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| NIC Campaign 2: Battle 7 |
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Leaning heavily on his gnarled glistening obsidian cane, Palpatine made his way over to one of the massive transparasteel viewports, gazing out into the shadowy darkness of deep space beyond. Losing himself in the abyss always made him feel more in tune with things, with his insignificance when compared to the void, and yet the knowledge that his great power extended over all he could see and far beyond. His unlimited power over all things, through the dark side of the Force, and through his iron will and the might of the war machine that was his Galactic Empire. He turned from the void, his thoughts focused through dark meditation to a razor sharp point, looking over one shoulder to face his apprentice.
"Lord Vader, I believe we have given this pitiful outlaw Rebellion enough rope to hang themselves with. We have allowed them to win some significant victories, their spirits will be high, they will be confident, which will be their downfall. Have the fleet commence final operations as planned. I will see this Rebellion crushed once and for all."
ROUND 1: TATOOINE: MOS ESPA
Once again facing their enemy over this much contested area of Tatooine, Rebel commandos moved south through the sleepy town of Mos Espa to engage Imperial forces advancing north from the town's old slave quarters district in the south. Making contact in the main street just north of the palace ruins at the centre of the settlement the fighting was once again fierce. The battle moved backwards and forwards between these ruins and Jabba's abandoned town house as each faction gained the advantage over the other. Until finally overstretched the Rebels made a fatal error allowing the Imperial Sandtroopers the chance to gain a foothold in the town house and then consolidate their position. Once this happened the Rebels had few places left to fall back to, and despite fighting tooth and claw for each scrap of dirt remaining, were soon overrun by the superior forces of the Empire.
ROUND 2: JUNDLAND WASTES
Imperial forces were determined to finally once and for all eradicate the Rebel presence on Tatooine. After previously engaging the Rebel Alliance cells in the deserts of the Jundland Wastes region, Imperial commanders decided to take out these forces before they had the time to go to ground again and deployed a full assault force to the area. Sentinel landing craft and AT-ST Walkers made short work of the Alliance troops stationed at Motesta and swiftly moved on to the abandoned Jawa Sandcrawler that the Rebels had fashioned into a fortress. The Imperial troops even made use of local transports to hamper the Rebel's air superiority by fighting their T-16s with ones stolen from Motesta, this move made the Imperial Sentinel craft all the more deadly. Moving into the south the Imperial forces had to contend with masses of MLC-3s blasting at the advancing Imperials in a bid to defend their secret base at Anchorhead. Imperial troops managed to infiltrate the facility, but were intercepted by Alliance commandos. In the end another electrical storm disrupted the conflict, forcing the Rebels to evacuate their base before the storm left them stranded with Imperial troops on their doorstep. The Empire has finally managed to drive the Rebellion from Tatooine.
ROUND 3: STRIKE AT PARMEL
The Imperial research station in the Parmel system once again became the stage for an epic struggle between the two factions in the Galactic Civil War. Which force's strategy for space superiority would win out? The lightly armed, but speedy and manoeuvrable Imperial TIE Fighters? Or the Alliance's hardier and well shielded starfighters? This final battle would surely highlight which method was the better, but as with all things nothing is ever cut and dried. The Rebel space forces started off strong, tearing a swathe of destruction through the less well armoured TIE Fighters as they swarmed over and around the space station. The Alliance pilots managed to maintain a convincing level of space superiority for the majority of the battle, but in the closing moments the Imperial pilots made a concerted push back. Resulting in some dogfights and engagements with multiple targets which ended badly for many a seasoned Rebel starfighter pilot, which quickly saw the Rebellion's lead fade away. With a final burst of emerald green laser fire the last of the Rebel ships was destroyed, drawing to a close one of the most epic space battles so far of the war.
With that final epic struggle this campaign must also draw to a close. And what a campaign it has been, with battles hard fought, and results so close and hard to call, you never knew who was going to end up victorious from week to week. In the latter half of the campaign the Rebellion managed to command a convincing lead over the Empire, making it look like the forces of light might finally bring peace to the Galaxy, but in the final weeks the Empire have come back strongly, and with the final week's battles being worth double the points, victory could not be taken for granted no matter how big your lead.
