| Strategy
in 'Imperium: Third Millennium'
By Doug McNair
April 2006
During my three-year hiatus from Avalanche
Press (when I foolishly thought a high corporate
salary was adequate recompense for dealing
with bureaucrats as bad as the Vogons . .
.), Imperium
was the game that got played most often at
my house. My wife and I adore the game for
the same reasons we love Soldier
Kings, and the fact that it’s
a space opera makes it the #1 choice for Paula
(the local sci-fi con queen).
Politics, resource management, and the huge
difficulties involved in coordinating a galaxy-wide
campaign are the major factors driving Imperium
play. Both players must spend their resource
points carefully to build the best mix of
ships, ground troops and outposts every turn.
Just as important, they must carefully balance
offensives with defensive preparations to
avoid being caught off-guard when the unexpected
happens (and it happens A LOT!).
The major issues each player in Imperium
must deal with in the First Galactic War
scenario (which can be played alone or as
the start of the Campaign Game) are as follows:
Imperials
The Imperial governor is charged with invading
the Terran sector and subduing the human rebellion.
He starts the game in a reasonable position
to do this — he has almost double the
number of warships as the Terran player, and
he’s got plenty of transports and troops
ready to invade. He’s also got access
to the Terran sector on two fronts, so if
he can deceive them as to where his main battle
strength is, he can avoid significant opposition
until he’s already at the Terran home
worlds.
But time is not on the governor’s
side. Imperial taxation robs him of most local
resource production. Even though he controls
at least triple the number of planets as the
Terrans, he only gets 1 Resource from each
of them, while the Terrans get the full Resource
output of all planets they control. This means
that the Terrans can outspend the governor
mightily as the game goes on, building more
and bigger ships with which to oppose him,
plus plenty of ground troops to deal with
any invaders that get through.
The governor must therefore do all he can
to win the war early, hitting the Terrans
aggressively to overwhelm their meager defenses
fast. If he’s unable to do this, then
the only recourse he has is appealing to the
Emperor for aid. This costs the governor one
Glory point every time he does it. Since Glory
is the key to victory, and since there’s
no guarantee that the appeal for aid will
be heeded, the Governor must be careful to
make appeals only when he’s out of other
options.
Terrans
The Earthers start out badly outgunned,
but they have a huge advantage in their resource
production potential. The worlds and outposts
the Terrans control at the game’s start
produce more than 150% of the entire Imperial
provincial budget. For this reason, the Terran
focus must always be LONG-TERM!
It’s very easy for the impulsive humans
to get swept up in early successes, launching
massive offensives in hopes of a quick victory.
If waging a galactic war were a simple affair,
and if the galaxy were an uncomplicated place,
such Terran early aggression might make sense.
But the unexpected plays a gigantic role in
Imperium, and unforeseen events run
the gamut from operational breakdowns to local
intervention by the Emperor himself. Going
out on a limb is a very bad idea in a chaotic
universe.
The Terran player must do everything possible
to preserve, protect and defend his or her
home worlds, and to stick to a program of
slow, steady force buildup. This will help
assure that Terran territorial gains will
be backed up by the force to protect them.
More importantly, this is the best way to
make sure that Earth always has the forces
on-hand to deal with unexpected threats.
Game Summary
The following action report illustrates
these points. Note that while there are no
fixed directions in space, for the sake of
clarity I use standard compass directions
to describe fleet movements.
Turn 1
Administrative Segment
The Imperium player rolls for Imperial Intervention,
but rolls 7 and gets “No Result.”
Both players then earn Resources from their
planetary holdings plus the local Imperial
budget, and they end up with Resource point
totals of Imperium 29, Terrans 49.
The governor decides to build an Imperial
strike cruiser, a destroyer, a unit of jump
troops (good for invading planets with toxic
atmospheres) and an attack transport (good
for getting jump troops into such places fast),
for 28 Resource points.
The Terran player purchases three infantry
units (useable on Earth-like planets only),
two jump troop units, one attack transport,
three torpedo boats (cheap ships with lots
of firepower) and one light cruiser (a powerful
light ship, especially at close range) for
46 Resources.
The players place these units on the turn
record track since they’ll be received
on future turns. Most of the units built will
be received on Turn 2, but the Imperial strike
cruiser and all the attack transports will
be received on Turn 3.
Action Segments
Each turn there are four action segments.
