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- Imperium:
- ---------
- Tips for playing better -- or --
- "How to swim in a pool full of sharks"
-
- by Chris King
- ----------------------------------------
-
- Imperium is a multiplayer strategic wargame for two to fifteen
- players. Each player starts out with a single city, a sysop con-
- figurable number of units, and a blank map. The object of the game
- is essentially to conquer the world. Victory conditons will proba-
- bly vary from bbs to bbs but in the end, "He who has the most cities
- will win".
-
- Caveat Aleator
- "Let the Player beware", since the setup of Imperium allows the
- sysop to have so much control over the way the game initializes
- and plays it's difficult to come up with any particular
- strategies or tactics that'll work even most of the time. One of
- the most important things that a player should do at the outset
- of a game, is check out the game setup: What are the costs of
- each units, how strong are they, how much damage can they take,
- how quickly do they move...these factors can (and do) vary
- widely between games. But even with such widely varying setups
- there are certain things that new and old players should
- consider and keep in mind while playing.
- One other consideration, while not 'fair' in the strictest
- sense, is a simple fact of the way the game operates... moving
- early. The player who moves before his enemies has the advantage
- of being able to eliminate units that could be later used
- against him during that day. So the early bird does capture more
- cities.
-
-
- General Strategies:
- ~~~~~~~~~~~~~~~~~~~
-
- Early in the game (<10% cities)
-
- Concentrate on expansion. Avoid conflicts with your near
- neighbors and agree on borders. Fighting with your neigbors
- early on in the game wastes your units and theirs while allowing
- more distant empires to grow unchecked. Build armies on your
- frontiers and more costly units closer to the center of your
- empire. Post sentry units on the borders that you have
- established.
-
- Note: If you arrive late for a game and are about to
- be eaten by a vicious neighbor, run. Don't waste units
- trying to beat off the wolf, hold your cities as long as
- possible while pulling back units to safer(?) rear areas.
- Even if you eventually run out of places to go, you'll be
- much better set up to bloody the aggressors nose and hold
- off his chance of victory by fighting another day.
-
-
- Breakout (10-20% cities)
-
- Generally it's at this point in the game that alliances start
- to break down. You've discovered/captured all the cities you
- can within your established territory, it's time to go knocking
- on somebody elses door. Try to keep the number of actual people
- you are fighting down to a minimum (i.e. don't attack all of
- your former allies at once), who you decide to attack should
- depend first on your deployment of forces, secondly on the
- enemies local forces, thirdly on the resources (cities) in the
- region you're going to attack, and lastly on the terrain of the
- region.
- When you attack a neighbor, if at all possible you want to
- have the numbers on your side. Heavy units should move in first
- to soften up the territory for your armies and transports, but
- they shouldn't advance too far ahead or the openings they create
- will close up again before the armies arrive.
- Strike at cities first, units second. By depriving your enemy
- of cities (even if you can't hold them) you are eliminating his
- reinforcements and airfields. When attacking units (and this
- will vary depending on the game setup) go for the armies and
- transports first. Without these, the enemy can't take back
- cities. Attacking in this manner can often offset an imbalance
- in forces. Avoid attacking regions you haven't scouted
- thoroughly, you'll waste time and units hunting for the
- resources rather than quickly moving in and capturing them.
- When you initially capture cities you're going to want them
- producing quick turnaround items (armies would be best, but if
- tanks or fighters cost less...) since you don't want to waste
- time waiting for costlier items in cities that might be retaken.
- Build costlier units in areas that are back off the front lines
- and more secure from enemy attack.
- Try and use the terrain to your advantage. Block mountain
- passes with stacks of units; force your enemy to take longer
- routes by keeping sentries and blockades on the more direct
- routes (nothing like a couple of battleships in a channel to
- keep the tranports away). Plan your attack routes as carefully
- as the terrain warrants, sneak attacks and careful use of
- engineers and dredges can severely undermine your enemy's
- defenses.
-
-
- Consolidation (25-40% cities)
-
- This point in the game is similar in many respects to the
- early game. At this point there are generally three or four
- dominant empires in the world, the rest of the players having
- been either annihilated or squeezed down into insignificance.
- In most cases none of the major empires are allied with each
- other but there aren't any major offensives going on either.
