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FFW Strategy

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FIFTH FRONTIER WAR STRATEGY & TACTICS

At the start of Fifth Frontier War, the Imperial Player is “caught with his pants down.” The
Zhodani player has in play 69 battle and cruiser squadrons (including Vargr and Sword Worlds
units) with a combined Attack Factor of around 200, while the Imperial player has only 24 battle
and cruiser squadrons – half of which are pretty much useless for fleet operations (or any other
purpose) because they are virtually immobile J-1 and J-2 colonial squadrons. If we leave them
out of the reckoning, the Imperial player has only a dozen useful combat squadrons with a total
Attack Factor of perhaps 40.
Therefore, the name of the game for the Imperial Player is delay. He must deny the Zhodani
player sufficient Victory Points to win an Automatic Victory, or a lesser degree of victory by
declaring an Armistice after Turn #25. The Zhodani Player, on the other hand, must try to force
the pace and grab as many VPs as quickly as possible before the Imperial player has sufficient
forces to start taking them back.
REFUELING
The key to delaying tactics is a thorough understanding of the refueling rules. Refueling
takes place at any point during the Movement Phase, and in many cases fleets can refuel in zero
time. It is possible, for example, for a fleet to jump into an enemy system, conquer its world that
same turn, then refuel at the beginning of the next turn’s Movement Phase and jump on without
any delay. If, however, all of the enemy troops on the world are not eliminated, the fleet cannot
refuel at the world’s starport, ocean, or bases – though it can still “skim” the system’s gas giant.
If there is no gas giant present in the system, then the fleet cannot refuel at all. This means that
the best places to delay enemy fleets are at systems that have no gas giants.
Fully-streamlined fleets can refuel without delay from gas giants and oceans, while partially-
streamlined fleets can only refuel without delay at gas giants, and unstreamlined fleets are
delayed at both. All fleets, regardless of their size, can refuel without delay in systems containing
scout or naval bases – which make these very important – while small fleets and independent
scout squadrons can refuel without delay in systems possessing A-B-C-D starports (that can
refuel 4, 3, 2 and 1 squadrons, respectively, in zero time).
One should never plot a fleet to jump into a system without first calculating how long it will
take for it to refuel, taking into consideration the likely duration of resistance any enemy ground
troops and/or SDBs that are present. This is especially important for the Zhodani player because
his fleets will generally be operating in enemy-controlled systems and need to advance rapidly in
order for him to win. Even a single turn’s delay can significantly alter the course of the game if it
gives time for Imperial reinforcements to arrive in key locations on the map.
However, both players must avoid getting fleets stuck in systems without gas giants where
they cannot refuel for extended periods (or perhaps ever!) due to the strength of enemy defenses.
Such fleets are sitting ducks that cannot even disengage from Space Combat for lack of fuel, and
therefore must fight – and die – to the last ship. Even enemy-controlled systems that possess gas
giants can be risky destinations for unstreamlined fleets if a powerful enemy fleet should happen
to arrive there simultaneously. Here too, the unstreamlined squadrons must triumph or die
because they cannot disengage for lack of fuel.

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TANKERS
One way of overcoming the refueling disadvantages of unstreamlined squadrons is to place
them in the same fleet with tanker squadrons. What a tanker does, in effect, is to convert a
limited number of unstreamlined squadrons (equal to its Defense Factor) into partially-
streamlined ones. The sequence works as follows. The fleet jumps into a system with a gas giant
where the unstreamlined squadrons would normally have to delay a turn in order to refuel.
However, the tanker refuels 4 unstreamlined squadrons in zero time immediately after jumping
into the system, refuels itself in zero time at the start of the next Movement Phase, and the fleet
jumps on without delay.
SYSEM DEFENSE BOATS
SDBs’ raison d’etre is to inflict losses on enemy squadrons – right? Wrong! Thirty-three
systems on the map have SDBs, but only a third of them have even reasonably good odds of
inflicting damage on enemy squadrons. To understand why, just look at the numbers:
 Ten SDB flotillas are utterly incapable of inflicting casualties on enemy squadrons because
they contain fewer than 10 boats – which is the lowest column on the SDB vs. Squadron
Combat Table. These are Atsa, Calit, Chwistyoch, Inthe, Joyeuse, Quar, Querion, Sheyou,
Treece, and Yori.