In each action segment, each player can take
a varying number of actions with his fleets.
The players roll one die each turn to see
in how many star systems they can activate
fleets during that action segment. Whoever
rolls higher goes first, and the players alternate
taking activations until they’ve both
run out of activations for the segment. If
both players roll the same number, nothing
happens that action segment and they go on
to the next one or to end the turn (if they
were rolling for action segment #4). Ships
move along pre-set jump routes that lead from
star system to star system, and must battle
enemy ships in star systems they enter while
jumping.
Action Segment 1
The Terrans roll a 6 and the Imperials roll
a 4. The Terrans go first.
Terran Activation #1: The Terran
player decides to activate Terran fleets 1
and 2, which he set up at the outpost at Barnard’s
Star, southwest of Earth on the galactic map.
Fleet 1 (a light cruiser, a destroyer and
a torpedo boat) moves farther southwest to
a forward position at the Agidda star system.
They leave behind one unit of jump troops
at Barnard’s Star to protect the outpost
there in case of an Imperial breakthrough.
Then Fleet 2 (two scout ships) moves past
Fleet 1 into Imperial territory, attempting
to detect the composition of enemy forces
there through Stealth Scouting (rule 17.2).
It is successful, and discovers that the Imperial
fleet at Nusku 1 outpost (southwest of Agidda)
is composed of a cruiser, a light cruiser
and a destroyer, while the planet of Nusku
1 has a Planetary Defense System (PDS). The
scouts then move northwest to the Imperial
outpost of Ishimshulgi, where they successfully
scout another Imperial fleet. It consists
of two DDs and two scout ships, while Ishimshulgi
also has a PDS.
Imperial Activation #1: Imperial
Fleet 1 at Nusku (the one the scout ships
reported on) advances from Nusku 1 to Agidda
and engages Terran Fleet 1 in battle. There
are up to three combat rounds per battle,
and each side can try to close range or disengage
depending on their ships' spee.
Forces:
- Imperial : Cruiser (CR), Light
Cruiser (CL) and Destroyer (DD) (7 Beams,
10 Missiles)
- Terran: Light Cruiser, Torpedo
Boat (TB), Destroyer (6 Beams, 8 Missiles)
Combat Rounds:
1. Both sides line up and fire first at
long range (missiles only). The Imperial CR
shoots at the Terran CL, while the Imperial
CL and DD shoot at the Terran TB. They get
no hits. Then the Terrans shoot back, with
the TB hitting the Imperial CL and the Terran
CL and DD hitting the Imperial DD. They damage
the CL.
2. The Terrans try to disengage but roll
lower than the Imperials. The Imperials then
roll to close range and succeed. The Imperials
fire at the same targets and damage the TB.
The Terrans fire back and damage the Imperial
CR and DD (it took two hits to damage the
CR, so that was some good close-range shooting!).
3. The Imperials are not doing as well as
they’d hoped — all three of their
ships are damaged now, while only the Terran
TB has taken damage. Their firepower is vastly
reduced, and they’d like to back off
to long range to let their missile superiority
take its toll. But the Terrans roll higher,
so they can’t back off. The Imperials
fire all their missiles and beams at the Terran
CL and damage it. Then the Terrans fire back
one for one, and DESTROY ALL THREE Imperial
ships! Imperial Fleet 1 is wiped out.
Terran Activation #2: Flush with
their stunning victory at the Battle of Agidda,
the Terrans decide to go on the offensive.
The two Blue Giants of Sirius and Procyon
will slow any Imperial advances into the Terran
sector from the east, so the Terrans send
their fleet guarding their eastern flank west
to reinforce the victorious but damaged ships
at Agidda.
Imperial Activation #2: The Governor
must move forces to the systems southwest
of Agidda to block the gathering Terran advance.
He moves Fleet 3 from Ishimshulgi to Dushann,
just west of Agidda and in the same hex as
Nusku.
Terran Activation #3: Terran Fleet
5 picks up an infantry unit at Alpha Centauri
B, in preparation for invading Imperial planets
to the west.
Imperial Activation #3: The two scout
ships who spied on Imperial Fleet 3 at Ishimshulgi
are now alone there, and they can threaten
the Imperial transports (loaded with troops)
one jump to the southwest at Amarku 2. So
the transports unload their troops and send
them down to the planet for safety.
