Continue fighting for and seizing r64 moons until your organization is
ready for the next step. In the time between your first conquered r64
and the next few, you should be busy implementing programs for your
growing alliance and using your successes as a recruitment tool. Two
high-priority programs should be an alliance-level reimbursement for
battleship losses and for capital ship losses; this kind of subsidy
will keep your pilots in the ships you need to win consistently.
Reimbursement programs typically result in a lot of arguing during
their formation, because one needs to determine which sorts of fittings
qualify for reimbursement, such that the alliance isn't subsidizing the
guy who puts blasters on his Typhoon. Perhaps more importantly, you
need to work out with your logisticians which sort of towers and
fittings you will be using for your upcoming invasion; all too often, a
would-be alliance runs into a brick wall of confusion regarding POS
mechanics because they didn't do their homework until it was time to
drop towers. With a standardized set of tower fittings, you make any
conquest that much easier.
|

|
You have towers, you have a warchest, you have a steady stream of r64
income, and by god your identity is cohesive. Now you need someone to
kill. Ideally speaking you should choose a target region that isn't
that valuable for your first target. The valuable regions are held by
massive entities connected to each other with a Byzantine entanglement
of diplomacy and mutual defense pacts; the less valuable regions are
often ignored or discarded by these entities. Look at the
map and watch to see which regions
change hands on a regular basis and have a less desirable truesec.
Places like Cloud Ring, Geminate, Vale of the Silent and anywhere in
the Drone Regions have historically been easier conquests.
Once your target is selected,
infiltrate
them with spies. Unless you've telegraphed your intentions
(for god's sakes, don't - aim for a surprise attack) your target should
have no idea that you have designs on their region, so getting agents
into their ranks should be a snap. This will give you a good idea of
their defenses from the inside, and may give you the edge you need to
succeed. Your agents need to report to you about the diplomatic
situation - who are your targets allies? When you invade, who can you
expect to show up to help defend your new enemy? Infiltrate those guys,
too. Will your invasion impact on some other war?
A good example of an invasion mangled by poor intelligence occurred
very recently in Etherium Reach, where Intrepid Crossing (IRC) and
Etheral Dawn (ED) invaded Red Alliance in the Insmother region. They
didn't do their homework, and didn't realize that Red Alliance was
aiding Legion of xXDeathXx in a fight many regions away against Against
All Authorities in Tenerifis - or that this Tenerifis battle was part
of a second front in the KenZoku/-A- vs Goonswarm throwdown in
Querious. Though they had absolutely no intention to do so, IRC/ED had
jumped into the mire of the Great War, and suddenly found themselves
reset to neutral by most of their long-time allies. While the
soap-opera level of drama and politics of the Great War has entranced
the playerbase for years now, it's hardly the best environment for an
alliance just breaking into 0.0; you're probably better off finding an
alliance no one particularly cares about in an uninvolved region and
annihilating them.
Invasion day. Your final hurdle will be using a fleet of battleships
and logistics ships to take down an armed and gunned cynojammer. If you
can accomplish this, jump in your capitals and commence sieging and
spamming. Welcome to the big leagues!
Comments
Post your comments »
Add your thoughts to the discussion! »