 Nine SDB flotillas can inflict damage on enemy squadrons only if they roll a “6” and are at
or close to full strength. These are Tech Level-10 systems with 10 SDBs (Alell, Clan,
Extolay, Garda Vilis, Regina, and Wochiers) and Tech Level-7 and -8 systems with 50 SDBs
(Arden, Menorb and Ruie).
 Three SDB flotillas can inflict damage on enemy squadrons only if they roll a “5” or “6” and
are pretty much at full strength. These are Tech Level-11 and -12 systems with 12 SDBs
(Cipango, Equus and Feri).
 That leaves just eleven systems whose SDB flotillas have good odds of damaging enemy
fleets (Chronor, Efate, Gram, Jewell, Louzy, Porozlo, Rethe, Rhylanor, Riverland, Vilis,
Zivije). Yet this figure must be treated with caution, since even at full strength five of these
SDB flotillas can still fail to inflict any damage if their die roll is too low.
So, you might ask, what’s the point of having all those SDB flotillas if so many of them are
worthless against enemy fleets? The answer is that SDBs’ primary missions are to contest control
of friendly systems (and their VPs) after all friendly ground troops have been eliminated, and to
delay enemy fleets. For, while most SDB flotillas are of little or no use against hostile fleets, they
are very effective at surface bombing and blocking enemy troop transfers.
The reason why even many of the larger SDB flotillas are ineffective against enemy fleets
are the Tech Level Modifiers that make it almost impossible for them to do any damage. The
beauty of Surface Bombing is that no Tech Level Modifiers apply to the firing units. A Tech
Level-7 SDB bombs just as effectively as a Tech Level-15 one, and a flotilla of fifty TL-7 boats
that has only a 16% chance of hurting an enemy fleet has a 100% chance of inflicting major
damage on enemy ground troops. Even flotillas of less than ten SDBs that are utterly worthless
against an invading enemy fleet are capable of inflicting serious damage on – and in time, totally
eliminating – the garrison it leaves behind. In order to prevent this, the enemy must keep his fleet

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in the system for an extra turn or two to eliminate the SDBs, divert other units to mop them up,
or leave his garrison (and the VPs it’s guarding) to its fate.
The impact that SDBs can have by blocking enemy troop transfers is more subtle, but still
significant. Fleets may load and unload troops from planets at any point during the Movement
Phase if there are no enemy squadrons or SDBs in the system (note that the SDBs need not be
active). If enemy SDBs are present in a system, then troops may only be transfered in the Space-
Surface Transfers Sub-Step of the Combat Phase (assuming no active SDBs are present). To
understand the significance of this distinction, imagine the following situation. A Zhodani fleet
jumps into an Imperial system that has lots of defense battalions, and lands two 5C14 armies that
wipe out the defending troops in a single Combat Phase. If there are no SDBs in the system, then
the Zhodani fleet can load up the two armies in the following Movement Phase and immediately
jump towards its next objective. However, if there is even one surviving SDB, the Zhodani fleet
must wait until the Combat Phase to load the two armies, which means that its advance has been
delayed for an entire turn!
In order to get a chance to bombard enemy garrisons and block enemy troop transfers, SDBs
must avoid being wiped out immediately when an enemy fleet invades their system. If the enemy
fleet has a high total bombardment factor, they can do so only by either remaining ‘passive’ from
the start or breaking off as soon as their odds of inflicting damage are no longer good. As a rule
of thumb, if the SDBs have better than 50% odds of inflicting damage on an enemy fleet and are
more likely than not to survive another round of combat, they can remain active. Otherwise, they
should always break off. Note that SDB’s which break off after even one round of combat
against enemy squadrons always escape with no additional casualties. The enemy squadrons get
a “free shot” (with the -3 modifier) only if the SDBs are passive from the very beginning.