Terran Activation #4: The transport
fleet at Sol 2 (otherwise known as Mars) picks
up the infantry unit there.
Imperial Activation #4: Fleet 2 moves
from Tau Ceti (northeast of Earth sector)
westward to Zaggissi (northwest of Earth)
to oppose any Terran probes northward if they
get past the ships at Dushann and Nusku.
Terran Activation #5: Terran Scout
Fleet 4 moves eastward from Earth to the Blue
Giant Procyon as a feint — the Imperials
don’t know what’s in the fleet,
so they’ll hopefully keep some ships
northeast of Earth to prevent invasion from
that quarter.
The Terrans have no fleets left to activate,
so they skip activation #6.
Action Segment 2
Both sides roll 4’s, so the action
segment is skipped.
Action Segment 3
The Imperials roll a 4 and the Terrans roll
a 2.
Imperial Activation #1: Fleet 2 from
Zagissi makes three jumps (two south and one
northwest) to attack the scout fleet at Ishimshulgi
(the one that could threaten the transports
at Amarku 2). The CL and DD in Fleet 2 destroy
one Terran scout with long-range missile fire,
and then the other scout disengages and escapes
southeast to Nusku 2.
Terran Activation #1: Fleet 3, which
came in to reinforce the victors of Agidda,
moves southwest from there to Dushann and
attacks Imperial Fleet 3. The victorious Fleet
1 goes northeast to the outpost at Barnard’s
Star so they can use it as a maintenance base
at the end of the turn.
Forces:
- Imperial : 2 DDs and 2 Scouts (SC)
- Terran: DD, TB and 2 SC
Combat Rounds:
1. The Imperials damage the TB with long-range
missile fire, while the Terrans damage one
of the Imperial DDs. The Terrans then try
to close the range (to take advantage of their
greater beam capability) but the Imperials
roll higher.
2. The Terran TB and one Imperial DD are
destroyed. The TB constituted the majority
of Terran firepower, and since the rest of
their ships are undamaged they’re faster
than the partially damaged Imperial fleet.
The Terrans disengage and go back northeast
to Agidda.
Imperial Activation #2: With the
threat from the Terran scout fleet at Ishimshulgi
gone, Transport Fleet 4 re-embarks the troops
from Amarku 2.
Terran Activation #2: Scout Fleet
4 advances northwest from Procyon to Sirius
to continue the diversion.
Imperial Activation #3: Fleet 3,
which just repelled Terran Fleet 3 at Dushann,
pursues the Terrans northeast to Agidda and
attacks.
Forces:
Both sides have a DD and 2 SCs, but the
Imperial SCs have one missile each while the
Terrans don’t.
Combat Rounds:
1. All Imperial missiles fire at the Terran
DD. They score one hit, but the DD’s
countermeasures deflect it. The Terran DD
is the only Earth ship with missiles, and
it misses the Imperials. The Terrans then
roll high and close on the Imperials to bring
their beams in to play.
2. The Terran DD is damaged, and there are
no hits on the Imperials.
3. The Terran DD is destroyed, but so is
one of the Imperial SCs, while the Imperial
DD is destroyed.
The combat is over, and since there are
still Earth ships at Agidda, the Imperials
must retreat back to Dushann.
Imperial Activation #4: An Imperial
transport fleet flees from the Terran feint
at Sirius, moving north to Ishkur.
Activation Segment 4
The Terrans roll a 5 and the Imperials roll
a 4.
Terran Activation #1: The one remaining
SC in Fleet 2 tries to get back home from
Nusku 2. It slips past the just-damaged Imperial
fleet at Dushann and makes it to Alpha Centauri
2.
Imperial Activation #1: Fleet 2 takes
five jumps from Ishimshulgi and ends up at
Shuligi outpost north of Earth sector —
it’s moving generally northeast to oppose
the Terran feint at Sirius.
Terran Activation #2: Loaded transports
at Mars move eastward to Procyon to turn the
feint into a reality. . . .
The Imperials pass.
Terran Activation #3: Transport Fleet
5 at Alpha Centauri B heads east to join the
Martian Invaders at Procyon.
The Imperials pass again.
Terran Activation #4: The Victorious
First Fleet heads back to Earth for maximum
maintenance help.
Imperial Activation #2: Fleet 3 heads
to Nusku 1 outpost for maintenance help.
