on Thera I
Enemy Infantry, Mechanized, and Special detected on Thera II

Enemy Airwings detected on Thera I
Enemy Airwings detected on Thera II

Enemy Ships detected on Thera I


Make a Strike Plan for Ships and Airwings!

[ ] Plan ____
-[ ] [Unit] HMS Callerya
--[ ] Orbital Bombardment (Tile)
---[ ] Tactical/Saturation
-[ ] [Unit] 534rd Airwing
--[ ] Tactical Strike (Planet Orbit/Tile)

-[ ] [Unit] 11th Saturn Wing (100%)
--Current Position: Thera II Orbit

-[ ] [Unit] 16th Ababil Wing (100%)
--Current Position: Thera II Orbit

-[ ] [Unit] HMS Coral Queen (100%)
--Current Position: Thera II Orbit

-[ ] [Unit] HMS Wisteria (100%)
--Current Position: Thera II Orbit

-[ ] [Unit] HMS Callerya (100%)
--Current Position: Thera II Orbit

-[ ] [Unit] OSS Glorious Bust (100%)
--Current Position: Thera II Orbit

-------------------------------------------------------------------------------------​
- So here's going to be an interesting adjustment, the separation/creation of a new subphase revolving around if folks want to do an orbital bombardment/airstrike from afar. This will lock the unit into their current location so they will not be able to move in the movement phase while their target might adjust afterwards, giving a hopefully new element of strategic consideration.
- Airwings can strike from orbit and hit other orbits in the system or the planet, which is a big strength and arguably their big contribution outside direct battle intervention. However, they can only do so if there are hangers for them to launch off from orbit (one airwing to a hanger). It will naturally lock the ships there, as they're functioning as carriers, though said ships can also do their own orbital bombardments at the same time. This will also reduce the airwing sortie count by one for the rest of the subcycle. They can still participate in battles later if they have any count remaining afterwards.
- It'll count as a tactical strike on a single random target in the space (and affects all subunits in said target like a regiment or airwing). The only defense is if there are airwings in the target who are also rooted in place on their own strike plan. Do remember the increase risk from backlash when hitting cities.
- For reference, the 11th Saturn Wing has Sortie 2 while 16th Ababil Wing has Sortie 3. As a reminder, the 11th Saturn Wing is a full bomber wing while the 16th Ababil Wing is a mixed. You do have a single hanger onboard
Coral Queen to use if you plan on doing so.

14 hour moratorium to test out a new strike plan.
 
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Hi Celeshiro, a few questions if I may.

You mentioned that targets may be able to adjust afterwards. Does that mean they can adjust after they get bombed or before, potentially avoiding the bombing?

Is that specials and Infantry on the landing zone on Thera II, and mechanized in Glacegrad?

Would these airstrikes benefit from the "Informed Strike" stratagem or no?

Do airwings still risk warcrimes when bombing enemies that are in an actual battle, or is it only when we don't have spotters on the ground?

Can airwings in orbit of one planet strike at vessels orbiting another planet, provided they have launch-capability and sufficient hangars where they are?

To the other players:

How are we feeling? Do we want to try and take the capital now, or take out their fleet? I feel like we could send our two cruisers over to Thera I in order to eliminate them, whilst our destroyers keep a perimeter on this planet (and engage in some orbital bombing of that landing zone).

Alternatively we can just commit to this planet and try to do as much damage as possible before they can bring in reinforcements. I think there's a decent chance that the Infantry in that landing zone have anti-air weapons. But I also believe it's worth testing them on that fact, if we decide to leave any cruisers in orbit.
 
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You mentioned that targets may be able to adjust afterwards. Does that mean they can adjust after they get bombed or before, potentially avoiding the bombing?
Nope, more as in movement after getting bombarded. So a planned push to reinforce a battle could have to be reconsidered after strikes from above devastate the unit.
Is that specials and Infantry on the landing zone on Thera II, and mechanized in Glacegrad?
Yep, mechanized sitting pretty in the city with an airwing while the infantry/specials are beyond the city limits.
Would these airstrikes benefit from the "Informed Strike" stratagem or no?
Nope (admittedly kind of awkward, may be reconsidered after everything. But for now, no, informed strikes are for the direct hits during a battle.)
Do airwings still risk warcrimes when bombing enemies that are in an actual battle, or is it only when we don't have spotters on the ground?
So lemme clarify two parts to this question that probably is relevant:

1) The only warcrime risk when a unit gets into battle usually is if civilians are not permitted to evacuate by either one side. That usually means any suburban/urban tile is a danger point for civilians getting caught in the crossfire.