SCOUT SQUADRONS
Scout squadrons can greatly impact the game by transporting admirals and may also be used
as cannon fodder in Space Combat, absorbing losses so that friendly squadrons that (unlike
them) have Attack Factors can continue to fire. Yet, their primary mission is, of course, to use
their zero-plot movement ability to zip around the map bombarding targets of opportunity. They
can be particularly useful for mopping up hostile SDBs that remain behind in systems that have
already been “visited” by friendly fleets and garrisoned by friendly ground troops. In many
cases, the scout squadrons can do so without risk because the surviving SDBs are so few in
number and/or have such adverse Tech Level Modifiers that they can do no damage in return.
Due to their lack of Attack Factors, scout squadrons operating independently must avoid
engaging even the smallest hostile fleet in Space Combat. One tactic for avoiding contact is what
might be called the sci-fi equivalent of “salvo-chasing.” That is, if an independent scout
squadron finds itself dangerously close to a hostile fleet (that has a Plotting Factor greater than
zero), often the safest thing to do is to jump into the system where it is located! If the hostile fleet
is refueled and has no good reason to remain in the system, odds are high that it will jump
somewhere else. Of course, this tactic becomes risky if the enemy spots the pattern and starts
“doubling back on his trail” or inserting random “Refuel/Hold” plots. But then that means that a
single scout squadron can divert the attention of an entire enemy fleet!
An independent scout squadron’s worst enemy is an enemy zero-plot fleet. If the enemy
moves second in the Well-Led Fleet Movement Step and the scout squadron cannot find a

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refuge, it is doomed. A friendly fleet is one form of refuge. Friendly-controlled systems that lack
gas giant but have large numbers of defense battalions (and possibly SDBs too) can also serve as
refuges, but may not deter enemy fleets which are strong enough to reduce the defenses with
minimal delay. Finally, there are certain systems that make good refuges because, despite their
minimal or non-existent defenses, any sizeable enemy fleet must waste several turns refueling
before it can jump back out of them. The best-suited are systems with poor-quality starports that
lack both gas giants and surface water, such as Yorbund (Regina), Stellatio (Vilis), 728-907
(Vilis), and Rhise (Lanth). Systems that combine poor starports with surface water but no gas
giants can also act as refuges, though obviously not against streamlined fleets.
IMPERIAL FLEETS
The Imperial player starts the game with five admirals (one of them a Vargr mercenary) and
four fleets. One fleet containing all J-4 squadrons (including the Efate colonial squadrons) and a
low-plot admiral (if available) should be placed at Efate. Another fleet, containing all J-5 and J-6
squadrons should be placed at Regina where it can be commanded by the Duke of Regina
(plotting factor zero). If the Imperial player’s initial squadron picks include two or more J-6
cruiser squadrons, he may want to consider placing any J-5 squadrons at Efate instead so that the
Regina fleet can exploit its mobility to the maximum.
Depending upon his initial picks, the Imperial player may consider placing a fleet containing
all J-3 squadrons at Jewell, so that the two Jewell colonial squadrons don’t go to waste. If a
second zero-plot admiral is available, he should probably be given command of this fleet so that
it can dodge the massive Zhodani attack that is likely to occur on the first few turns. The fourth
and last fleet should be placed at Porozlo under the command of a relatively high-plot admiral.
Its mission is to use the J-2 colonial assault squadron to lift Porozlo’s and Zivije’s colonial troop
units to nearby, undefended, high-VP systems such as Risek and Inthe.
The fifth Imperial admiral should be placed at Rhylanor or Equus so that he can ride the X-
Boat routes to the Imperial Reinforcements and Rimward Forces boxes to take command of
reinforcing fleets. If possible, he should be a low-plot admiral, but the J-3 and J-4 fleets should
always have first call on top quality Imperial admirals.
One key decision that the Imperial Player must make early in the game is whether to commit
his J-4 fleet at Efate against the Vargr or to contest control of the Jewell Subsector. Both
approaches are viable, but engaging the Vargr is generally less risky and more likely to yield lots
of VPs in the near term. Yet, reinforcing Jewell can preserve many VPs that would otherwise be
lost early-on, and there is the possibility of destroying the Zhodani J-2 colonial fleet if one of the
main Zhodani assault fleets is not diverted to support it (a worthy accomplishment in itself).
Another key decision for the Imperial Player is whether to use the colonial J-4 Rimward
Forces against the Zhodani fleets in Lanth and Rhylanor, or to crush the Sword Worlders. Here
the choice seems clear. The J-4 Rimward Forces should be used against the Sword Worlders
since this is the surest way for the Imperial Player to bring in a good harvest VPs, and may divert
the attention of high-jump Zhodani fleets that would be better-used offensively elsewhere.
