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