The Bloodbath.... a tale of war and conquest.


Greetings, this is my first AAR. I hope you guys enjoy it. I've put strategy tips in brackets, feel free to skip over it if you already know the game inside out.

I decided to try out a custom race I believe to be extremely powerful. Basically they're Torians on speed

Super: Super Breeder.
+20 Morale (3 points)
+30 Economics (4 points)
+20 speed (8 points)
Political party: Populists. (+10 morale & diplo)
Starting techs were steller cartography, xeno engineering, new propultion tech and ion drive.

(The basic premise of this set up is to counter the two things I find hardest in this game, early economy and early speed... both super breeder and the extra speed came in extremely useful throughout this game)

Galaxy size: Large with Random everything.
tech rate: Normal.
7 opponents, all random,
Difficulty: Crippling

Day1:



Obviously habitable worlds were going to be slim pickings in this galaxy, the competition was going to be tough as well with the Korath, Drengin, Yor, Krinn, Korx and Drath. Quite an evil bunch really.

My home planet was pretty nice, with a manufacturing tile, a research tile and a farm tile which would be useful later on.

Scouting around there were 0 colonisable worlds nearby so I decided to fast tech to ground invasion and try to take out the minor civ next to me, and hopefully the Drath who were right next door afterwards.

I quickly researched xeno labs and set about filling up my homeworld. Between fast buying and 99% social spending I was able to get it up and running within a few turns.



Then it was time to set the slider to 100% reserach and get some troops

(One of the great things about super breeder is you can have planets at max pop not long after you invade them as well as replenishing the worlds you took the troops from, so an early invasion strategy isn't nearly as taxing on your economy with this ability)

Fortunately while researching ground invasion I found an anomoly that reduced my research by 25% so it only took about 7 turns to get. I designed a troop ship with 4 troop pods and 0 speed (this is one of the advantages of taking +2 speed, you can have speed 3 ships early without engines). Switching back to 99% social/1% military the troop ship was going to take 6 turns to complete, luckily the Scottlingus didn't have any defensive ships yet, but I fast bought it after 3 turns anyway just to be safe.

It was going to be a close call... My 2000 troops versus 2700 for the Scotts, traditional warfare was the call as by this time I was a bit low on cash, and my troops were victorious with 1388 remaining. Ahh the spoils of war, and it looks like the new world would make a lovely research capital.



Meanwhile I set about rectifying my financial woes by building a farm on the farming tile on my homeworld and converting some of the xeno labs to entertainment centres, with a view to building an economic capital there when I researched trade.

A short while later I had my research planet full of labs, my homeworld filling up with people and two troop transports heading over to the Drath homeworld. The plan was to knock out most of their troops with my first troopship using core detonation or mass drivers (whichever the one that planetary bombardment gives you) and then sweep in with my second ship using traditional warfare to claim the undamaged planet. It was the perfect plan until.... DISASTER:



when my troop ship was within a turn, the Drath built a 3 attack defender, and my only attack ship at that time was a pathetic 1 attack and it was going to take at least 2 of them to dislodge that defender. I would have to pull my troop ships away.

Meanwhile my financial woes were critical, I was in the red and needed my economic capital up asap. So back to 100% research it was, I picked up Xeno economics and Trade. While my economic capital was building on my homeworld I built two more attack ships with my other planets and made a fleet of 3. Hopefully this would be enough to dislodge that defender.



99,944 views 29 replies
Reply #1 Top


It was time to attack. My meager fleet of three fighters should be just enough to take out their defence, enabling me to grab their homeworld. By this time I'd got up to tidal disruptors as well, so their homeworld was all but guaranteed.

The invasion went far better than expected. I was able to take out the defender of their homeworld while only losing one fighter, then I managed to conquer it with only a single troopship (they rolled a 1 on defence haha), although tidal disruptors took out most of their planetary improvements , nevertheless I was able to just barely take out the defender of the other planet with my remaining fighters and invade it with my second troopship wiping the drath out for good.... or so I thought.



Damn, they had one planet left.... and this would end up almost costing me the game, as the very next turn the Drath used their super manipulater ability to get the incredibly powerful drengin to declare war on me.





The new enemy had a military far in advanced of my own. With 5 planets churning out fighters with 6 missile attack each and 11 hitpionts compared to my 1 attack and 8 hitpionts. To make matters worse my small military ranking was starting to cause many of the other civs to think about attacking. Focusing so hard on ground combat early had really taken its toll on my air force.