In general, the initially-deployed Imperial fleets should avoid combat with Zhodani fleets,
while seeking to engage the Vargr and Sword Worlders. However, the key to delay is not so
much attriting and destroying enemy fleets, as it is taking Victory Points away from the Zhodani

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player by conquering (and reconquering) worlds. The Imperial J-5/J-6 raiding fleet can slip past
enemy fleets to seize poorly-defended worlds in Zhodani, Varg and Sword Worlds territory, and
retake Imperial worlds that are weakly garrisoned. The likely stronger J-4 Efate fleet, with its
1C-15 corps can retake more heavily-defended worlds and/or conquer the Vargr homeworlds.
If the Imperial J-3 fleet is placed at Jewell, it can nibble away at Zhodani conquests there,
and – if reinforced by the J-4 fleet – can launch damaging thrusts into Zhodani territory. If all
three Imperial fleets converge in Jewell while the Zhodani leave it to their colonial fleets, the
Imperial Player can destroy those fleets, retake all of the lost Imperial worlds in the subsector,
and capture several high-VP Zhodani worlds. However, these potential gains must be weighed
against the higher-probability Victory Point gains that can be chalked up by keeping the fleets
separate, each “working” a different part of the map.
The deployment of Imperial scout squadrons depends upon where Imperial player plans to
commit his J-4 Efate fleet. If it’s going against the Vargr, the 0-8-8 J-2 and the J-3 squadrons
should probably be placed in Regina subsector. If it will instead shift into Jewell, the two
squadrons should probably be set up there. The J-4 scout squadron is best deployed at Zircon, a
central location from which it can strike at many different targets and switch rapidly into several
different theaters of operation. Because of their low jump numbers, J-2 scout squadrons should
generally be deployed as far forward as possible, but within easy reach of sanctuaries (see above)
where they can hide from enemy fleets. J-2 Imperial scout squadrons should generally not be
placed in Regina’s spinward/coreward corner because the likely Zhodani conquests in that area
(Louzy, Efate, Alell, Feri) are all in systems that lack gas giants – and therefore are not viable
targets for independent scout squadrons.
IMPERIAL TROOPS
The Imperial player starts the game with a single 1C-15 corps (hopefully armored) at Efate.
This unit should be loaded onto the co-located assault squadron as soon as possible to form the
core of the J-4 fleet’s ground forces. It should be accompanied by the 20-14 mercenary
mechanized infantry division that likewise sets up at Efate.
The initial deployment also includes four 10-15 infantry brigades, two 5-14 jump regiments,
one 5-15 jump regiment and a 5-15 armored regiment of the Imperial Army, eight 5-15 Imperial
Marine regiments (two elite), six elite battalions of the Duke of Regina’s Own Huscarles, and
nine mercenary units, all but two of battalion size and possessing a wide variety of tech levels.
Looking at the map and seeing the plethora of friendly systems that have weak or non-existent
ground defenses, the Imperial player may well despair at using such modest forces against the
Outworld Coalition juggernaut. Fortunately, the problem is not as difficult as it might seem.
The first task is to separate “mobile” Imperial ground units that will be transported by
Imperial fleets and used offensively from those that will remain in place as “immobile” defensive
units. Elite units should generally be “mobile” because they pack a greater punch than non-elite
units that consume the same share of a transporting squadron’s Troop Capacity. Thus, both elite
Marine regiments and all six DROH battalions should be “mobile,” and as many as possible
should be placed with the J-5/J-6 fleet at Regina. Most of the elite mercenary units should also be
“mobile” and co-located with the Efate, Jewell, or Regina fleets. Several non-elite Marine
regiments should also be employed as “mobile” units. Imperial Army units should generally be

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“immobile” role because they can be deployed at any world in the Imperium whereas Marine
units are limited to systems with starbases.