With a clean sweep the Empire have managed to make the most of those extra points and snatched victory from the jaws of defeat, with the final scores standing as:
Galactic Empire: 103
Rebel Alliance: 95
Final campaign results don't come much closer than that. Thanks to everyone who participated, we hope you had a lot of fun, and we look forward to the next event, as we hope you do too. Until then, don't forget that the First Strike Community Games will be running on both Saturdays and Sundays from 8pm GMT, so head on then to get in some games with fellow First Strike players.
So with that there is little more to say, other than congratulations to the Imperials, well played. It is safe to say that...
Order has been restored.
Until next time,
May the Force be with you. | |
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| NIC Campaign 2: Battle 6 |
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Before I get into the business of reporting on the action from last week's exciting battles, I'd like to draw your attention to the fact that First Strike has now been made available via ModDB's Desura download and installation facility, which is big news. This will hopefully raise the profile of our mod and make the process of installation all the easier.
Now we just need EA to release BF2142 on Steam to help rid us of the complication of all those different supposedly final patches they released for BF2142, which will also encourage new people to pick up the vanilla game, and we'll finally be cooking with gas.
The deck plates rocked under foot as another blast struck the Imperial Star Destroyer, Lieutenant Cumba caught himself on a bulkhead to steady himself and reached out to grab a fellow pilot who was in danger of tumbling through the doorway ahead, beyond that lay the gantries and catwalks that lead to the TIE Fighter launch racks, and that was somewhere you really didn't want to venture when off balance, it was a long way down to the hanger floor below. The pilot thanked him, and regaining his footing, headed to the ready room to pick up the last of the gear they'd need before grabbing a ship and entering the battle. Other members of their squad were already in there snatching up their helmets and rebreather gear. Another blast struck the ship causing it to shudder. The sound and impact wasn't consistent with a laser blast. The Alliance didn't have much capable of cutting through an ISD's formidable ray shielding. They had to be using a planetary ion cannon, and a powerful one at that. Uncharted settlers my arse. Thought the Lieutenant. Captain Piett's hunch about the Hoth system had been right, only the Rebellion would be packing that sort of weaponry. Cumba headed out to the gantry above the vast main hanger helmet in hand, and raced over to the twin cylindrical hull of his chosen vessel. Dropping into the crampt cockpit he placed the shiny black helm over his head and proceeded to complete his pre-flight checks as the hatch closed above. His TIE Bomber's twin ion engines swiftly warmed up and he was given clearance to launch. With a dull thud explosive bolts released his ship from the rack and taking control he swooped across the hanger and out into open space ahead, momentarily blinded by the bright surface of the ice world below. No Rebels would be escaping today. Not on his watch.
ROUND 1: TATOOINE: BESTINE
Following the unfortunate shooting down of one of their transports, which had ventured too close to the Imperial capital city on Tatooine of Bestine, Rebel forces were faced with no choice but to set down their remaining transports to search for survivors, and disable the city's powerful turbolaser towers before they could leave. Sending in a covert team of commandos, the Rebels hoped to secure the hill that overlooks the city and houses the Imperial Overwatch complex. They were after a quick and decisive victory here to minimise their losses and swiftly disable the turbolaser control systems. Unfortunately the Imperial troops garrisoned there were ready for them, and once they had secured the Overwatch defended it tenaciously. Turning what the Rebels hoped would be a surgical strike into a wholesale slaughter of some of their best troops. This was not a promising start for the Rebellion.
ROUND 2: TATOOINE: BESTINE
Following the failure of their initial tactic of a surgical commando strike on the Imperial Overwatch complex above the city of Bestine, the Rebel forces had to adapt and formulate a new plan to assault the city. offloading heavy equipment from their transports the Rebels mobilized armoured APC Freerunners to support their advance through the city. Deploying troops and providing valuable sensor support for their infantry, the Freerunner proved vital in allowing the Rebels to advance on their dug in foe. The main route up the hill proved to be problematic however, with Imperial engineers deploying anti-vehicle mines to hamper the Rebel advance, but once this was overcome and the Rebels achieved a significant foothold at the top of the hill, the Imperial forces started to fight a loosing battle. Even with the support of the formidable AT-ST Walker they could not hold back the Rebel advance and had to retreat from their stronghold, giving this victory to the Rebels.