I was toast unless I could cobble together some ships, but it wasn't going to be easy, my economy was bearly breaking even as is. What course of action could possibly defeat this new enemy....

stay tuned...

to be continued.
Reply #2 Top
Yikes! No touchy-feely can't-we-all-be friends in this scenario. Did you specifically select this setup to have neighbors to beat up on? You had nowhere to go – but to your neighbors.

Also, I noticed your homeworld had almost no factories. The early transport must be very cheap to produce or take a really long time. Perhaps having no engines makes them cheap? I’d have thought that with this few planets that more than slight specialization would be a liability.

I’ll stay tuned.

Hydro
Reply #3 Top
Actually I picked random everything, with 7 oppopnents... It just happened to give me a fairly rare planet/star setup. I love picking random everything because every game is different, you never know what you're going to get. Also I never ctrl-N even when it looks bad, some of the best games I've had have come from the most awkward starts. I guess that's why I play on crippling because I think it's the hardest difficulty where you can actually win from any start.

Homeworld was still pretty productive since I had 3 asteroids, 1 manufacturing tile and the civ capital, with 99% social 1% military it was going to take 6 turns to build the first transport, but I bought it out for about 1k after 3 turns.

Also the fact that the early transport had no engines makes a big difference to its production time, which is also why it was fairly cheap to buy out. Engines are one of the most expensive things in this game, time wise, space wise and cost wise, another reason why speed is such a useful pick.
Reply #4 Top
anyhoo, back to the story. I needed good ships, and fast. I switched to 100% research so I could get some weapon, engine and defensive techs, but none of that was going to matter if I didn't have the economy to support it - The Drath worlds I'd recently acquired had put me in the red again so the first thing I researched was the government tree, up to Star Democracy. Then I grabbed Xeno Ethics and picked neutral.

(Generally speaking I think Neutral gives you a better instant boost, with the approval bonus affecting you right away and the instant upgrade tiles, whereas evil is a lot better down the track with the weapons and the mind control center, in this case I picked neutral more because of my neighbours, the Krynn, the Thalan and the Korx.. I didn't want to risk another war while already fighting the drath and the Drengin and being the same alignment would help with that)

While I was researching the galaxy became an even bloodier place, with the Krynn and the Korx going to war, and then the Drengin deciding to side with the Korx, then the Krynn and the Korx made peace and it was the Krynn fighting against the Drengin. Fortunately with the Krynn served as a nice distraction for the Drengins and I was able to get the researching done without a single Drengin skirmish.

I researched up to laser V, Impulse III and point defence as well as grabing some miniturization techs... All this added up to:



The War Gizmo 01.

1 Impulse III enginge
2 Laser V cannons
2 point defence units

My first competitive warship. With an attack of 2 beam and defence of 4 anti-missile it was far in advanced of anything the Drath could muster, and on par with the Drengin missile boats. With a speed of 6 moves per turn it wasn't a slouch, and researching warp drive would give it an extra move on top of that.

But the Drath weren't done yet, for a supposedly "good" race they had some surprisingly Evil allies



Now I was at war with 3 races. With my new economy up and running I could afford to make some deals. I bribed the Thalans to attack the Yor to keep them off my back, and went into a mutual research treaty with the Korath and traded my economic treaty for a research treaty with the Krynn. Hopefully this would keep the rest of the galaxy off my back for a while, but I had to wipe out the last Drath planet as quickly as possible before they did any more damage.



And just like that, they were gone. Their final planet, a small toxic wasteland, offered little resistance and their remaining fleet was quickly wiped out. They also left a military and an influence starbase behind, which I quickly grabbed, this gave the added bonus of getting me within range of the Drengin worlds so I could mount an attack, it was time cleanse the galaxy of some evil!



Reply #5 Top

Then the Korx attacked...



There was not much I could do, they refused to negotiate, I would have to continue fighting the Drengin and hope that the Korx weren't going to be that big of a thorn in my side.

Attacking the first Drengin planet proved difficult, Not only were losses heavy taking out their defending ships, some of which had 18 attack on a single light hull, but their ground troops had a soldiering of 75. Even though I had most of the ground invasion tree researched and a Tir Quan training centre built mine was still only 76. My first invasion was a spectacular failure but my second was a success. My steady stream of fighters was just enough to hold off the drengin and I was confident I could win the war. The Korx still hadn't shown up yet but that was the least of my worries.

