Chiss campaign Turn 8 finally sees some action:
- The Vaagari 1st and 2nd Fleets perform a combined assault on the Imperial occupied world of Csilla, defended by the Imperial 1st Fleet
- The Chiss 1st Fleet assaults the Vaagari Hombase system of Cormit
- The Chiss 2nd Fleet assaults the now poorly defended Imperial Cam'co system.
- The Rebels liberate Oyokol
- The Imperials occupy Kinoss
And survives to fight again, as first the Venator Relentless and then the Star Destroyer slip past the asteroid field, into Hyperspace.
Curse the negligent Captain of Relentless, his hide is saved again but I lost some of my most experienced command crew when the bridge collapsed due to enemy fire!
Battle Aftermath:+7 Renown to Chiss Admiral Than, +0 to the Imperial Navy.
Chiss losses: cruiser CES Tethys 4 damage (crippled), battleship CES Typhon 2 damage Imperial losses: ISD Monitor 7 damage (crippled), light cruiser Vengeance 4 damage (crippled), light cruiser Vindictive 3 damage (crippled) Chiss claim control of Cam'co.
Commentary: Despite this loss fitting with my overall strategy, a loss rankles! That is not least because after driving off the Chiss Flag I had hopes I could actually inflict more damage and withdraw in good order. Relentless failed me there but them's the breaks'. Chiss Admiral Than has good fleet discipline and works his ships together well. His only failing in an otherwise flawless surprise attack was to fail to adequately protect the ships closest to me with CAP. We both do not rate bombers against Battleships but Assault shuttles are another matter. Well done John and that was lots of fun.
Now, as to this 'Four Kingdoms' thing. I noticed last turns that Jason's Rebels were getting an easy ride out of the strategic situation and prospering despite sustaining heavy losses. That happened because I had initially expanded without consideration (because I was not aware) of the Vagaari and Chiss. It took me a while to 'click' but I realised (and playing a Romance of the Three Kingdom's video game jogged my memory) that in situations like this strategic balance is important. So the aim is to have the Imperials as the center of a disc. Then the other three players will control regions surrounding the central hub and have borders with each other and with me in the center. That is why I needed to let Cam'Co go and why I snuck a fleet banner around the top of the map to help consolidate what I see as my core space. It remains to be seen what the others do but now the Chiss have the option of free expansion around the rim and that will take them to the Rebels in a few turns. At the same time, the Vagaari can foll the gap left by Rebel retreat into that empty space to the 'left' of the map. Of course, if they want to keep fighting me, there is nothing I can do to stop them, I am just not forcing them to do so anymore!
Thanks for reading.