The best place to deploy “immobile” troops is in systems that lack gas giants, since if all of
the defending ground units are not wiped out in the first turn of Surface Combat, an enemy fleet
is guaranteed to be delayed regardless of its streamlining status. The trick is to identify gas giant-
less systems that the Zhodani player is likely to target because they control significant numbers
of VPs, or occupy strategic “bottlenecks” that control access to high-VP systems. In order to
maximize the benefit in terms of delay, they should also be systems that lack SDBs and large
numbers of high-tech (TL-10+) defense battalions. Examples include Lanth (a subsector capital),
Ficant (which controls J-3 access to Lanth), Saurus (which controls J-2 access to Lanth), Dentus
(which controls J-2 access to the Vargr worlds), Louzy (which controls a J-3 “shortcut” to the
Regina subsector), and Mongo (a high-VP system that also contains a vital starbase).
Systems with 50 or more SDBs can almost always impose a one-turn delay by blocking the
transfer of key enemy units – such as Zhodani 5C-14 armies – that an enemy fleet will not want
to leave behind (see above in the SDB section). Systems with 10 or 12 SDBs are capable of
doing the same against all but the largest hostile fleets if the boats remain ‘passive’ from the
outset. Adding a high-tech “immobile” troop unit to the system’s static defense battalions can
sometimes prolong the delay by a turn or two. For instance, a single high-tech Imperial ground
unit on Vilis or Garda Vilis might prevent TL-10/-11 Sword Worlds troops from conquering
those worlds for several turns. Other possibilities include Alell, Efate, Extolay, and Feri, though
the odds of friendly troops surviving longer than the one-turn delay that friendly SDBs can
usually impose is substantially lower because here TL-14 Zhodani troops will predominate.
All “immobile” troops need not be deployed in systems without gas giants. There are also
many systems with minimal or non-existent defenses that are worth significant quantities of VPs
– such as Denotam, D’Gainzo, Dinom, Ghandi, Quar, Uakye and Zircon. Placing even minimal
high-tech garrisons in such systems can possibly impose significant delays on enemy attempts to
“harvest” their VPs, especially if small Zhodani raiding fleets are being used for the purpose.
What follows is a representative Imperial troop deployment. It cannot be considered
definitive because the details of the Imperial initial deployment will always vary depending upon
the jump capability and thus placement of the randomly drawn Imperial Navy squadrons.
Subsector System Troop Units Role
Chronor Quar 5-15 Marine Regiment Immobile
10-15 Infantry Brigade
Jewell Mongo Immobile
1-15 Mercenary Battalion
5-15 Marine Regiment
Jewell Jewell Mobile
Two 1-15 Mercenary Battalions
Jewell Zouzy 10-15 Infantry Brigade Immobile
Jewell Zircon Mechanized Huscarle Battalion Immobile
Regina Alell 10-15 Infantry Regiment Immobile
1C-15 Corps
20-14 Mercenary Division
Regina Efate Mobile
Two 5-15 Marine Regiments
1-14 Mercenary Battalion
Regina Feri 5-15 Armored Regiment Mobile
Regina Dentus 10-15 Infantry Brigade Immobile

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Two elite 5-15 Marine Regiments
Regina Regina Mobile
Huscarles (5 Battalions)
Regina Ruie 10-12 Mercenary Brigade Immobile
Vilis Denotam 1-14 Mercenary Battalion Immobile
10-15 Infantry Brigade
Vilis Ficant Immobile
1-16 Mercenary Battalion
Vilis Garda-Vilis 5-14 Jump Regiment Immobile
Vilis Saurus 1-12 Mercenary Battalion Immobile
Vilis Vilis 5-14 Jump Regiment Immobile
Lanth Extolay 5-15 Jump Regiment Immobile
Lanth Ghandi 1-13 Mercenary Battalion Immobile
Lanth Lanth Two 5-15 Marine Regiments Immobile

Since Imperial colonial troops are too numerous to be carried into action by the limited
number of assault squadrons available (particularly given their low tech level) they often sit out
the entire game in the Imperial Rimward Forces Box. To ensure that these units do not go to
waste, the Imperial Player should use a single assault squadron to distribute them rapidly among
the high-VP, but mostly poorly-defended systems close to the Rimward Forces box (i.e., Equus,
Icetina, Ivendo, and Rhise).