- Balance of power might be another good description of this
- phase of the game, because that's essentially why the fighting
- isn't more severe, noone can risk the number of units it would
- take to really attack one of others. Your borders aren't too
- quiet but your empire is large enough to where small brush wars
- aren't a major problem either. What you need to do during this
- phase is highly dependent on the way that the game was setup, but
- there are several common elements that'll need to be done no
- matter what the game. Clear out the little guys; build up your
- heavy units; keep your borders supplied with units; and harass
- your enemies.
- You've been nice to your little neighbors (or serfs) for
- probably 2-3 months now, but you're going to need those cities
- for the final crunch. So, be diplomatic, be forceful, and mow
- them down. It's not nice, but then whoever said ruling the
- world was nice? Don't waste a lot of units on this, regional
- cities plus a few tranports should suffice; the use of nuclear
- weapons isn't called for (and sets an extremely dangerous
- precedent).
- Depending on your empire and the type of map you're playing on
- this is also the time to be building up your navy, tanks,
- fighters, missiles, and engineers. If it's a wet world or a
- world with signifcant oceans battleships, carriers, and
- cruisers are needed to police your portion of it. Tanks are
- going to be necessary to provide both the 'home guard' and the
- extra push on the fronts. Fighters are your eyes abroad, the
- more you have the more you can afford to harass your enemies
- with (if you can afford to drop five fighters into an enemy
- transport, you can bet it'll be worth it). Missiles, as I'll
- discuss later, are not something to be used without a lot of
- forethought, but a stockpile can certainly act as a very
- effective deterrent. Engineers at this point are best used for
- city construction; if you can do it, turn your inner empire into
- a metropolis of cities. The extra resources will be the key to
- your victory.
- It's unlikely that your borders with the other large empires
- are going to be quiet. More than likely the situation will have
- devolved into a trench war where neither side of the border has
- yet built up the necessary forces to make a real break in the
- other side's lines. There isn't an easy solution to this, you
- need to keep the border supplied with units to prevent the
- other empire from taking your cities and it'd certainly be nice
- if you could grab some of his besides. Possible ideas are:
- sneak attacks behind the lines (a single transport, or a few
- armies let through a new pass) to force your enemy to pull
- forces back from the front; use of fighters and ships to damage
- the reinforcements; and the old pull back, outflank, and strike
- at rear of the enemy trick (very dangerous but an effective way
- to breakout of a stalemate).
- Harass your neighboring empires, strike at transports and
- carriers, fly fighters way behind his lines, keep the other
- players from knowing exactly what you're going to do. If
- they're on their toes and they aren't on yours; try to keep
- up a certain level of worry among your opponents (by leaving
- ships off their coasts, tanks in their homeland, etc) but don't
- go too far. An overscared/annoyed enemy is likely as not to
- drop missile in your backyard. While you can take this as a
- compliment to your strategy it does put a crimp in your budget.
-
-
- Final Conflict ( >40% cities)
-
- At this point one of three things has happened: all but one of
- the other contenders have taken out and you and your opponent
- can probably look forward to a couple of weeks (at least) of
- bludgeoning each other to death; you have twice as many cities
- as your remaining two-three opponents, but they are unified
- against you; or you have a decisive lead over the remainder of
- a still fighting world.
-
- (One on one for the world). In the first case, you might
- consider offering your opponent a draw. Two reasonably
- balanced opponents could spend quite literally months trying
- to capture a majority of the world; which if you like that
- kind of mental/physical/electronic exercise is all well and
- good but you might ask the sysop to open another door of
- Imperium so someone else can play. If your opponent is
- fundamentally opposed to sharing the world with your ilk, then
- your only choices are to give it your all or lay down and die.
- Assuming the former, you and your opponent will simply start
- smashing away at each other, the types and kinds of attacks and
- units to use and when and how to use them will depend entirely
- on the game setup. And since you've been playing this game for
- several months you'll be far better able to judge how to
- conduct this offensive than I.
-
- (The United Forces against Tyranny). Yep, that's you the
- Tyrant. This is a real difficult situation to win, while you
- have numeric and production superiority over any one of your
- opponents, together they are equal to or superior to you. A
- great deal depends on the position of the empires, the setup
- of the game, and the stability of the opposing alliance, but
- there are several strategies you might try: Annihilate one of
- the opposing players; hold your borders and build; or attempt
- to dominate one aspect of the game.