Terran Activation #5: Fleet 3 heads
to Barnard’s Star outpost for maintenance
help.
The Imperials don’t want to activate
anyone else, so all activations for the turn
are over.
Closeout
Everybody has all the maintenance points
they need because they’re at worlds
or outposts. But after the massive building
at turn-start, remaining resource points for
repairs are few; most damaged ships stay that
way.
Turn 2
Administrative Segment
The Imperial Intervention roll comes up
“Economic Boom,” meaning the governor
gets +10 Resources this turn. This is very
good, because he is in desperate need of more
ships. He was considering making an Appeal
to the Emperor, but the 1 Glory Point loss
would be fatal if the Terrans are able to
invade and take over one Imperial world and
one Imperial outpost this turn. That would
lose the Governor 4 more Glory and drop his
total to zero, winning the war for the Terrans.
So, he just decides to spend his good fortune
on lots of ships.
After collecting points from planets and
budgets, the Resource point totals are Imperial
39, Terran 49.
The governor builds 2 CLs, 2 DDs and 2 fighters
for 30 points. The Terrans build an outpost
(for transport to an uninhabited planet, where
it will produce more Resources), a heavy cruiser
(CA), a transport (TR), a CL, a TB and a repair
ship (for maintenance in enemy territory)
for 38 points.
Activation Segment 1
The Imperials roll a 5, and the Terrans roll
a 1.
Imperial Activation #1: The governor
jumps at the chance to try and hit the Terrans
when they’re seemingly having trouble
coordinating their invasion. Fleet 3 out of
Nusku 1 makes three jumps to Barnard’s
Star and attacks Terran Fleet 3 there.
Forces:
- Imperial : 2 DDs (one damaged)
- Terran: 2 SC
Combat Rounds:
1. Only the Imperial DDs have missiles for
long-range fire, but they miss the SCs. The
scouts close range, hoping to destroy the
damaged DD.
2. The Terran scouts do indeed destroy the
damaged Imperial DD, but the Imperials destroy
one of the scouts.
3. The remaining DD destroys the last Terran
SC.
Imperial Fleet 2 remains at Barnard’s
Star.
Terran Activation #1: The Terrans
must eject the Imperials from Barnard’s
Star or they’ll transport in jump troops
on an attack transport and drop them to fight
the Terran jump troops there for the outpost.
The newly reinforced (with builds from Turn
1) and still damaged but famous Terran Fleet
1 leaves Earth and hits Imperial Fleet 2 at
Barnard’s Star.
Forces:
- Imperials: DD & SC
- Terrans: 2 CLs (one damaged),
2 TBs (one damaged), DD
Combat Rounds:
1. The Imperials destroy the damaged Terran
CL, while the Terrans destroy the Imperial
SC. The remaining Imperial DD disengages and
heads back to Agidda.
Imperial Activation #2: Fleet 2 moves
back south from Shuligi to Agidda to reinforce
the retreating Fleet 3. It isn’t needed
to the east right now since the Terrans can’t
activate anymore this action segment.
The Imperials pass on the rest of their
activations.
Activation Segment 2
The Terrans roll a 5 and the Imperials roll
a 2.
Terran Activation #1: The still-victorious
First Fleet at Barnard’s Star moves
southwest to hit Imperial Fleets 2 and 3 at
Agidda.
Forces:
- Terran: CL, 2 TBs (one damaged), DD
- Imperial : CL, 2 DDs
Combat Rounds:
1. The Imperial CL and a DD get two missile
hits on the Terran CL, but the CL rolls two
6’s on three countermeasures dice and
deflects them both! Then the Imperial CL shows
that it knows that trick too, and deflects
the one missile hit the Terrans get on it.
The Imperials then disengage and head southwest
to Dushann.
The Imperials pass.
Terran Activation #2: Newly built
Transport Fleet 8 (with troops loaded) moves
from Alpha Centauri B to Barnard’s Star.
The Imperials pass again.
Terran Activation #3: Terran Fleet
2 (an SC now reinforced with a TB) joins First
Fleet at Agidda.
The Imperials continue to pass.
Terran Activation #4: Fleet 9 (TB
and transport) moves from Alpha Centauri A
east to Procyon to join the invaders.
Imperials pass again.
Terran Activation #5: Transport fleets
6 and 7 move to Barnard’s Star and Procyon
respectively.
Activation Segment 3
The Terrans roll a 4, and the Imperials
roll a 1.