ZHODANI FLEETS
The Zhodani player starts the game with eleven fleets (7 Zhodani) and twelve admirals
(including a Sword Worlds admiral “on loan” to the Zhodani). The allied fleets are easy to
organize: the Sword Worlders have a J-2 fleet and a J-3 fleet, while the Vargr have all-
streamlined squadrons in one fleet and all remaining squadrons (i.e., two unstreamlined BatRons
and a tanker squadron) in the other. The allied fleets are weak and exceedingly vulnerable due to
their low tech levels. Using them to make deep thrusts Imperial territory only guarantees that
they will be destroyed that much quicker, while leaving plentiful VPs in their home worlds
undefended against depredations of Imperial scout squadrons and raiding fleets.
Accordingly, the best use for the Sword Worlders and Vargr is to grab VPs in few systems
close to the border (Vilis, Garda Vilis, Dentus, Kinorb, Heya, Boughene), then sell their lives as
dearly as possible in defense of their homeworlds. Nothing can save the allies if the Imperial
player targets them for major offensives, but that’s better than having their homeworlds captured
by small Imperial raiding fleets. The allied fleets can actually survive for some time by always
disengaging from Space Combat at the first opportunity and jumping to a system where they can
refuel in zero time. This game of “ring around the rosey” can divert significant Imperial for
several turns before the last Varg and Sword Words squadrons are wiped out.
That being said, the Vargr have slightly more promising offensive options if they cooperate
with a powerful Zhodani fleet in the conquest of Alell, Efate, Feri and Roup. However, even this
necessitates a risky division of forces because one of the Vargr fleets must always be left behind
to guard their homeworlds. Accordingly, unless the Imperial player commits his J-4 Efate fleet
irrevocably in Jewell subsector, both Vargr fleets are best advised to remain on the defensive
close to home after their initial conquests.
Zhodani fleet composition and placement is more variable, as it always depends on the
random squadron draws made at the beginning. Nevertheless, logic dictates that the Zhodani
fleet deployment will generally follow a standard pattern.
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 A fleet with all J-2 squadrons at Riverland. After absorbing the J2 colonial squadron at Clan,
it stamps out enemy resistance in Jewell and then guards these conquests and the Zhodani
home systems against Imperial counterattacks.
 A fleet with all J-3 colonial squadrons at Chronor or Cipango (most likely the latter). Its
primary mission is to support the J-2 fleet, though -- circumstances permitting -- it can also
jump into the Regina subsector to support the major Zhodani offensive there. Mopping up
surviving Imperial SDBs may be an important role for this fleet in Jewell and Regina.
 A fleet with all J-5 squadrons and – if available – a zero-plot admiral placed at Sheyou. This
fleet has the greatest range of missions. It can be used defensively to hunt down Imperial
scout squadrons and attrit the Imperial J-5/J-6 raiding fleet, and offensively to seize lightly-
garrisoned, high VP Imperial worlds such as Denotam, Ghandi, Dinom and D’Gainzo.
 A fleet with all J-4 squadrons and a low-plot admiral at Farreach. Its mission is either to race
to the aid of the Vargr or to support the advance of the main J-3 Zhodani fleet thrusting into
Regina by way of Louzy. Indeed, it may do both by first helping the J-3 fleet overcome
Louzy’s SDBs, then veer off to rescue the Vargr.
 A very strong, unstreamlined J-3 fleet with the bulk (or all) of the 6-4-8 BatRons placed in
Jewell subsector. Its mission is either to take Jewell and then jump on to conquer Alell-Efate-
Feri by way of Lysen and Grant, or to take the more direct route to Regina by way of Louzy.
The latter choice is probably better because it accelerates the Zhodani offensive in Regina
subsector by at least 3-4 turns. If this fleet is strong enough, it can operate entirely on its
own, but often will need the support of the J-4 fleet or the Vargr to overcome the defenses at
Louzy, Efate and Feri without lengthy delays and substantial losses from the SDBs.
 A second, weaker, unstreamlined J-3 fleet placed either at Rapp’s World to cross the
Demilitarized Region and attack Regina, or at Quare. In the latter case, it will need to include
sufficient tankers for all of its component squadrons to refuel at Quare’s gas giant in zero
time. If deployed at Quare, its primary mission is to capture Frenzie and Lanth before
pressing on into the Rhylanor subsector. However, it can also be diverted along the way to
support the Sworld Worlds assault on Vilis and Garda Vilis.