ROUND 3: ESCAPE FROM HOTH
In the aftermath of a pivotal battle on the planet Hoth, Rebel forces made a desperate attempt to flee the ice planet, utilising a powerful planetary ion cannon to cut a hole in the Imperial's orbital blockade of the planet. They deployed Gallofree medium transports escorted by Rebel starfighters along that vector. Though the Imperial Star Destroyer was partially disabled by the powerful ion cannon fire, it still managed to launch it's compliment of TIE Fighters and Bombers, with orders to intercept the fleeing Rebel ships. In addition to this the Imperial cruisers technicians were hard at work attempting to get the vessel's main heavy turbolasers back on line, which could have devastating consequences for the approaching Rebel craft. As the first wave of transports approaches things look pretty promising for them, despite strong defensive measures from the Imperial TIE Fighters, Rebel Y-Wings manage to break through and destroy the Imperial cruiser's heavy turbolasers. However when the first wave of transports close into range Imperial TIE Bombers do a formidable job of assaulting the craft, and despite augmented shields and defensive quad laser batteries only one of the Gallofree transports survives the dangerous gauntlet and makes it past the Star Destroyer to make the jump to the safety of hyperspace. The second wave fares even worse, with a slightly longer trip to the hyperspace beacon, these last two escaping transports take the full brunt of the firepower of the Imperial bombers left in orbit, and both are destroyed long before either see the freedom of open space. Victory this day belongs to the Empire.
So with one round left to go in the second Nations In Conflict First Strike Campaign things still remain very interesting. After two weeks of devastating defeats at the hands of the Rebel Alliance, last week the Empire has made a phoenix from the ashes like comeback, punishing the Rebels for ever thinking they could take on the mighty Galactic Empire with a convincing round of victories which leave the scores at 55 to the Empire and 95 to the Rebellion. Is it too little too late? Perhaps not, as don't forget that this week's battles will award double points, which means there are a maximum of 60 points up for grabs. Which in turn means that if the Empire do really well this week they might just possibly grab a victory from the claws of defeat. As ever it is very much still all to play for.
If you like what you see here, fear not, you haven't missed this event, it is still ongoing. We hope to see more players than ever for the final battle of this campaign, so if you haven't joined up already get involved and sign up here:
Nations In Conflict
Until next time,
May the Force be with you.
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| NIC Campaign 2: Battle 5 |
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Catapulted forth from the azure vortex of hyperspace, Gold Leader checked his instruments and then looked up to see the distinctive shape of Kessel silhouetted by, and hanging precariously on the edge of the Maw. So he was where he was supposed to be, but where...? As if in response to his unvoiced question a blur of motion beside his vessel revealed the bone grey hull of a massive Nebulon-B escort frigate, deployed on this mission not to get involved in the action, but just to provide support should things get too hairy. To his other side multiple craft warped out of hyperspace. His squadron of Y-Wings, better late than never. Finally a group of smaller arrow shaped fighters entered the system. The Alliance's brand new A-Wing interceptors, basically two rockets with a seat stuck between them and a pair of laser cannons. Only the craziest pilots signed up to take those things out for a spin. He much preferred the security of at least knowing there was heavy shielding and some good solid chunks of armour between him and enemy fire. He initiated the standard sign in protocol and listened as his pilots all sounded off. Only waiting for one more guest to join the party now.
An alarm went off on his console and in the distance a blur of motion ushered in the final guests, a column of Imperial bulk freighters jumping in on their last stop before joining the Imperial fleet stationed out beyond the Outer Rim. Now it was on. Painting the first target, a freighter right in the centre of the flotilla of ships he gave the order to attack, pushing his craft forward to attack speeds. Just before entering effective combat range the alarm went off again, more enemy ships were entering the system, but what? The Empire didn't have hyperspace capable starfighters... There was suddenly a stream of emerald green laser fire and his wing man erupted in a ball of flaming gas. Ordering his men to stay on target Gold Leader pressed on grimly determined to fulfil his mission. Coming into range of his target he released his entire magazine of torpedoes at the freighter before him just as a distinctive tri-winged shape fell into view. The last thought to go through Gold Leader's mind, was how much he hated uninvited guests.