2) You can't do a tactical airstrike into an ongoing battle, like how you can't orbital bombard into a battle. The airwing would instead join the battle to do specific damage/make the most of sorties unlike the one and done. So if you want an airwing to be on standby to contribute, they can't be conducting a long range bombing campaign. Hm, maybe I should rename it like that to better clarify.
Can airwings in orbit of one planet strike at vessels orbiting another planet, provided they have launch-capability and sufficient hangars where they are?
Yep, that was what I was saying in the notes. Just be aware that this will lock the airwing into orbit (along with the ship) and they won't be able to participate in anything other than defending against incoming bombing campaigns/naval battles later that subcycle.
 
First up, thank you so much for all the info!

2) You can't do a tactical airstrike into an ongoing battle, like how you can't orbital bombard into a battle. The airwing would instead join the battle to do specific damage/make the most of sorties unlike the one and done. So if you want an airwing to be on standby to contribute, they can't be conducting a long range bombing campaign. Hm, maybe I should rename it like that to better clarify.
Secondly, do airwings need a base or anything to inhabit a battle-tile? If so, does launching from hangars of ships count for inhabiting that battle-tile? Only if that ship is orbit above the tile, thereby limiting them from bombarding other tiles?
 
Secondly, do airwings need a base or anything to inhabit a battle-tile? If so, does launching from hangars of ships count for inhabiting that battle-tile? Only if that ship is orbit above the tile, thereby limiting them from bombarding other tiles?
Nope, the only restriction is if they have not moved that turn from wherever they currently are at and if they meet the conditions for launching/are in range. So an airwing in orbit must be hanger-capable, have hangers available, and not move (which would also require a ship to stay in the planet's orbit, doesn't lock them into a specific tile below, just locked into not moving to another planet). An airwing on the planet can be any number of tiles away, but they have to stay there when choosing to join into a battle.

I might add more mechanics to including aircraft in the future like building proper airbases but for now, let's see how this works.
 
Here is my tentative plan. It is blank on purpose. I feel very uncertain about this, which means the system is probably working as intended lol!

I am mostly worried that the enemy may move back to Thera I... which may create quite an unsatifsying cat-and-mouse game. Especially if they get to "react" to us not bombarding anybody. But we'll see how it goes.

[ ] Plan Hammerblow pt. 2

EDIT: To my mind it's either this, or we orbital bomb the landing zone then drop there with all our guys - assuming the enemy doesn't move their aircraft in there to reinforce.
 
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I am mostly worried that the enemy may move back to Thera I... which may create quite an unsatifsying cat-and-mouse game. Especially if they get to "react" to us not bombarding anybody. But we'll see how it goes.
If it helps clear things up, they don't just get to free move after you hit them. You move at the same time as do, this is the stratagem/bombardment phase. Afterwards is the camapign movement phase to dictate movement orders.
 
If it helps clear things up, they don't just get to free move after you hit them. You move at the same time as do, this is the stratagem/bombardment phase. Afterwards is the camapign movement phase to dictate movement orders.
I figured as such, I just also figured that if they're clever they'll realize we haven't started bombing and will act accordingly.
 
i want to at least attempt to convince the enemy to surrender maybe even offer him free passage (ie enemy army gets to leave unmolested) out of the system (very important that it is out of system NOT of the planet don't want him to just move to the other planet). also want a civilian evacuation corridor, both of planet and out of system. also refuge camps for those that don't want to leave the planet that are out of the way of both military. lets try to make this a bloodless war as possible. after all the more rope we give the enemy the long he'll have to fall to hang himself.
 
i want to at least attempt to convince the enemy to surrender maybe even offer him free passage (ie enemy army gets to leave unmolested) out of the system (very important that it is out of system NOT of the planet don't want him to just move to the other planet).
It's possible for a ceasefire/surrender to come through, but it'd be a narrative thing depending on strategic circumstances. At the moment, there is no way the defenders would take your demand for surrender seriously when the fight's only just begun.
 
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