Memoirs of Rebel High Commander
by Xarius
These memoirs of mine contain valuable information on how to build the rebel
alliance to become one of the echo clusters greatest races. It’s taken my whole
life in servitude of our cause to gather enough data to put forth this
information into something that can be passed down the generations of our
conflict.
I will cover most everything from Economy, Diplomacy, Ship uses, and of
course Battle Tactics. Now some of this information is very generic. It can be
used for most any race. But there is some used specifically for the Rebels. Ok,
time to get started, I would hate to go down in history as a windbag.
Economy
Now of course most everyone knows, fast expansion is the key to success, that
doesn’t change no matter what race you are. But it does matter on how organized
that expansion is. The rebels have 1 major advantage over all other races aside
from the cyborg when it comes to expanding over a distance. The Falcon is the
greatest means of expansion there is in VGA planets. With 120 cargo and enough
fuel for 3 jumps you can hop up to 1100 light-years. Of course jumping that
great of a distance won’t help you much. But 1 jump or even 2 can place you in a
great colonizing position that will help you lay claim to more planets than
anyone else. The Cyborg is the only race that can equal that kind of expansion,
and even then they are very limited. They MUST hit a planet with natives, and
that planet MUST have extra fuel on it so they can jump further since their
probe can only do 1 jump at a time.
When starting out, it is best to start out setting your tech levels to
6-10-5-5 that’s the best start. If you cannot afford that then torpedoes can be
missed for the time being. Never cheap out on engines.
Now, when starting out. What to build do you ask? Well that all depends on
your initial start in the universe. Not all starting places are created equal.
The first thing of importance are the planets nearest your homeworld (HW) Those
planets will be supplying your fleet growth, which in turn helps with your
empire growth. Those should always be your first concern.
I always build 1 Medium Deep Space Freighter (MDSF) in the beginning, it is
good on fuel, good for short range and it will serve many a purpose later in the
game. If I have 2 groups of planets on either side of my HW (a group consisting
of 2 or more planets) I will build 2 MDSFs then and send them in opposite
directions. My 3rd ship is almost always a falcon. I set up the
Hyperjump circle in the starcharts (Button labeled HYP) and find the best place
to send my falcon to. Always aim it to hit a planet directly. Never let it end
up in open space, if your going to do that, you might as well give your position
away. 4th ship depends now. A falcon is common, to send it the other
direction. Or I build a Large Deep Space Freighter (LDSF) to start building the
worlds I am acquiring. As I fly around with my LDSF I use it to pull a double
duty. I drop clans and then pick up minerals. If you built a falcon, then that
is good as well. You can send it the other direction of your other falcon. Start
colonizing planets on both sides of you quickly. Never put anything higher than
a tech 7 engine on a falcon. The tech 7 engine is cheap in cost, and useful for
colonizing. But if it gets captured it cannot be sent into your space to catch
freighters. Since your freighters should all have tech 10 engines. The falcon
would not be able to chase them down effectively.
A side note when building ships with beam weapons. There is always the debate
on what to use. X-ray lasers are the best to capture freighters, that is a
given, however you must ask yourself, if I capture an enemy freighter in his
space, what’s to stop him from taking it back? If that happens then I have only
caused an itch in his economy. BUT if I destroy the freighter then that is 1
less ship to build his economy. With that in mind, I rarely put anything but
disruptors or blasters on my falcons. Only unless I don’t have the minerals to
build those higher beams.
Now that you have reached turn 10 you should by now have 2-4 MDSF, 1-2 LDSF
some falcons and at least 2 patriots, for defense from probes and the smaller
races. A smaller race would be one where their warships are much smaller in cost
than yours so they can produce many of them early on. These races are a threat
to all big races. In the beginning it is easy to get attacked by small cloaked
ships and such. Which is why you must be in search of your neighbors at all
times. Some would think, what does the knowledge of my neighbors have to do with
my economy? Well everything pretty much. Your neighbors are the ones who decide
if you live or die. And vice versus. If you can find out the neighbor of your
neighbor then that leaves all sorts of possibilities open. Information is the
key to everything.
Colonizing
Colonizing is always a problem, how many clans to put where, how much to drop on
good planets, or poor ones for that matter. There are several things to take
into consideration when colonizing planets. Temperature, Mineral amounts and
density, and of course Natives.
Temperature.
