Note: These hints were written with
an early version of my set of house rules for FITG in mind (Freedom in the
Galaxy 2.0, Reuter version). Nevertheless much of the advice below can be
applied to the original game as well.
BEGINNER'S NOTES
Both
Players in Freedom in the Galaxy have the chance to ease their game a lot by
spending some time thinking and preparing BEFORE the game starts.
Though
Freedom in the Galaxy has a lot of randomness, there is still a lot you can
plan or at least think about and prepare in advance. Maybe it is because the game can seem to be such a
random affair, that this kind of pre-game planning pays off so well. It will
give yourself some guidlines about what you want to achieve and what your
limits are so you will not get sidetracked later on by the myrriads of things
that can happen once the game commences.
Lets
start with the Empire. Not just because the Empire sets up first (the set up is
to some extent a fairly trivial and temporary measure anyway), but because it
is defensive and passive during the early game, building its defense against
the Rebels and then waiting for where it will be challenged first. Once we have
seen how to build these defenses, we can start to think how to dismantle them
with the Rebels.
Throughout
the Beginner's Notes I will use the terms 'Prime Systems' and 'Outer Rim
Systems' A 'Prime System' is a System with a Capital, Throne or home of a
Starfaring Race. These are the Systems the Empire can fly to even if the
Strategic Assignment does not name them. An 'Outer Rim System' is a System
without these properties, i.e. the Imperial Player can only fly there, when the
Strategic Assignment names the province of that System.
EMPIRE
Military units
Task
To
prepare for the Empire is much more difficult than to prepare for the Rebel
Player. The Rebel Player has 20 characters, 20 possessions, complete freedom of
movement and the initiative during the early game. The Empire has 51 Planets of
various importance, over 100 military units, its 12 characters, restricted
movement and no way of predicting where the Rebel Player will strike neither
can it really prevent it. On one hand the Empire has fixed assets which it has
to protect on the other hand it must prepare some forces to be used offensive
without actually knowing where it finally get that chance to act offensive.
These two main issues, guarding of your assets and be ready to strike out at
the Rebel Player at any opportunity that might arise are difficult to balance.
Use too much for guarding duties of your key worlds and the Rebel Player will
have an even freer hand on all other Planets, use too little for guarding and
he can target your key Planets directly. Often units have to serve both
functions and it takes a bit of time to get a feeling when to switch between
roles.
Deployment Plan
How to get started now?
The
first step to do is to draw the Planet Secrets and then take the whole Imperial
countermix into account to determine how you want (or better have to) use it.
You have to take a look where are the Planets you want to protect and then
decide which units of your force pool shall do it.
The
first step to do is NOT to take the 35+ points per province allowed and place
them on the map. That is not playing, it is just muddling through the game step
by step and turn by turn as the rules instruct you to do. It lacks a plan, it
lacks aim, it lacks any judgement what has to be done. Your forces at start are
a mere temporary affair. Don't be fooled that the Strategic Assignment is that
much of a hurdle that your initial setup will last more than three or four
turns in the disarray it starts. Your taxation can ensure, that after turn four
all that will be left in your force-pool are mainly Elite and Atrocity units.
And a couple of turns later and you can have your force-pool empty if you want.
Plan
your game with your whole force-pool in mind. This means including your
characters. Sure, no plan survives enemy contact, but till this contact occurs,
till the Rebel Player has his own military forces, it will take some time. You
will have to adjust your intial plans later on as necessary, but you need an
initial plan to at least have something that you can adjust.
So lets think which Planets are important to you?
Cruicial Worlds
Obviously
the Throne and Capital worlds, both for their VPs and their ability to tax your
provinces (and in the Armageddon Scenario for their political value). As those
are almost immune to domino effects, all the Rebel Player could do to take them
away is to land on them and drag them by hand from Patriotic down. Anything
else can be reached by domino effect from somewhere else at least in theory and
is difficult to protect just by troops. Not so the Capitals and Throne. Also
later on during the game, they will be the staging areas for those troops, that
shall react to the first Rebellions using the rules of 'Local Alarm'.