The Thalans decided it was time to make peace with the Yor and the very next turn they joined the party and attacked me as well. Unlike the Korx, the Thalans meant business and began invading the final planet I took off the Drath.

Meanwhile Drengin troop ships had made it to the old Drath homeworld and were invading one at a time, their air force was more powerful than my own in fleet form and they had those two worlds camped out. The only thing saving me from losing planets at the moment was good old Super Breeder, every time they'd attack I was able to lower taxes and breed my population back to it's old level. I couldn't keep it up for long though because my economy wouldn't be able to handle it.



So Now it's August 2228. I'm at war with 2/3rds of the Galaxy. I've got Drengins in my home territory, Thalans invading my northern world, I've captured 1 drengin world but my attacking fighters are way to weak to think about taking out another....

what could possibly save me now? stay tuned...






Reply #7 Top
I am looking forward to seeing how this ends. That said, I think that it will end soon.

Generally speaking, I'd say that you made the correct strategic decisions. That said, had your first neighbor been anyone but the Drath, you'd probably be doing more than slightly better right now.
Reply #8 Top

Thanks for your comments guys The game is finished and I've got lots of screenshots to sort through... I'll post the next part soon.

I've got to say this is the first game I've played where I didn't build a single colony ship - I think it was one of the most fun games I played. I won't reveal the result but there were a few glaring mistakes I made.

I think the main one being - if you're going to take on the Drath, make sure you either take all their planets out at once or be prepared to fight the worst the galaxy has to offer

Reply #9 Top
Good story. I don't mind when things start bad or go bad because it makes the game more of a challenge and you come away with some good memories (even if the game ends in a defeat). If you lose but you know that you did your best in a bad situation then you can still come away a winner.
Reply #10 Top

and now the continuation....


I had to get the AIs off my back. The Korx and the Thalans still weren't talking to me, and it would have cost every tech I had and more to get the Drengin to stop attacking. To make matters worse they'd just made peace with the Krynn so they were 100% focused on annihilating me from the Galaxy.

Fortunately I was able to convince the Yor not to attack me, for the small price of 'extreme colonisation' which would be of extreme uselessness to them anyway.



I decided to concentrade 100% of my efforts on attacking the drengin homeworld. If I could work around the drengin fleets with my superior speed, take out their planetary defences and snipe their planets with my now 9-speed transports I might be able to get some leverage.

(I've found the AI in this game is fairly competent at attacking but lousy at defending, when they're in the vacinity of one of your worlds it's hard to dislodge them because their ships are in fleets, but when you're the aggressor you can often take advantage of their planetary defence by taking out their orbiting ships one at a time with your fleets)



By focusing every ship I had on the drengin homeworld I was able to strip it of its defences and send in my troop transports for a capture.

It came at a heavy price though, as the Thalan were able to capture the undefended Alshain III, the final Drath planet off of me.



It was a while before the Thalans would reach my other planets, and so I kept pressing the Drengins. Since I was focusing 100% on production it was a case of me being able to take out their planets before they researched ships that would outclass mine entirely.



These tactics worked well, the Drengin defenders had been taken care of and their planets were mine. Their military was still far superior to mine but it was in the wrong place at the wrong time. I did lose a military starbase to them, but their ships near my Drath planets had been taken out by my other starbase near my home, which was defended by a devastation beam.

Unfortunately the first world that I took from the Drengin earlier had been left completely undefended, and with a population of only 4 billion it looked like that Korx transport was going to take it.

Seeing as the Korx were fairly chummy with the Drengin I assumed they were going to have pretty good ground invasion skills due to tech trading. Luckily for me however the Korx were now talking to me again I was able to trade some tech in exchange for peace.

Then the most surprising thing of all... the Drengins offered me peace! This was brilliant. Without the immediate thread of Drengin and the Korx I could concentrate on researching better ships and fighting the Thalans.

I moved some of my remaining forces back to my Drath worlds to help fend off the Thalans while I focused on researching medium hulls.

Unfortunately the Yor declared war again, but they were far enough away that I had some time to play with.



For the first time in a long while, the game was actually looking like a win was possible




Reply #11 Top

I call it the Wargazmatron...



The first capital ship of the mighty Wargazmatonian empire

1 warp engine
5 Laser cannons
3 point defence units

It was to be the final undoing of the devious Thalan empire, and would disuade the Drengin and the Korx from even thinking of attacking again.