Temp is always important when colonizing, but for the rebels we get a break no
one else does. We can colonize those ice cube worlds that most people are afraid
to touch. Rebels can put around 9000 clans on an ice world with low temp. We are
the only race who can do this and not lose clans. So when you hit planets, you
only need to worry about high temps, those would be 84 degrees or higher. Now
some host settings can affect how many clans a planet can support. The host
setting also can determine what percentage of clans die each turn. Now not
everyone can remember all this information, but there are lots of nice people
who have put information out there for us to use. My favorite is Donovan’s VGAP
info page. He has just about everything you could need.
Mineral amounts and Density, Mines and Defense
This is very important when colonizing any planet. When people see a planet with
15,000 Neutronium a lot of people become overly excited. Sure it’s great. But it
doesn’t mean much of anything if the density is very low. Density is very
important when your planetary mines get set up. The higher the density the
better. Never place more than 200 clans on a planet without natives. 200 is the
most efficient for the maximum number of mines you can build. A density of
Scattered 16% would be excruciatingly slow compared to a Large Masses 98%. When
you come across a planet with around 200-400 of each mineral and the densities
are less than 40% I’d place around 15-20 clans on this planet. No more no less.
Planets like that are just for points, they serve very little real purpose to
your economy. The reason for 15 clans, is because it may be worthless, but it’s
still a planet. If left uncolonized then it could be an enemy hiding point. With
15 clans you can build 15 defense. Every single probe in VGA planets can be
killed by a planet with 13 or more defense. No matter what beam weapons they
have. That’s a good point to always remember. Of course planets can’t attack
your probes so you’ve got it good in that department. J
Natives.
Now if you haven’t read about what the natives do, then you really should. Also
read about their government types and what bonuses they offer when you tax them.
Donovan's Information section has a calculation you can use to determine the
maximum number of clans to drop on a planet to yield the greatest income without
over taxing the natives. Not everyone uses this of course as in the beginning
lots of people overtax. Lizards and the feds have the best tax methods by far
than any other race, but the Rebels have a little bit of a trick as well. You
can collect tax as long as the native happiness level is above 30. Once it drops
lower they start getting very angry. Rebels have a fix for that. Put a ship
around the planet with the natives that you are over taxing. Preferably a LDSF
or a super freighter. Whichever will hold most of the clans on the planet in
it’s holds. Now, when it gets to the point of where the natives are angry, You
are going to Rebel Ground Attack your own planet! That’s bad you say? Sure it
is, but the benefits outweigh the loss. But before you get all cocky and try it
out there are a few things you must do. The freighter(s) you have sitting over
your planet are going to pick up all but 10 clans. Once those clans are
gathered, then you are safe to RGA. You must wait 1-2 turns after you RGA before
you place the clans on the planet again. Once that is done and the clans
replaced, the natives are happy again. Then you can overtax them all over. This
produces more cash than if you just taxed them at the regular rate. But of
course it requires a bit of work to get it all figured out and organized.
Misc colonization information.
Now of course building the basic economy is easy. But making sure it’s
efficient, organized and protected is where the real work is. Make sure you know
where your ships will be going 2 turns ahead of time. You can’t just fly by the
seat of your pants. The best protection of your shipping lanes are minefields.
You know those patriots you built for protection? Place those (with fighters) at
your important planets. Extra defense never hurts. A lot of people escort their
freighters around as well just to be safe. That doesn’t hurt to do but it’s
expensive fuel wise. Minefields are just so much easier to place down.
Diplomacy
When I am trying to negotiate with my neighbors for borders I always try to make
a non-aggression, or possibly alliance with one of my neighbors and just a
regular border with the other. This is because you have to expand somewhere, and
taking out one of your neighbors is the best way to go. Otherwise you’re
fighting a long distance war, and those generally don’t go very well.
Diplomacy is the means to survival for every race. Even diplomacy at the tip
of a sword or in this case, beam weapon can be effective. But be wary of who you
ally with or pick a fight with. In the area of diplomacy, information again
plays a huge role in how you deal with other players. If a player backstabs one
person you obviously don’t really want to deal with that person. In this section
I will include a breakdown of each race and the benefits for the rebels to ally
with them.
What the rebels have to offer.