Therefore, very likely guarding them will happen by default to some extent
anyway.
The
homes of Star-faring races are next obvious. Do not over-estimate the domino effect
they can create, some races (Xanthons for instance) are so rare it makes little
difference on which of their four Planets troubles start. However, they are all
worth 3VPs and with some races, their domino effect actually CAN be nasty.
Again, Home-Planets are immune to most domino effects (only Planets in their
own System influence them) so again they can be protected a bit by troops.
Easy
to miss for the beginner is, that there are some Planet Secrets which are so
important that I would rather choose to lose the Throne World than these. The
IPOC is something most beginners seem to grasp at once. However, in my
hierarchy even the IPOC ranks below the Gem, Slave and Industry Worlds. These
three worlds each give you 25 points per se in five turns. Any other Planet
will be taxed ONCE in the same time - at half value - if you do not have to
forego its revenue completely to shift its loyalty up. These three are the
backbone of you financial basis. Keep them at all cost.
There
are couple of other Secrets, which should be guarded at least during the early
stages of the game. The Trap! ranks very high for that for me, next would be
the Imperial Archives and maybe Casino Galactica, maybe Imperial Deltronics are
worth a thought too. Some of them lose their value after the Rebel Player has
succeeded with some kind of missions on them or got his Possessions together
but till then you have to think if you want to make it easy for the Rebel to
get down on them to perform those missions or not.
Also
a point overlooked by beginners is, that each Secret in an Outer Rim System
should have a mobile unit and a 0 PDB at the start of the game. The Trap! is
the big deterrent for the Rebel Player at first to fly to every single Secret
in the Outer Rim Systems. The Trap! of cause needs a level 0 PDB to be able to
detected Rebel spaceships and be effective at all. And a mobile unit is handy
to transport possible captured characters away. But if you just put a PDB and a
mobile unit on the Trap!, even lousy opponents will get the idea where the
Trap! is not. Don't give that info away for free. Many secrets lie along
important space-lanes and when the Rebel can not land on them safely, he may
lose some time in the early game trying to fly around them.
Of
lower importance, but still to mention are Coup ratings. Coups can backfire,
but on a Patriotic Planet, that backlash matters nil for the Rebel Player. But
even one little Militia will be a big deterrent for the Rebel Player to risk a
coup as the whole group can be captured and some form of mobile unit to
threaten to bring them away would be a bonus. Some people may wish to guard the
orbit box over certain sovereigns on Rim Planets, Nam Nuhk or Yaldor for
instance, so they can intercept the units these could contribute to the Rebel cause.
One
thing you should not forget is that in the first two or three turns you maybe
will need some military unit(s) to get your mission groups together. For
details about that read farther below about Imperial characters, but already
here it can be said that some Veteran or better yet an Elite Navy on Diomas
and/or Orlog during initial setup might be necessary.
Last
to mention is, that from a certain point of the game on, you will need troops
not only to guard planets, but also to attack the Rebel Player. You will see
that your forces will already be spread very thin if you want to guard all the
places I mentioned above. But still, one turn in the future you must have the
troops in place to attack Rebel units and crush Rebellions. Not at the start of
the game, but you should already think, which units you will spare for that
matter. As a beginner, it is a good idea to reserve your Elite units for that.
They will usually arrive later in the game (you can build two at most per turn
and they cost maintainance each turn) while almost everybody else can be ready
within turn four to garrison and protect your important planets.
So
these are the things for your units to do during your game. And you barely have
enough units to get all jobs done. There is no perfect way to do it and it
depends a lot how the game develops, but if you at least have a plan how to
guard your assets AND maintain some reserves, you at least will not blunder
around with your units in some remote insignificant corner of the galaxy while the
Rebel Player wins the game somewhere where it counts.
