Tuesday, July 2, 2013

Zebra Station Alpha

“Sir, I have three incoming targets from sector zebra-19. No transponder signal and the computer does not  recognize the designation. Two of them are approximately the size of our scout vessels, but the other appears to be approximately the size of a Samurai destroyer leader.”


“Ensign Murray, double check those signals, that is directly from Entomolian Space. I do not want to be surprised here. If these are Entomolian ships I need to know now.”

 “Captain, I have double checked, these ships are strange, they do not reflect a normal signature. If these are Entomolian vessels they are a new type of ship all together.”

“Understood, Murray. Lieutenant Neismith, are we picking up any communications traffic?”

“I am not sure, sir. I am picking up some isolated signals, but they are jumbled. I am running it through the computer, give me a second.”

“Until then, Ensign, let’s go to alert level two, man all weapon stations, but let’s not launch fighters yet. I want to make sure of their intent before showing our hand.”

Captain Hamilton looked around the bridge at his small crew. The Zebra station was a small outpost, designed to watch the Entomolian border and patrol the sector. He had one small flight of light fighters and a dock for two armored pursuit ships, it was not much but the sector was quiet and it was considered the perfect place for new command staff to get their command legs under them.



“Sir, I have the basics back on these new ships, they do not appear to have any atmosphere on board. The internal structure of the ships appears to have the consistency of seawater. I am still running scans but I am having trouble picking up a consistent reading on the ships hulls.”

“Murray, I want all of this recorded and if this starts to go south, I want you to immediately send all of your records to headquarters.”

“Captain, you are going to want to hear this and you’re not going to believe it.” Lieutenant Neismith threw a switch to broadcast through the bridge:

“Terran Station Commander, this message will repeat until we are forced to leave this sector. I am Commander Hurlaxx of the Aquarian Alliance and I bring you important information. During one of my normal scouting missions, I discovered a large Entomolian force heading in your direction. I estimate that you have 3 hours at best to recall your scout ships and prepare to defend yourself. We will help as long as we can, but we are also outclassed by the sheer size of the forces advancing on your outpost. I strongly suggest that you alert Zebra Headquarters and have them prepare to defend against a large Entomolian force with at least one Super Galactic Dreadnaught. Again, I repeat. Terran…”

“That has repeated at least twice so far, there is other traffic being transmitted on a narrow beam into uncharted space. The beam is tight and scrambled, I cannot intercept much, but I am working on its destination”


“Murray, contact our deep sector probe, let’s see what we have out there. Neismith, contact our scout ships, have them return here at top speed. This is either a serious trick and they are going to return to our wreckage or we are going to need every gun we can get to defend this station.”

“Sir, Zebra-19 long range probe is gone. Not unresponsive, Sir, but gone.”

“Murray, Neismith, combine all of the data you have collected, encode it and transmit it on a narrow beam to headquarters and be quick about it, then man your battle stations. We will hold this station for as long as possible.”

Thus ended the final bridge records from Zebra station Alpha and began the Entomolian-Terran Zebra Conflict.


Source: Aquarian Alliance Fleet Book

Wednesday, March 20, 2013

How to fight like a Bug


Now for some advice for the rookie Entomolian commander. The Entomolians have many strengths and weaknesses. It is easy for a new player to see all the new grav weapons and suicide fighters and forget the Entomolians' disadvantages. The more cynical player will see the lack of shields and ECM and wonder how they can survive. Exploiting the new weapons while keeping your ships intact can be a real trick. Here are some tactics you can try as you see fit. Remember, none of these work in all situations, and some can be risky as well.


1. If your opponent is playing the Avarians, keep your ships about eight to ten hexes away from them. They will not be close enough to use railguns (with a 6 hex range) and you will be close enough to use your ships' grav guns.

2. If you have more HPBs and PLBs than the opposing force, stay back at long range. If your opponent closes, he or she will probably have to face you at medium range where you can blast them with grav guns.

3. If your opponent is Terran, and has equal or greater number of long range weaponry, close to medium range as soon as possible. You will suffer damage quicker, but you will cause far more. Especially if at least a few of your ships have heavy grav guns.

4. Use the Roll Ship Markers often. Your ships will tend to suffer far more damage on one armor facing than the other. Remember to roll your ship, or turn your facing, to protect the vulnerable side.

5. Entomolians ships suffer very little effective damage (such as lost systems) in the first turn, sometimes even the second one. Use this to your advantage. Send as much damage as you can with a ship while your armor is getting chewed up, then withdraw it before suffering hull box losses.


6. If you are using Standard Rules, attack with your Stinger Missiles as soon as possible. This will provide a much easier target. If you win initiative, you will be able to use your missiles before they are destroyed, no matter how many weapons or fighters the target ship has.

7. When using Command Rules, send the light fighters in as one massive attack. Even a few hits can be devastating, even to an enemy super galactic dreadnought.

Friday, March 8, 2013

How To Beat The Bugs!

The Entomolians fight a very different battle from the Terrans and the Avarians.  Many players feel overwhelmed fighting a force with grav weapons which ignore shields, the main advantage Terrans and Avarians have for defense.  However, the Entomolians are not invincible.  They can be beaten just as easily as any Terran or Avarian ship. Here are some tips to help you face the insectoid aliens.  Keep in mind that none of these tactics are perfect. As always, each game can be unpredictable, and each move can have a counter-move.


1. If playing Terran, try keeping your force at long range. Drift backwards if you have to, but make the Entomolians take time to get to you. At that range your shields can stop much of the damage from hitting your ship at all. Every time you roll equal to or under the Entomolian ship's profile will at very least eat away armor.


2. Concentrate your fire as much as possible. This is always a good tip, no matter what the opponent. It is even more effective against Entomolians. When attacking a large ship such as a dreadnought, it will be difficult to punch through for layers of armor to hit the ship systems, even at short range. You may do enough damage to seriously cripple an Entomolian ship, or at least hit its grav gun.

3. If you are playing the Avarians, use your high maneuverability to your advantage. Maneuver to avoid the grav gun arcs at medium and short range. Also maneuver to hit the damaged armor facing, even if the Entomolian ship rolled to protect it.


4. Keep a light ship one hex behind your most valuable ship when in medium range. This will protect your capital ships from the worst damage from missile attacks and light fighter suicide strikes on your unshielded rear. The missiles are far more likely to raise your profile, and the light fighters can do much more damage. The combination of the two can be lethal even to super galactic dreadnoughts.

5. When playing Standard Rules, target Entomolian light fighters when they are still out of attack range. They can be the most dangerous elements on the board. 


Source: Entomolian Fleet Book