3 words, Rebel Ground Attack. This is one of our greatest weapons. Not because
it hurts a player’s planets when you hit, but if you hit with precision, it can
cripple a player. Just ask the Cyborg in a game I played. I hit his HW (out of
pure luck) within turn 10, and by turn 25 he was reduced to 1 planet which I had
surrounded. If the race your dealing with has knowledge of the players HW then
you can offer to cripple their HW. No taxes for 6 turns, (except lizards) You
kill off a large sum of their funds, and well everything else on the planet. The
only thing it doesn’t hurt is the minerals on the surface.
Ships trades- you always have the falcon, which is the best probe in the
game. Good for early trade, and some people even like to have it later. The rush
being our best ship is something you don’t trade off too lightly, unless you
have a very secure alliance with the race your trading it to. In the same game
that I killed the borg quickly I traded a rush to my allies, the Federation. The
fed shield bonus enables the rush to kill a gorbie that’s even owned by the
lizards! So when trading make sure they are smart trades. Nothing is for free,
but at times you can sure try.
You can of course offer to build fighters for any race that doesn’t already
build fighters in space.
Races
Federation
They are by far the greatest race to ally with for the Rebels. Their refit
enables you to build weaker ships that they can refit for you later. This
alliance also benefits the Feds greatly if they can coax a Rush out of you. They
can help you with that cash problem that you might have when mass rush
production starts. They have the Loki, which is nice to have if your fighting
cloaked ships, but it won’t uncover Fed, Lizards, or birdmen ship on a standard
host.
Lizards
You can offer them more than they can offer you. They have the Lizard class
cruiser, the only useful ship to you, while you have a rush that they need. The
LCC is useful for cloaking missions, and has a huge cargo hold for laying mines
in an enemy’s path. It however uses a lot of fuel. A 150% rush is really nasty
to fight so they will really want one. Or two or three…..The lizards are
generally too busy trying to build their rather weak fleet to help supply you
with minerals or money. So the LCC is really all they have to offer. Of course
the 1 Science ship is nice as well. They have the Eros, which lowers planet
temps which is useful since that’s the only place where you are lacking in
colonization. The loki is handy as well, but it’s usefulness is limited.
Birdman
A very useful race. Good to ally with for their information retrieving
abilities. They have the best cloaking battleship which if you got your hands on
would be a real nasty treat for your enemies. The birdmen have only 2 ships that
would be useful to you combat wise. The Resolute, and the Darkwing. The resolute
is the better of the 2, large fuel tanks and decent holds help it cross great
distances. The armament is very nice as well. The birdmen swiftheart and other
small cloakers would serve you no other purpose other than sending them cloaked
to good planets of your enemy and doing a surprise RGA. They of course want your
Rush as well. They wouldn’t mind a falcon either.
Fascists
A hassle to fight, since your planets cannot attack them like theirs cannot
attack you, but decent allies. They have 3 ships that are useful to you. The
Deth specula, which can cloak and is 6 beams 4 tubes. Very nice to have but the
birdman resolute is much better. The other 2 ships are the glory device ships.
One of those into an enemy fleet can do some massive damage. They would like a
rush and falcon as well.
Privateer
A real big pain in the butt as an enemy, try to get this player on your good
side. A war early with this person will spell certain doom for you unless you
can place a lot of minefields right away. A great ally. Those BR4’s BR5’s and
Meteors can tow your rushes 162 light-years into battle. If you can get a meteor
in trade then you do some really nasty things to an enemy. The privateer cannot
clone so giving them 1 ship wouldn’t be useful to them. They generally would
like more than 1 and at times it could very well be worth it.
Cyborg
They are always looking for allies in the beginning of the game. The borg is
quite weak in the beginning so will be happy to ally. Unless he has a death
wish, or a lot of friends. The borg has what you want above all other ships. The
Firecloud. You want 3 of these. Minimum. Either by cloning or trade. All you
have to offer the borg really is a better probe, and fighter building. If the
borg is interested in your fighter abilities he will generally trade a FC for
your services.
Crystals
A hassle to fight with all the webmines. Not a very good ally unless you are
being attacked. They can help set up a good defensive perimeter. Other than that
their ships aren’t too strong. They would like fighters to be built for them,
and of course a rush and falcon.
Empire
The empire are good allies to have, since their dark sense can give you all
sorts of useful information. They don’t need a good warship from you since they
have the gorbie. They also do not need your RGA since they have the SSD. They do
however need that Tranquility you’ve got stuffed in the closet. They lack in
good mine laying ships and the tranquility has one of the best cargo holds for a
torpedo ship. You want to get a SSD from them. They also enjoy having you build
fighters for them in the beginning of the game when their SB’s are limited in
number.