Initial Setup
Now,
after you have this idea how you want to arrange your troops ideally, now you
can bother to spend your initial 210 points. But this will only serve one
purpose: to provide you a list of which units still lack and where to buy and
put them. And an idea how the first couple of Strategic Assignments should be
arranged.
With
PDBs, I usually do not have the points to spare at start for anything better
than a 0 PDB on all Secrets and planets worth more than one VP. Later on, these
are raised each time the province is taxable while any other Inner Planet may
get a level 0 PDB at most and Outer Rim Planets very often nothing at all. You
could of cause raise all the Outer Rim planets to level 1 and make life
difficult for ships like the Freighter or Solar Merchant, but it will cost you
a real lot of points to do so. As well could you raise all Planets in Prime
Systems to level 0 to help you hunt Rebels there, but the net effect will be
not very much. In general, do not over-estimate what your PDBs can do for you
without troops to back them up. With regards to the units you buy at the start
of the game, I am not even writing how to do that. They are just the first step
of your forces and soon it will not matter at all any more what you bought
where.
Pay
instead attention to your Strategic Assignment. As you have no way to predict
how the game develops, you can not do much wrong (or right) here. Furthermore,
the Historic Event 'Imperial Senate Disbanded' will give you the chance to
rearrange your Assignment Deck completely new. So at first, try just to arrange
the Deck in such a way, that you will be able to get your defences up, i.e.
deploy your forces the way you want. This is why you already need an idea
before the game starts where you want which troops. This initial arrangement of
the Strategic Assignment Deck has to be coordinated with how much taxation you
get when and also with the first couple of Historic Events of Game Turns one to
three. After that, it pays off to have the Cards connect to each other. You can
worm your way through the Galaxy or you can fan out from province one to the
other provinces or use a combination. But if the last couple of cards do not
match any more, it won't be a disaster, very likely by that time, 'Imperial
Senate Disbanded' will have made your initial Deck obsolete anyway.
Gameplay
Now,
how are your units usually used during the game:
Use
your characters for missions during the early game. The guy who wrote in the
original Imperial hints they are good for nothing has little inkling about the
game.
You
have three proper diplomats (Dermond, the Emperor and Gelba) to perform D
missions while your many good leaders can try their luck with C missions. Also
think about doing I missions from the start of the game. It will maybe not
reveal the secret base for you, but will after some time reduce the choices the
Rebel Player can offer you for one I drawn. Once he has revealed a couple of
Supply Conduits and gave you the free choice of atrocity (which you will just
keep to block that choice) all that is left for him is grant you freedom of
movement for one I. That can be very handy on occasions. Just make sure that
you in fact have a good unit to threaten to move with whenever you go on an I
mission.
Take
a look how you could combine your characters in the example below. Usually, I
let most of my characters follow the Strategic Assignment. If you take province
four as an example, there are only two Prime Systems (three planets) you can
fly to without the Strategic Assignment. Once all of these are Patriotic, you
need an I mission to get away, wasting maybe precious time. On the other hand,
some provinces have so much work at hand for Imperial characters, that you can
leave a group behind and keep it occupied till the province is in the Strategic
Assignment again. Province Three and Five are good example for this, later on
also Province One. If the IPOC or Slave World (both in Outer Rim Systems) are
low on Loyalty, you can leave a group there till it is Patriotic, then fly to a
Prime System to find work there or the Capital to get away with an I mission.
One
future turn there will be the need to remove some of your characters from
mission groups to lead units in battle. Prepare for this ahead.
Now to your military units.
Those
in Prime Sysems can be used a bit flexible. You still have to guard some
Planets there, but you can occasionally thin your defensed out to put pressure
on Rebels showing up in Prime Systems in the hope to get lucky and bag them in.
Chances are low, the Rebel Player will only use his best ships on these
Planets, usually all three at the same time in one province, but you should try
your best. If you get lucky, it will help you a lot. And it will keep the Rebel
Player jumpy even if you don't get lucky.