But it was going to take a while for these things to get off the production line and a lot could happen before then.

The Drengins seemed to have gotten over their hatred for me surprisingly fast, after a year of bloody war within a month they were giving me ships!



Although I doubt the act was truly altruistic in nature, with 2 planets left I highly doubt they could support a fleet the size of theirs and they probably had no option but to get rid of them.

Meanwhile a lone yor transport found it's way to my original Drengin conquest, which was undefended, but my soldiers were up to the task.

Soon my first Wargazmatron had made it off the production line and it was sent straight to Hatch I, the nearest Thalan world to me, along with a transport and some lesser ships I had lying around.

The planet fell with little resistance, the Thalan defenders were a pushover compared to the mighty Drengin I was fighting earlier.



Plus it was a tech capital as well, bringing my total number of tech capitals to 3, my total economic capitals to 2 and my total Manufacturing capitals to 2.

It's good to be a warmonger!

The Thalans, wisely, decided it was best not to keep fighting and offered me peace, which I milked for all it was worth!



With the new technologies of Manufacturing centers, Research acadamies and stock markets, which were at least 2 tiers higher than what I was using, I took this rare respite of peace to build up my worlds with these new structures.










Reply #12 Top
The missing screenshot from the last part:




While my homeworlds were busy upgrading their buildings, my Drengin planets, who were already fairly built up were churning out ships and troop ships as fast as they could.

It was time to put the final nail in the Drengin coffin.



Although losses were heavy on both sides, the Drengin simply could not keep pace with these new ships and their final two worlds fell quickly, with their remaining ships turning to piracy.



I was doing ok, but the Korx, Yor and Korath still had a superior military to mine, and I was at War with the Yor who managed to sneak a transport in and capture one of the Drengin worlds I just took.



I wasn't all that concerned since it was a radioactive world and I wasn't able to do much with it anyway. Besides, with my new Wargazmatron 02s outfitted to defend against beam weapons the Yor wouldn't be that much of a problem to deal with.

However when the Korx declared war on me the next turn it was time to panic.



The Korx had been building up a force this whole time, not fighting anyone. They were now on top of the military graph by a long way and had troop transports all ready to invade my worlds.

I had no choice but to retreat my ships, the Korx fleets had an attack power of 60 mass driver attack! some even had 90, and they had far superior numbers too. My forces on the other hand were outfitted to defend against anything but mass drivers, and the few fleets that got tangled up with the Korx were annihilated.



Fortunately I was able to quickly take back the world that the Yor had taken off me before they could defend it, stealing Plasma III off the Yor in the process.

The Korx and Yor armadas soared into my area of influence like a flock of hungry vultures and it was time to retreat.





It was pointless taking them on with my ships, my Wargazmatron 02s which were designed to fight the beam weapons of the Yor, were now looking almost as useless as the atni-missile Wargazmatron 01s against the mass drivers of the Korx.

How could I possibly defeat this new threat? would these hoards of fighters spell the end of the mighty Wargazmatonians?

Stay tuned for the next installment!

Reply #13 Top
*raises hand*
Your "capital ship" has... Five attack? In a single weapon category, no less.

The game only declares a ship a "capital ship" when it has above 30 points in any weapon category, I believe. If you stick enough weaponry on a medium class ship you'll get a special message and screen that says... "This is the first medium class capital ship ever built. The galaxy has entered a new arena of warfare." or something.

However, in my opinion, a true capital ship is only a ship with 100 or more weaponry in two weapon categories, adding up to a total of 200 points of weaponry. I mean, I realize that it's only 77 turns into the game. But... 5 attack? There isn't *anything* better?

I just find it kinda sad that you call it a capital ship. No offense. I call it a light scout. A heavy scout has 10 points. A light fighter has 15. Heavy fighter has 25. Corvette has 35. Cruiser has 50. Destroyer has 60. Dreadnaught has 80. Bismark Class Dreadnaught has 90.

At least in my opinion that is how it should be. Anyway. Cool AAR.

-Dvd
Reply #14 Top

It's not the size of the boat, it's the motion in the ocean

I'll refer to them as light scouts in the next part just for you!
Reply #15 Top
Uh, I get that message every time I build my first medium ship.
Reply #16 Top


Yeah same...

Now the conclusion.....