Robots
These nasty minelayers are no use to you aside from covering your space in
mines. Their ship list is very limited and have only 1 ship that you could need.
But that 1 ship is only useful in the beginning of the game. The Pawn has a
bioscanner which can scan 100% of the planets around you for natives. It’s the
best bioscanner ship in the game. Other than that they have a good warship, they
can build fighters in space. They might want a probe, but not likely.
Colonials
They are good to have as an ally for their minesweeping abilities. You have very
little to offer them aside from your falcon and RGA services. They can build
fighters in space and have a few ships that you would like to have. The cobol
with it’s fuel scoop is extremely helpful to have towing a rush. Burns no fuel
to tow that fuel pig around. The aries is an amazing little alchemy ship.
Converts fuel with only minerals doesn’t needs supplies. The cobol also pulls
double duty since it has a weak bioscanner on it. The Rebels and colonials share
near the same ship list with a few variations, so there is not much you can
offer them.
Ship information
The following is a list of your ships that are worth building. I will
also include a bit of tactical information with that ship. If the ship isn’t on
the list then it’s not really worth building.
Falcon
Your baby, the greatest expansion ship in the game and it can serve many
purposes later in the game. After colonizing is done this little baby can pull
all sorts of special duties. If you equip it with heavy phasers and put 5 of
them in a group, you’ve got a good minesweeping team that can clear any
minefield quickly, even a robot one. If there are no fields to clear, these
ships can be used as long range transports they can move minerals 350 LY in
emergencies. I also use them to bring supply units to my battle fleets to fix
repairs. Since they jump in then jump out, they cannot be towed away and
destroyed like a supply freighter by a cloaked ship. And of course the long
range surprise RGA, the Falcon specialty. The downside of these ships are they
get captured VERY easily.
MDSF
A must have for any economy. Useful to re-supply planets. This should be the
bulk of your freighter fleet. Cheap to build and always put a tech 10 engine on
it.
Guardian
A highly overrated ship. They die very quickly against any ship with a bit of
firepower. They have one really good advantage. It is very useful to knock
shields down on a lot of capital ships. It doesn’t work very well against
anything with more than 4 torp tubes or 10 fighterbays. It works especially well
VS the colonials Virgo. Next to nothing for cargo room, 1 engine and a small
fuel tank. These are your sacrificial lambs. Dies with 1 minehit.
Patriot
Another highly overrated ship. This ship is good till the 1st major
warship leaves spacedock. Everyone claims it’s so great to use in swarms. But it
gets crushed so easily by anything with 8 or more beams and a few torp tubes.
It’s uses are limited later in the game. When used in combination with a
guardian or Iron lady it can take out most medium sized ships. 2 patriots and an
iron lady can kill an Instrument or cripple it. Dies with 1minehit
Tranquility
Your minelaying baby. With one of the largest cargo holds in the game on a
torpedo ship this sucker can lay huge minefields. Only the robots and crystals
can outlay this ship. Has a good mass as well and can defend itself reasonably.
Cygnus class Destroyer
A little tiny 4 beam 4 torp ship, it’s cheap to build and good very early in the
game. I use these ships when I can’t afford anything else. I sit it around the
planet where it was built and put 1 mark 4 tube on it with tech 1 engines. It
sits around that planet to lay mines and act as a last defense resort with 4
lasers to kill off some fighters, Dies with 1 minehit
Neutronic Fuel carrier
This you use to tow your rushes around. That’s really it’s only purpose. It can
gather fuel for you while your massing your rushes for movement. Even useful
when you get those borg fireclouds. Always has a use as long as you have rushes
to tow.
Sagittarius
Not a bad little ship for fighter building. Little cheaper than the Gemini. 100
less cargo than a Gemini. 1 tech level lower, so if you need a fighter ship fast
and can’t afford tech 6 this one will serve you well.
LDSF
Major hauler of everything, need I say more?
Gemini transport
Your fighter factories. These pump out 40 fighters when filled with minerals. 10
of these will fill a rush in 1 turn. Of course you don’t need 10 really. I seem
to do well enough with 5. Put lasers on it to act as last resort for defense for
the planet it sits around. If you put tech 10 engines it can move with your
fleet and re-supply your rushes.