Those
on Outer Rim Planets (IPOC, Slave World, some Coup Ratings and unrevealed
secrets ...) have to stay put to interfere with any Rebels trying to get to the
assets they guard. You can not send them to Prime Systems temporarily, as that
direction is one way only (until the Strategic Assignment names that province
again). However, some of these troops will become free to be used elsewhere
after some time. Once the Trap! is revealed, all those mobile units to bluff at
other secrets are not needed any more in that role. Once the Rebel Player got
an I on the Archives or the Trap! the Planets become mainly useless etc. etc..
These troops can be used to bolster your defences of other important places or
can be put on a Capital to have them ready as part of your reaction force
against future Rebellions.
Regularly,
you will strip some of your defences to stomp out Rebel Camps once the
Strategic Assignment allows so. Mass your troops, stomp the Camp and fly back
to your usual post again, don't let the Camp go on.
After
some time, the first Rebellions will occur. They will unlikely occur within the
Strategic Assignment so be prepared. Units at the respective Capitals should be
ready. Rebellions in Outer Rim Systems can be reached only from the respective
Capitals and the Rebel Player knows that. You can send anybody from the Capital
to the Rebellion and reinforce the Capital from within the Province, but there
has to be a suitable force on the Capital to react to Rebellions. As said,
think in time of diverting leaders too.
Which
units to have as this kind of fire brigade? I earmark almost all of my Elites
for that purpose, three of them per province on average. They are reliable and
they will not suffer losses easily. Also the units which I received from
obsolete Secrets (see above) are good for the reaction force. Depending on the
province, these can be another three to four units in that province. Together
with thinning out your defences, you can have up to eight units maybe in a
province free to react to Rebellions. At first enough to prevent any Rebel
units from escaping (before they learn how to conduct Escape Moves that is).
Keep in mind that you will have to leave a garrison behind to prevent the
Planet from switching to Rebel Control. Two M would be perfect, anything more
fancy you will lack in later battles.
However,
one turn it will happen that the big trouble arrives. There is one new
Rebellion in a province started, of cause by Rayner Derban. At the same time,
Rebel units built via Supply Conduits destroy units you left as garrisons on
two Planets in Rebellion in the same province. Both these Planets have a
formidable stack in Orbit to interdict you, one with Ly Mantok. You are just
happy that the other two R missions the Rebel Player did in that Province this
turn failed. Three Planets in Rebellion with only eight units and Saytar to
lead them. Maybe you have to thin out your defences even more?
But
this is only the first sign of doom. Maybe you will manage to keep two Planets
out of Rebellion, the third will slip into Rebel Control. And you can bet the
domino Effect will put his neighbour into Rebellion too, the fourth now within
one turn and all the troops you can spare in that province are already involved
in battles, your defences thinned out to the minimum. But at least now, you can
ask other provinces to assist you and send troops to your Capital due to
Provincial Crisis.
At
this point of the game, it is difficult to give advice how to act. It will
depend a lot on how the situation has developed till then overall. On the other
hand, when you have played that far, you should not need advice any more.
So let us take a look at an example how I would
prepare for a hypothetical game.
EXAMPLE
Here
a communique sent by Redjac, Headmaster of the Imperial Knights to Barca, Grand
Marshal of the Imperial Army:
From:
Redjac, Head of the Order of the Imperial Knights
To:
Admiral Barca, Grand Marshal of the Imperial Army
By
the Emperor,
With
this Standard Cycle, his Godness the Emperor Creguya of Orlog has passed the
'Resolution of Internal Strength' to put in the Empire's hands those means
necessary to defend itself against all threats alien as well as internal,
future and present.
Built
up is to be commenced as with this resolution. Please find attached the
detailed plans for mobilization, training and deployment of our forces as laid
out therein. You are to organize these forces as stated in these plans within
the next 4 Standard Cycles, five at most. All resources necessary for this
built-up will be made available asap. Please find the Order of Taxation and
Conscription and the Strategic Assignment attached in subfile B-00.02.