My only solution was to come up with a ship that could defeat the Korx fleets, which meant something to counter mass drivers. If I could defeat the Korx fleets and convince the Yor to leave me alone (or distract them) then I would be in good shape, because taking over the Korx worlds would strengthen me to the point where I was practically unbeatable.

Firstly I was going to try and distract the Yor. I bribed the Thalans to attack the Yor with the Plasma III weapons I had just stolen.




The Krynn couldn't be convinced to attack the Yor but they aggreed to an Alliance, and shortly after offered me some ships.



Not particularly useful but it's the thought that counts.

Now it was time to research the Armor tree, I decided to go as far as I could as long as things didn't take more than one turn to research.

During this time I was able to open a channel to the Yor and bribe them to stop attacking me. While I was sure this wouldn't last long, it meant that my new allies, the Krynn would come to my defence if the Yor opened up hostilities again.



The Korx however were still a problem and I was running my ships around in circles trying to keep them busy while my new technology was researching.

Fortunately for me, the Korx had not invested in the ground invasion tree at all. Their troops were weak and they would have struggled to invade an Amish village, let alone a fully armed and operational Drengin homeworld



After much running around and being invaded by these pissants my armor tree had researched up to Kanvium II, after that it was going to take 2 turns to research Kanvium III, time which I didn't have.

It was time to design the ship that would meet the Korx head on.


Reply #17 Top
The Wargazmatron 03:

1 Warp II engine, 3 Plasma cannons and a buttload of Kanvium II armor. It was the ship that would counter the Korx hordes.

I started upgrading my obselete ships immediately.



Then it was time for revenge...



The Korx had met their match - the Wargazmatron 03s were more than capable of handling their fleets.

With the Yor fighting the Thalans, the Krynn allied to myself and the Korath on warm terms it was looking like it could be a smooth road to victory.

But this is Galactic Civ, where anything can happen and it usually does.

The first thing that happened was the korath broke their research treaty with me and declared war.



Of course then Krynn honored their alliance and declared war on the Korath.

Then came the pirates...



Then the Yor declared war again...



Then the Krynn declared war on the Yor.

The Korath were powerful, really powerful. They hadn't been at war with anyone all game, and they had been stockpiling ships the whole time. They had fleets with missile attacks of 146.

The Korath fleets were very hard to beat, there were at least 10 of them, compared to my 3 or 4 that were already busy mopping up the Korx. Taking out just one fleet of theirs was a costly business.



And then they had spore ships.... and lots of them.



It was time to go back to the drawing board and research up the missile defence tree again! but not before getting some help.







Reply #18 Top

It's Feb 2231 and the galaxy is poised on a knife edge.



Two distinct forces have emerged from the Chaos. The Neutral Alliance, and the Axis of Evil.

The Neutral Alliance

Headed by the Tenacious Wargazmatonians. While they don't have the strongest military by any means, they're by far the best fighters and can out think any opponent they're presented with. Their only motivation: survival; whether that means allying up or conquering is of little consequence, their only agenda is one of self preservation.

Supporting them is the Faithful Krynn, friends from the start, they will go to war against foes twice their strength and willingly die for their good friends the Wargazmatonians, this kind of loyalty has earned much respect from the Wargazmatonians and there will be plenty of spoils for the Krynn once the Evil threat has been eliminated.

The Mysterious Thalans. Who knows what motivates them, they are the former enemy of the Wargazmatonians but now they have agreed to fight alongside them. Their military is weak and so is their economy. Their help is welcomed but their trustworthiness is yet to be proven.


The axis of evil

The Vile Korath. Currently the strongest military in the Galaxy. Will happily commit mass genocide to capture a world. Their only motivation is power, they want to take over the galaxy and will stop at nothing to achieve their ends.

The incidious Korx. Only motivated by Greed, they will side with murderers, maniacs and the vilest of creatures just to make a buck, no doubt they picked on the Wargazmatonians because they percieved them to be easy beats, now they're no doubt regretting their decision and chumming up with the more powerful Korath and Yor is their only option. Not that it bothers them.

The Soulless Yor. Being machines they have no concept of decency and what is right. They don't see themselves in terms of good or evil, but their actions define them as such to others who view their merciless killings that way. But to the Yor it's just the best possible tactic to advance their race. They are programmed to desire power and so that is what they strive for, at any cost.