Iron Lady frigate
The ship that’s ridiculed by most everyone because it is so light yet such a
high tech. You MUST have at least 2 of these preferably 4 or 5. Put heavy
phasers on them and they can sweep your minefields for you. With 8 beam weapons
they are also good with lasers even, to kill fighters on planets. The 2 tech 10
engines you put on these pretty much cost more than the whole ship. But it’s
light, it can tow, and it can sweep very well. It takes 2 minehits before being
killed off. It can easily be captured so avoid combat with it unless your using
it to kill off fighters. With 2 torp tubes it can usually get a few shots off
against any capital fighter ship. With it’s 8 heavy phasers it can sweep 3200
mines per turn.
Refinery ship, Merlin
Both very useful, the Merlin is good if you have Bovinoid planets, but the
refinery ship is always useful to have.
Rush heavy carrier
Your muscle, your sword, and your salvation. This is the 4th toughest
ship in the game. It can easily rival the Robot Golem Basehip. It’s cheaper than
the Robot ship cash wise. It needs 6 engines, the Golem needs 8. It can take a
Virgo on and win just about every time and again needs less engines. But it’s 5
beams make it a terrible minesweeper unless you put heavy phasers on it.
That’s about it. There are other tidbits I might have forgotten or left out,
but these ships are the core of the rebel fleet. You have one of the greatest
selections of ships to use. Which is the # 1 reason I like the rebels. Well # 2
the falcon is the # 1 reason J
Battle tactics
Ok, moving right along, we start getting into the gravy of playing the Rebels.
Now before we begin, you need to go again to Donovan's Info section, To his
specific VGAP info and look at the info based on the order of Host actions. This
information is EXTREMELY important. It tells you what things will happen in what
order. This will help you tremendously. As well you need to read up on battle
order and how it works, Battle order is very important. It can mean a win or a
loss. Here is a brief explanation of things. You want your small ships to get on
the right hand side of the battle, which means you need a low friendly code.
This gives your small ships a chance at a mass bonus which will help a lot
against big ships. You then want to get your Rush on the left hand side, which
is a high friendly code. On the left side you get a fighter kill bonus which
helps a lot. To prove the value of the fighter bonus, A Rush VS a Golem, with
the Rush on the left side, the Rush will win 85% or more of the time. The extra
200 mass the Golem has means nothing in a fighter war. But being on the left
compensates for the Golem having 1 more beam weapon than you. Looks pretty good
so far doesn’t it?
Now any tactics I list doesn’t mean that’s all you can do, I live simply
with, if it works go for it! This is a tips and tactics bit.
First some tips
- Get a cloaking ship with 2 engines and a decent fuel tank, this is a must
almost for any race. If someone is attacking you, you can rip apart the
approaching fleet by towing off ships here and there and destroying them from
the main fleet. You don’t need to kill off the big ships to stop an attack,
killing support ships can make really slow an attacker down.
- Never bite off more than you can chew. You just don’t have the firepower
to fight more than 1 battle at a time. And even if you do it is unwise to
fight 2 at once. You might make small errors in one area and that could be
costly, always devote your attacks to 1 target. If 2 people are attacking you,
go after 1 of them while slowing down the other with minefields. Only split
your fleet against two targets if you can defend both. Better to kill off one
attack permanently, than have both defensives fail.
- Alliances are a must.
- Do not sell yourself short, and unless your seeing your neighbors turnfile
every turn they take, assume they cannot be trusted. Alliances are nice with
the fact that you get to see each others ships. This can be good and bad, if
the ally is reliable and doesn’t sell your ship info to your enemy then your
in good shape.
Ok, onto some tactics now. These I have used myself and they work well. These
tactics assume that you have received no ships in trade and have only a basic
fleet.
Ok, the first and most important tactic, when being attacked,
Scorched Earth
Generally you should keep your border planets clean of all fuel and
minerals/money. Try and keep as little as possible out there. The reason, if you
get attacked the enemy cannot live off of your supplies that were left behind.
When you are about to lose a planet, or will in 2 turns, raise the tax rates to
100% for both natives and colonists. This will ensure rioting which makes the
planet useless for it’s new controller. Jettison the cargo into space if you
cannot clear the planets entirely you want to leave nothing behind. If you have
no choice then make sure to take ALL of one or two minerals. And make it the
same mineral every time, so say he has no Moly to build any fighters or torps
with.
Guerilla Warfare, Trading space for time.