ROUND 1: NULL SENSOR STATION
In an effort to prevent an Imperial sensor station from going on line, a Rebel strike force has been combat dropped into the foothills at the base of the mountain where the installation is situated. Deploying troops they hope to quietly secure the landing pad compound at the foot of the mountain. Success here will give them a staging ground for a final assault upon the mountaintop base itself. Splitting into two units the Rebel troops assault the compound via the front gates, but also over a secluded mountain trail which gave them access to the rear of the compound. Imperial forces reacting to the unexpected invasion, advanced from a nearby gate house complex at the mouth of the mountain pass that leads up to the base, but by the time they mobilized they found the Rebels had already secured the landing pad compound. Effectively locked out of an area of their own complex the Imperial troops deployed snipers in the hills in an attempt to soften the Rebels up before their main force of troops advanced on the entrance to the complex, but despite their best efforts the Rebels were too well dug in, and eventually the Imperial commander ordered his troops to pull back to the more easily defendable mountaintop complex. This round would go to the Rebels.
ROUND 2: NULL SENSOR STATION
After losing control of the foothills to their mountaintop base, Imperial forces pulled back to secure the more easily defendable mountain pass that leads up to the valuable sensor installation. Rebel forces having secured the base of the mountain were now free to deploy vehicles in their efforts to secure the Imperial base, but the going would not be easy, the mountain pass was treacherous, and would prove and easy kill zone for the Imperial defenders to take advantage of. Sure enough at various choke points along the pass Imperial troops set up heavily defended positions, deploying anti-vehicle mines and heavy blasters, these were also backed up by powerful Firehawke tanks and the ever dependable and deadly to infantry AT-ST Walkers. The Imperial installation however was undermanned due to not yet being fully operational, and as a result the Rebel and Imperial forces were on a level footing. After taking devastating losses on initial attack waves the Rebels finally broke through the Imperial lines and managed to get a speedy APC Freerunner up to the mesa atop the mountain. Once there Rebel troops could be deployed as the APC kept moving to prevent it from being easily neutralised by Imperial forces. Once it was finally taken out it was too late. Rebel troops by this point had infiltrated the base, first securing the tank garage, cutting the Imperials off from the valuable asset that was their armour. From that point on the Rebel commandos had to simply sweep the upper levels and secure the command deck. Then the day was won.
ROUND 3: IMPERIAL CONVOY RAID
Employing hit and fade missions the Rebel starfleet was doing it's best to cripple and hamper Imperial operations in the Outer Rim by engaging Imperial supply runs to the sector. Receiving intelligence regarding one such mission that would stop off near Kessel on its way to supplying a fleet stationed out there, Gold Squadron supported by a Nebulon-B frigate, and an escort squadron of the Alliance's brand new A-Wing interceptors was tasked with either crippling or destroying the Imperial convoy before it could jump back into hyperspace. As the fighter bombers engaged however, it was they who were left surprised. A squadron of the Empire's latest heavily armed fighters, the TIE Defenders jumped out of hyperspace before them, and the game was afoot. Under these conditions the best the Rebels could hope for was to destroy the enemy freighters before they could make the jump. The Rebel squad leader didn't allow the volitile situation to faze him and gave orders to focus all fire on one ship at a time. The focused bombing runs made short work of the freighters even with the powerful TIE Defenders running interference. The Rebel pilots stayed on target and the Imperial convoy was lost.
Happy New Year Troopers!
Following the campaign's break over the festive holidays we have had yet another exciting round of battles. This campaign has been an exciting one, with one faction after the other taking the lead with the scores always remaining quite close from week to week, but with this and last week's victories solely going to the Rebels we at last have a very clear leader. With the scores now standing at 41 points to the Empire, and a whopping 88 points to the Rebellion. With two weeks left to go in this campaign it is still all to play for however, especially with the final week's rounds awarding the victor double points, there is still every chance that either faction could come away from this campaign victorious.
If you like what you see here, fear not, you haven't missed this event, it is still ongoing. We hope to see more players in the coming weeks, so if you haven't joined up already get involved and sign up here:
Nations In Conflict
Until next time,
May the Force be with you.
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