Terran Activation #1: First Fleet
and Fleet 2 move southwest of Agidda and strike
the last ships guarding the western Imperial
holdings at Dushann.
Forces:
- Imperial: CL, 2 DDs
- Terran: CL, 3 TBs (one damaged),
DD, SC
Combat Rounds:
1. The Imperials miss, but the Terran TBs
get 5 hits on the Imperial CL, destroying
it outright on the first round! The Imperials
disengage, running northwest to Ishimshulgi,
hoping to at least delay the Terrans from
destroying the transports at Amarku.
Imperial Activation #1: The transports
way north at Dingir drop their troops on the
planet in anticipation of invaders.
Terran Activation #2: Transport fleets
6 and 8 move southwest to Agidda (behind First
and Second fleets — they don’t
want to expose themselves to a suicide attack
by the DDs at Ishimshulgi next activation
segment).
Terran Activation #3: The previously
feinting but now really scouting Scout Fleet
4 moves northwest from Sirius to Tau Ceti
1. Detecting the monitor guarding the Imperial
world there, it then moves west to the outpost
at Shruppak and detects the PDS there. It
then moves north to Gashidda to pursue the
unmoving Imperial Fleet 5 — it must
not be powerful since it ran away.
Terran Activation #4: Invasion/Transport
fleets 5, 7 and 9 move northwest from Procyon
to Sirius. Next activation they’ll be
ready to invade the empire from the East while
First and Second Fleets spearhead the invasion
of the west. . . .
Activation Segment 4
BUT BOTH PLAYERS ROLL SIXES! The Terrans
get their wireless crossed, and the Imperials
have had confusion thrown upon them, so there’s
operational breakdown on both sides and nobody
can activate this segment!
This is very, very bad for the Earthers,
because they’re all in pre-strike positions
in deep space. They can’t get any Resource
points for maintenance from worlds and outposts,
so they have to spend all their remaining
Resource points just to keep their ships alive.
They run out of Resources before maintaining
all of their ships and troops, so one infantry
unit on a transport at Sirus starves and dies,
and another infantry unit on a transport at
Agidda flips to half-strength. The Imperials
(or what little is left of them) are all fine,
because they’re all sitting on worlds
and outposts waiting for the end. They do
have Resource points remaining, so they repair
their one damaged DD at Ishimshulgi. . . .
AND THE EMPIRE IS SAVED! (At least for now.)
Turn 3
The governor puts on his best uniform and
fires up the holo-link for a last-ditch Appeal
to the Emperor . . . but is immediately
blessed with a 3D vision of the Divine Countenance
Itself, which proclaims that He has anticipated
the Governor’s every need. (Translation:
The Imperial player rolls a 9 on the Imperial
Intervention Table, which results in a Mandated
Offensive. The Emperor declares an offensive
must be launched in this sector, and sends
two battleships (B1 and B2) plus two heavy
cruisers (CAs) to accomplish this). The governor
falls down and weeps all over the Emperor’s
virtual boots . . .
The Imperial Battlefleet starts at Dingir
in the northwest corner of the map. It is
split into two fleet counters to oppose both
invasions. Resource totals for the turn are
Imperial 35, Terran 49.
The condition of the Mandated Offensive
is that the Emperor must gain Glory every
turn, or he’ll withdraw his battlefleet,
so the Governor builds lots of troops to occupy
Terran worlds and outposts.
The Terrans, on the other hand, suddenly
find themselves way out on a limb, with their
home worlds devoid of troops to protect them
(they’re all on transports in deep space,
ready to invade the now incredibly powerful
Empire). They are also massively outgunned,
so they have to build lots of powerful ships
right now (even though they won’t arrive
for 2 or 3 turns). They spend 41 points to
build a battleship (B), a strike cruiser (CS)
and a CL.
Action Segment 1
The Terrans roll a 4 and the Imperials roll
a 3.
Terran Activation #1: Not wanting
to blow the one opportunity for an invasion
he might have, and hoping that a successful
takeover of an Imperial outpost will negate
any Imperial Glory gains (and cause the battlefleet
to leave), he goes ahead with the invasion
from Sirius to the east (the forces there
are farthest from the Imperial Battlefleet).
The transports whose troops did not starve
advance northwest to the Imperial outpost
at Shruppak. They’ll have to wait until
next activation segment to drop their troops
and take over the outpost. The empty transport
goes back to Procyon.