 A fleet with all fully-streamlined squadrons placed either at 871-438 if that Surprise Attack
option is chosen and at Quare if it is not. If placed at 871-438, the fleet’s mission is to
conquer Extolay-Regina-Yori-Inthe-Risek on its own and then, with the aid of other Zhodani
fleets, targets in the Rhylanor subsector such as Zivije and Porozlo. It should include both J3
scout squadrons in order to boost its otherwise anemic Bombardment Factors. If deployed at
Quare, its mission is the same as described in the preceding paragraph.
The Zhodani player should generally exercise both of his Surprise Attack options, because
otherwise his offensive will lag by half a dozen turns. The risk of allowing the Imperial Player to
begin moving all of his fleets immediately is a concern, of course, but diminishes greatly in
importance if the Imperial initial setup includes even one low-plot (0 or 1) admiral in addition to
the Duke of Regina. In any case, the Imperial Player has so few units in play at the outset that the
consequences are unlikely to be decisive.

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While some Zhodani J-2 scout squadrons can support the conquest of Imperial worlds in
Jewell, the subsector is a cul de sac from which it is very difficult for them to advance further.
Therefore, most of the Zhodani J-2 scout squadrons should mostly be placed at Ninjar, Sheyou or
Rapp’s World so they can press on across the Demilitarized Independent Region (possibly after
helping capture Quar and Zircon). They are well-suited for the mission of mopping up Imperial
SDBs that have been left behind in systems already conquered and garrisoned by the Zhodani.
ZHODANI TROOPS
The Zhodani player should not be squeamish about committing his psionic guard ground
troops to battle. Their unique ability to subject a single Imperial unit to a second attack in ground
combat will often make the difference between a turn’s delay or no delay in the advance of the
fleet that is carrying them. Using them aggressively means that these irreplaceable units will
suffer higher casualties, but the only alternative is to limit their use – and thus see their unique
capabilities go to waste.
Since any Zhodani fleet that makes a surprise attack via 871-438 can only contain fully-
streamlined J-3+ squadrons, it cannot include Battle Squadrons, and accordingly cannot transport
any divisions except on Assault Squadrons. This fleet should therefore include two Assault
Squadrons, one of which carries the guards psionic corps (if available), while the other carries
five 20-14 divisions instead of a corps. These allow the fleet to garrison the worlds it conquers.
The Zhodani J-5 fleet can include neither Battle nor Assault Squadrons, and is limited to
whatever ground forces can be transported within its Cruiser Squadrons’ defense factors.
According, both of the 5-factor regiments in the Zhodani initial deployment should be
transported by this fleet, and all three of the named, 2-factor colonial battalions.
There should be 4 or 5 Zhodani 1C-14 infantry corps remaining after all of the Assault
Squadrons in the Zhodani initial deployment have been fully loaded. These should be deployed
in high-VP Zhodani systems liked Querion, Sheyou, Cipango, Chwistyoch and Clan in order to
forestall Imperial counterattacks. The excess 5C-14 army for which there is no assault carrier in
the initial deployment should be placed at Chwistyoch. The Zhodani colonial fleets in Jewell can
thus lift one 5C-14 to Jewell, then go back for the other.
INE GIVAR GUERRILLAS
Ine Givar guerrillas should be deployed singly in high-VP systems with large numbers of
defense battalions so they can serve as garrisons after the systems have been conquered. This
frees up scarce Zhodani, Vargr and Sword Worlds ground units for use elsewhere and makes it
easy to garrison very high-population systems such as Louzy and Porozlo (which require
garrisons, of 200 and 1,500 combat factors respectively!). Guerillas should generally be
deployed in systems that are remote from the Imperial Reinforcements and Rimward Forces
boxes and immune to attack by small Imperial raiding fleets and independent scout squadrons
due to their lack of gas giants. Systems meeting these criteria include Alell, Efate, Extolay, Feri
and Menorb. Guerrillas should always be deployed in ‘Covert’ mode and should never go
‘Overt’ until the Imperial ground troops and defense battalions on the world have been
eliminated or reduced to a tiny fraction of the guerrillas’ own strength.

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