TeamGame at Wolf 359 - Part II, the Saga continues...
This game is the second game Mercenaries 1776 plays in...
Three teams of 3 players
Team 1 (Mercenaries) -
Facists (Arkto), Empire (Delphidia), Colonies of
Team 2 (Chameleons) -
Lizards (Cumo), Federation (Centouria), Rebels (Hallone)
Team 3 (Wolf
359 Elite) - Sector 3
Crystalline (Honda), Cyborg (Colony10), Robots (Jaws
All HOST settings are default EXCEPT - NO Cyborg
Chunnel .The VGAP campaign editor will be used prior to turn 1 to place
100,000 credits, 20,000 supplies and 20,000 of each mineral on each homeworld.
This is to be a fast strategic game, not an exercise in building economies.
Players will start with no free ships. The game will run for a maximum
Game objectives, in order of precedence. (ie: if
conditions 1 and 2 occur in the same turn, condition 1 takes pcecedence)
1. A team wins the game by having a total of 60 planets
more than the team with the second highest planet count.
2. A team wins if they destroy 1 enemy homeworld
from BOTH enemy teams.
3. A team wins if the other 2 teams run away. (resigns)
4. If no result by turn 60, highest planetary count
How we're doing:
Turn 1 - Darth Vaders starlog:
ATTENTION MERCENARY COMMANDERS, Start building queue for
immidiate takeover of current galaxy, priority RED on all projects, Alien
Alert, our Long Range Sensors has found Alien Activity in present Galaxy.
We have discovered dirty Rebels, coward-Crytallines, filthy Cyborgs-outcasts,
stupid Federation schoolboys, Bucket-headed Robots and U.G.L.Y.`Lizards.
Start extermination program immideately. We will keep you updated on enemy
activity. //Lord Vader
Base set-up is proceeding according to battle-plans. The Death-Star
factories are currently in status green, producing at twice the normal
rate. No contact of the enemy yet. Facists preparing infiltration teams.
Our famous "native protector" VIRGO
has left it's dock to help protect our natives against mean Cyborgs
trying to assimilate the precious natives. It's en-route to the Eastern
star cluster, where Cyborgs has been seen trying to change friendly bovinoids
to mean monsters!
We've experienced some internal troubles.. A facist fraction of
Host-Friendly militia took control of the Facist empire for 3 turns,
and thus halted production. We have taken proper action and executed all
of the terrorists (that means 2,3 million colonists..) But our infamous
leader, Chris, is again in control of his Empire... We grief the 2 entire
Spaceship-crews that had to pay for this minor incident with their lives.
We will make sure that a tragedy like this never happens again.. On the
eastern/central side, everything is calm, this far.. We've had a few skirmishes
between scouts and planets, but no major battles has been fought to this
Admiral Chris of the Facists is (step by step) regaining control
over his empire. The procedure has not been as smooth as we had wished
for, but after turn 25 we will be back in business.. The ShipLimit was
reached on turn 24, and the ship-count is as follows (all ships): Chameleons
241, Mercenaries 137, Wolf 122. Planetary count: Chameleons 169, Mercenaries
152, Wolf 115. The southwestern team - The Chameleons - has grabbed
almost half of the ship-slots, which we will have to take back by
using brutal force. That force is on it's way from both of the other teams,
as far as our emperial scouts can tell. Now begins the real clash of steel.
The battles have begun. Mercs has passed the Chameleons in the planet-count
and are in the lead. We have lost several Gorbies to Rebel Rushes, but
they are soon running out of them (hopefully). On the Facist/Rebel border,
Chris is advancing after an initial loss. He has received carrier reinforcements
to complete his battlefleets. Basti (colonials) are doing fine against
both the Cyborgs and the Robots!
Scores (planets): Mercs: 185, Chams: 144, Wolf: 150. This means
that with 17 turns left, we have a lead by 35 planets! But we feel the
wolves snapping at our heels. The other teams will not let us win without
a BIG fight. Only time can tell how this game will end, but we seem to
have a fair chance this time. The rebels has found a breach in the Evil
Empire defences, and they managed to get 3 Rushed through. We have eliminated
2 of them (at a cost of 3 Gorbies) but one of them is still within our
defence-lines and is harassing our civilians. That problem will soon be
taken care of. The small rebel colonies in the SW corner of them map are
annoying, so they will also soon be removed by Facist Police-forces. On
the eastern side, a combined Robot/Cyborg taskforce are approaching Empire
space. Colonies has dispatched a few ships to help the Empire take them
out. Oh god! Here they are! We're under attack! "#%&GSDGgdsa.............
The Imperial Tie-fighter-squadrons at the Gorbie "Tofee II"
annihillated a Robotic Golem today. We salute all the Tie-pilots that died
during this glorious battle. And also Admiral Tarkin, who constructed these
battlestations. But the War is not at end yet. The Robots are foolish
enough to send out 2 more Golems, and one Automa that are just waiting
to be destroyed, just like their "Thumper" that just died, along with almost
2000 crewmembers. Nobody wins against the Intergalactic Empire (with allies).
On the eastern border, the colonies has run into some strange kind of minefields.
It looks like they drain our fuel. We are setting our phasers to Wide,
and firing at random, to get rid of these small space-monsters that are
halting our offensive. The Facists, on the other side, are having no trouble
at all, slicing through the remains of the Rebel starfleet. Assisted by
a Colonial Gorbie, set at minesweep, their cloakers can harass the enemy
at will. Planets:
And only 12 turns left. The emperor has left his residence at Hoth,
to join the celebration starting in about 10 months.
//Lord Vader, presently in Battlestation "Hyperdragon", stationed
at Brooks World.
The Chameleon team has sent in their resignation! But after a heavy
verbal bombardment from primarily the Robots, they have agreed to play
the remaining 11 turns. The Mercs would have been awarded the victory,
if the resignation would have been accepted, but we don't care, cause our
SSD's will conquer the enemy anyway. 2 Golems and 2 Automas are running
around in Empire space, appearently without a clear goal. Our Gorbies stand-by
in orbit over nearby planets, to remove this possible threat before they
can do any harm to Empire colonists. The Wolf team seem to have advanced
deep into Chameleon (Fed) space. Their homeworld seems to be nearly surrounded
by the Chams. If the Fed homeworld falls, the Chams could gain entrance
to a vast amount of planets, and increse their score very fast. The last
turns will be all but a highway to victory for us...
It looks like our competitors were not as fierce as we had feared.
We have seen no signs of attacks, and we have managed to further extend
our lead in planets. The emperor has arrived with his royal guard,
to Delphidia. Now nothing can stop us. This game is over. And it's a MERCENARIES
VICTORY! Just 6 turns left, until Mercs first victory will be officially
admitted by the LOOSERS! Let's hope that our next opponents (Babylon) gives
a little more competition than these lousy players...
to sign the Mercenaries 1776