The
present forces are to reorganize in compliance with these plans. The 'Systems
Defence Act' has been revoked, you are free to reassign current Planetary
Defence Forces as deemed fit and integrate them into the new deployment of
forces as feasible.
Your
objections against the transformation and expansion of the Order of Imperial Knights
from a Royal Security Force to a regular Army formation have been brought
before his Godness the Emperor. It is his Majesty's will however, to make the
Imperial Knights the new vanguard of his might. Your personal cooperation has
been ordered by the Emperor on this issue.
Signed in the absence of the Emperor in his name,
Redjac, Head of the Imperial Knights
IMPERIAL
SCHEDULE
|
PROVINCE ONE |
|
Start (PDB/units) |
Final |
|
|
111 |
KAYNS |
|
- M |
LPM |
|
112 |
|
|
- PM |
|
|
113 |
? Drug World |
c |
- MM |
MM |
|
121 |
|
|
- P |
|
|
122 |
SEGUNDENS |
|
0 M |
LPM |
|
131 |
? Imp. Deltronics |
|
0 VM |
VM |
|
141 |
|
e.r |
- P |
|
|
142 |
|
|
- L |
|
|
143 |
? Living Planet |
|
0 P |
P |
|
151 |
|
|
- P |
|
|
152 |
CAPITAL |
|
0 VM Dermond |
VPM |
|
161 |
|
|
- L |
|
|
162 |
THRONE |
|
0 VV Emp, Thysa, Barca |
LPM |
|
163 |
|
|
- L |
|
|
|
|
|
4V 3L 5P 7M |
2V 3L 5P 7M |
|
PROVINCE TWO |
|
|
||
|
211 |
YESTERS |
|
0 M |
LPM |
|
212 |
? Welcome Rebels |
e.i |
- M |
|
|
221 |
? Trap! |
|
0 V |
VLPM |
|
222 |
? IPOC |
c |
0 LM Redjac |
VLPM |
|
223 |
|
e.i |
- P |
|
|
231 |
|
e.i |
- P |
|
|
232 |
|
|
- L |
|
|
241 |
CAPITAL |
c |
0 M Saytar |
VPMM |
|
|
|
|
1V 2L 2P 4M |
3V 3L 4P 5M |
|
PROVINCE THREE |
|
|
||
|
311 |
CAPITAL |
|
0 P Jon Kidu |
LLM |
|
312 |
? Clone World |
e.r |
- P Jin Voles |
|
|
321 |
SAURIANS |
|
0 M |
LPM |
|
322 |
|
e.n |
- L |
|
|
323 |
|
|
- P |
|
|
331 |
? Casino Galactica |
c |
0 PM |
VLPM |
|
341 |
? Slave World |
c |
0 LM |
VLPMM |
|
342 |
|
|
- P |
|
|
351 |
SUVANS |
e.n |
- M |
LPM |
|
352 |
? Gem World |
|
0 M |
VPM |
|
|
|
|
-V 2L 5P 5M |
3V 6L 5P 7M |
|
PROVINCE FOUR |
|
|
||
|
411 |
CAPITAL |
|
0 V Telmen |
VVM |
|
412 |
|
e.i |
- M |
|
|
421 |
|
c |
- LM |
LM |
|
431 |
|
|
- P |
|
|
432 |
|
c |
- LM |
LM |
|
433 |
|
|
- L |
|
|
441 |
|
e.r |
- L |
|
|
442 |
? Dead World |
|
0 P Els Taroff |
P |
|
451 |
PIORADS |
|
0 M |
LPM |
|
total |
|
|
1V 2L 2P 4M |
2V 3L 2P 4M |
|
PROVINCE FIVE |
|
|
||
|
511 |
|
e.r |
- P |
|
|
512 |
? Industry World |
c |
0 M |
VPMM |
|
513 |
XANTHONS |
|
||