If you get attacked suddenly, without warning. And your main fleet is no where
nearby to assist or defend but smaller torpedo ships are then use those to slow
your attacker. Drop surprise minefields in his path when he least expects it.
Make sure that when you lay the field that it will not put the attackers inside
the minefield before he moves. You want him to move INTO the minefield, since
movement happens after minesweeping. If the attacker lays minefields that you
want to reduce, Minesweeping works of course, but if you’ve got a lot of spare
torpedoes lay your minefield inside his and it will reduce his minefield
dramatically. If you lay more than what the attacker has, suddenly you’ve got
the advantage of the area. Not everyone expects to see a minefield kill off the
one they just laid. If you can get a couple of decent ships behind the attackers
main fleet. This way you can at their re-supply ships. The attacker will pursue
those ships to eliminate the threat of you killing his ships. This doesn’t work
to well vs. the borg or Robots for obvious reasons.
When attacking someone, make sure to bring a few extra things you wouldn’t
always think of including in your fleet. A good minelaying ship, and a lot of
supply units. The defender will do a lot of the things mentioned above, so you
have to be ready for them. Combat is decided by whoever is better prepared. I
carry about 100 supply units on all my rushes. That fixes 20% damage. 1 Minehit
on a rush does 15% dmg. I then have my falcons (on defensive) bring supplies to
my ships, or a freighter (on offensive) bring 1200 supplies with my main fleet.
I Intercept my freighter with a higher ID ship so it can never be towed away.
Except by the Privateer.
Fighting each race there are several different tactics to use. But not
everything works all the time. It takes a bit of luck to win at times too. The
same principles apply for attacking all races.
- Always be on minesweep, unless your about to enter into combat.
- When caught in a minefield, always keep moving, even if only 5
light-years. This way if the defender/attacker wants to attack your fleet,
they will have to set an intercept mission. That gives you the advantage you
need.
- Always try to have your ships on the correct side you need them on, this
can mean victory or defeat.
- As rebels, have your first ship on the combat order set as RGA if your
attacking a planet. That way before you hit the planet your RGA will reduce
the planets defense by 20%.
- Don’t be afraid to sacrifice a smaller ship in front of your big carriers.
Or even a couple of smaller ships. If your enemy has a small ship in front of
his fleet you may well destroy it and help your rushes kill the bigger ships.
- Don’t get caught without fuel. Always keep yourself supplied.
One last example of what great things minefields and a bit of
luck can do when your defending.
In a game I am playing, the Robot player attacked me suddenly. I was caught
off guard as I was fighting another race elsewhere. I managed to get a few
rushes up to where he was attacking, and it was fairly even I had 8 rushes, he
had 8 golems and 3 Instruments. He also had several full Cats paws. He was doing
what Robots do best and dropping minefields. I just happened to get 2
tranquilities up to where he was and a Deth Specula that I traded off from the
Fascists.
I had both tranquilities half full of torpedoes, one was mark 7, the other
mark 4. The Robot player dropped 2 very large minefields, 20,000 each, and I
dropped mine, which reduced his considerably. He of course had several more
cat's paws coming down and eventually his minefields started becoming more
dominant. I lost a few small ships to mine hits out of really bad luck. He sent
a golem and 2 instruments down one group of planets which brought the 3 ships
outside his minefields. I had several small ships all along the route he was
heading.
He must have not realized I had a minelaying ship at one planet and headed
straight for it. In the process he hit a mine with 1 Instrument taking 28%
damage, and 1 with his golem which did 13% damage. Since I had scraped every
ounce of mineral and supplies off all the planets in the region he was not able
to repair his ships. He kept going however. I had my Deth specula sitting at a
planet waiting for him to arrive, finally when he did, I took his good undamaged
Instrument and towed it to where I had a Fully armed heavy phaser Rush waiting.
Killed the instrument without even a scratch.
He decided at that time, it would be a good idea to retreat. I had 2 Rushes
which I had snuck behind him. I left him with only 1 direction to go and that
was back from where he came. I had set one of my rushes to intercept the 2
damaged ships. After the turn ran through, my Rush had intercepted both the
Instrument and the Golem and had in great skill, and a lot of luck, killed both
the Instrument and the Golem, while only getting 68% damaged. The war is still
going on, and it will be a good one. I am the underdog of the battle too. But so
far He’s lost 2 instruments and 1 Golem in combat while I’ve lost nothing.
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