Imperial Activation #1: The two sections
of the Battlefleet plus a transport fleet
at Dingir activate and head out. The transports
follow Battlefleet 3 eastward and stop at
Shuligi, while the Battlefleet goes one farther
to Enki-Kalama (just west of the Terran invaders
hovering above Shruppak). Then Battlefleet
1 goes four jumps south from Dingir and hits
the Terran First and Second Fleets at Dushann.
Forces:
- Imperial: B1, CA, DD (10 beams,
15 missiles, B1 and CA take 2 hits to damage)
- Terran: CL, 3 TBs (one damaged),
DD (damaged), SC (6 beams, 15 missiles)
Combat Rounds:
1. The Imperials damage the CL, kill a TB
in one round with three hits, and damage another
TB. The CL and two TBs fire back at the B1
and get 3 hits, which are halved to 2 because
light ship weapons are too small to damage
most capital ships. Then the B1 rolls a 6
on countermeasures, which deflects one of
the two hits. That brings the hits down to
1, which is not enough to damage it. The Imperial
DD is damaged, however. The Terrans then try
to disengage, but the Imperials roll higher.
2. The Imperials roll to close the range
and succeed! Their beam fire is murderous,
and they blow up the CL, a TB, the DD and
the SC. The Imperial DD is destroyed in return.
3. The Terrans can’t escape, but as
a dying gesture they get hits on the B1 to
damage it. The Imperials miss the last surviving
TB, which escapes to Agidda.
The Glorious First and Second Fleets have
died heroically defending Earth, and only
a TB survives to tell the tale. . . .
Terran Activation #2: The transport
fleets at Agidda which were poised to invade
the Imperial west turn and flee east, hoping
to outrun the Imperial Battlefleet so they
can drop troops there to defend the Terran
home worlds from Imperial troops. The TB who
brought the news of the disaster at Dushann
stays at Agidda to delay the Imperial onslaught.
Imperial Activation #2: Fleet 2 moves
from Ishimshulgi to Agidda to hit the damaged
TB there.
Forces:
- Imperial: 2 DDs
- Terran: TB (damaged)
Combat Rounds:
1. The Imperials destroy the TB on the first
missile shot. The way to Barnard’s Star
is now open.
Terran Activation #3: The newly built
CL guarding Earth streaks southwest to Agidda
to hit the two DDs of Imperial Fleet 2 which
just destroyed the TB. But the CL is destroyed
by long-range missile fire, while it is only
able to damage one Imperial DD.
Imperial Activation #3: Fleets 4
and 8 (loaded transports and a CS) activate,
with the transports advancing to Agidda and
the CS going beyond to Barnard’s Star.
Terran Activation #4: The two scout
ships up north at Gashidda 2 try to sneak
past Battlefleet #3 at Enki-Kalamma, but they
roll and 11 and get attacked. One is destroyed
and the other disengages and flees south to
Shruppak.
Action Segment 2
Imperials roll a 5, and Terrans roll a 2.
Imperial Activation #1: Battlefleet
3 hits the just-about-to-start invasion of
Shruppak, and destroys everything there except
the scout which escaped here from Enki Kalamma
last segment. The scout escapes to Markhashi.
But the would-be invaders do manage to damage
an Imperial CA before dying.
Terran Activation #1: The transports
at Alpha Centauri B drop their troops there,
while another moves to Earth.
Imperial Activation #2: Battlefleet
1 bypasses Barnard’s Star and moves
straight to Mars, which is guarded only by
a transport and a TB. They blow up the transport
and damage the TB, but it disengages and escapes
to Earth.
Terran Activation #2: Transports
drop their troops on Earth, and the TB there
moves down to Barnard’s Star to attack
the Imperial CS there. The CS destroys it.
The Imperials have three more activations
this action segment while the Terrans have
none, and the Terrans have no more warships
on the board. The Empire invades Mars and
takes it, earning 3 Glory for a Terran world
captured. They then invade the unguarded outpost
at Proxima Centauri and take it, earning another
Glory.
That brings the Empire’s glory total
up to 9, which is 1 short of victory. The
Terrans will get a couple of ships next turn,
but they will be destroyed by the Imperials,
who are now swarming all over Earth sector.
The war is over, and . . .
THE EMPIRE WINS!
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