"the pirates"

No one has seen one yet but they could be out there somewhere, or maybe they got intercepted by a roving band of ninjas on the way. Who knows...

what will become of the galaxy... only time will tell!

stay tuned for the final installment....



Reply #19 Top
very good reading.
Reply #20 Top
Now the finale part....


And so it continued. I couldn't fight the Korath fleets directly, but I was still able to take out the Korx, I sent one of my spare troopships to the nearest Korx world and captured it.



The Korx were clearly on the back foot, but I needed to focus on researching missile defence techs to fight the Korath rather than producing troop ships so I decided to sue the Korx for peace rather than press the attack



Unfortunately one of my fleets got surprised by a Korath fleet and ended up getting owned.... Oops.



The drop in power caused the Korx to attack again, but this time they would have to deal with the Krynn and the Thalans who both honored their alliances.

After researching up to the highest PD combo tech, the Wargazmatron 04 was designed and would soon be in circulation. Producing another troopship I was able to conquer another Korx world. The Korx only had 3 worlds left now.



The Korath fleets unfortunately were still flying around, but without any more troop or spore ships they were of no concern, the worst they could do was take out my starbase.



A few turns later, I had a fleet of four Wargazmatron 04s running around with a combined missile defence rating of 220, more than enough to handle the Korath fleets. Before long I'd recaptured the planet the Korath had taken with their spore ship.

To add insult to injury, the fundamentalists event came up and the Korath lost a world to them too.

The war was almost over and it was time to clean up, the majority of the Korath fleets had been taken out, and they were in no position to produce any more. The Yor were still strong but fighting a battle on 3 fronts, and the Korx were all but gone.




The Korx were the first to go, after rolling a 1 to lose their homeworld they surrendered their remaining two worlds to yours truly...

Then the Korath and the Fundamentalists went soon after...



And finally the Yor...



And it was victory for the Neutral alliance.
Reply #21 Top

The final stats:

Military:



Population:



(note the massive advantage you get from super breeder, I was always top in this category, and I had a significant economic, influence and troop advantage over my rivals because of this. This is why I believe super breeder, when used right is the best super ability out there, if you have good morale bonuses you find that whenever you invade or colonise a new world it's always at 100% approval to start and you don't even need to turn down taxes)

Research:



(note the research peaks and troughs, I'm the kind of player that prefers either full research or full production, I find that way if you need a tech, you get it faster, or if you need ships, you get them faster. If you need them both, you still get them both in the same time as a 50/50 split, only you get the one you focus on first in half the time.

I'm also a big fan of the 99% social 1% military strat for production, where if a planet is building it will finish that and not produce ships until it's done, then it produces ships at 100%. If I need a planet to do both I can focus on military for that planet while still keeping social at 99% for my empire.)

I hope you guys enjoyed this AAR. I'll try to post another one in the next few weeks.
Reply #22 Top

Final thoughts:

The main reason I won was because of the poor AI planet defending skills - the Drengin had better ships than me and more of them, yet I was able to win because of the way they defended their planets. Something needs to be done to either make the AI fleet it's ships or build orbital fleet managers on every world. I think my suggestion of making the orbital fleet manager an upgrade of the starport would really help because the AI would not have to use an extra tile that a human player wouldn't for this.

I think I'm going to play on a rare planet set up more often, the lack of colonisable worlds means the game is very action packed, and it's a welcome change from the usual colony rush one is forced into at the start of the game.

Since this is my first AAR I wouldn't mind some feedback. The stuff I've got so far has been really great. I notice that this is much more detailed than most of the AARs out there, which tend to give more of an overview rather than a nuts and bolts in depth look into every decision. Do you guys like this style? or prefer a shorter, more general idea of what is happening?


Reply #23 Top
That was rad. I definitely like the nuts 'n bolts approach to AARs you're using. In fact, you've convinced me to turn down the number of planets I tend to play with...
Reply #24 Top
The plethora of SS's is nice. Especially when you're dealing with the map. You could probably skip the Diplomacy screen SS's and just summarize the transaction in a me/them format.

If you spend time making detailed ship models, show them off. If they're just functional parts bolted to a hull, the condensed highlight version is fine.

I much prefer a play-by-play AAR to the story based ones. I want to learn new strategies and see how people use things in ways I hadn't thought of. Maybe they need a sub-forum for the prose style AAR's?
Reply #25 Top
you nearly got your race destroyed by your actions but i would have probably done the same things you did