- In the first case, annihilating one of the other players, you
- need to strike as quickly as possible, not to conquer but to
- simply destroy one of the other players (see I told you that
- missile stockpile would come in handy). Depeding on the
- geography obliterate the border between your empire and
- theirs, take out all their ports, bio-strike their units. The
- important thing here is the shock value that it'll have on the
- rest of the alliance. There is the possibility of taking some
- major damage of your own at this point, but we're hoping that
- the other empires are after your empire not simply your head.
- While conducting the strike you also need to make a push to
- keep the other players occupied, either with minimal troop
- landings on their shores, or a heavy push along their borders.
- When all the dust dies down, go back to the beginning of this
- section and re-evaluate the situation.
- In the second case, we are assuming that you have a
- production advantage over your opponents and that you have
- nothing to lose by heavily fortifying your borders while
- continuing to build up your forces. The choice of forces is
- important, but armies, tanks, (and transports, depending) are
- going to be absolutely necessary. When you've managed to
- achieve a significant edge in total forces (and score which is
- dependent not only on the quantity of forces, but their
- strength), 20-30% is a good measure, break down the walls and
- go hunting.
- In the third case, dominating an aspect of the game, assumes
- that you have an advantage due to geography or good planning
- in one aspect of the game or another (in this case I'm using
- aspect to refer to either air, land, or sea). I've seen many
- victories pulled out by players who were able to use their
- navies to control the oceans were able to hold off enemies
- with greater city resources by denying them any access to the
- water. Land domination works in a similar manner, using tanks
- (in large quantities) to cruise by enemy cities on a daily
- basis killing off new units before the enemy had a chance to
- utilize them. Air superiority is a bit trickier since fighters
- have a limited range, but in combination with a good network
- of cities and carriers fighters can keep you informed as to all
- your enemies movements as well as giving you a long range
- attack arm.
-
-
-
- General Tactics: (or making better use of your units)
- ~~~~~~~~~~~~~~~~
-
- Armies:
- ~~~~~~~
- Your victory in the end will more than likely depend on your
- abililty to deliver armies swiftly and numerously to your
- fronts than on any other single factor. Armies are the only
- units that can capture cities. So, no matter how powerful all
- your other forces are, if you don't have enough armies in the
- right places, your empire can't grow. If you don't grow you're
- gonna die. As a general rule armies should number 40-60% of
- your total forces.
-
-
- Fighters:
- ~~~~~~~~~
- Fighters serve two vital purposes, scouting and support. In
- the early portion of the game your fighters will spot out the
- nearest free cities much faster than your armies can. This
- frees up your armies for doing things like taking the cities,
- which then increases the territory that your fighters can
- cover. When attacking an enemy your fighters can provide key
- information with respect to enemy unit locations and types and
- can be used to soften up areas for your incoming forces. Or if
- you're in trouble and losing ground your fighters can provide
- support by harassing the enemy and thinning his forces and by
- scouting out the locations of incoming attacks.
-
- Tanks:
- ~~~~~~
- Generally the strongest land unit, tanks are best used for
- both front line offense and behind the lines defense. Leaving
- one tank in the backfield for each city might be a bit much
- but a 3:2 ratio will ensure that your cities, if not
- completely safe from a sneak attack, can at least hold off and
- slow down the enemy long enough for you to divert some forces
- from elsewhere to assist in the attack.
- When using tanks on the front lines to soften up the
- territory for your armies, it is vitally important not to let
- the tanks outrun the armies by more than a day or two. Any
- longer than this and the enemy will have time to rebuild /
- reinforce the cities / territory before your armies arrive.
-
- Destroyers:
- ~~~~~~~~~~~
- Destroyers are usually your fastest ships, both in terms of
- production time and in terms of speed. They also tend to be
- one of the weakest attack craft. The best use for destroyers
- in the early game is to scout out the coastlines around the
- world out of range of your fighters; locating all the other
- empires; and seeing what other ships inhabit the sea. Later on
- in the game, Destroyers make good escort ships for Transports,
- good coastal patrol boats, and reasonable enemy transport
- hunters.
-
- Submarines:
- ~~~~~~~~~~~
- Subs are considered to be high offense/low defense ships.
- Which means that they hit hard but can't take much damage.
- This generally makes them highly effective coastal defenses
- against transports and scouting destroyers, but against larger
- ships they are usually outclassed both in speed and power. The
- decision on whether to build more destroyers than subs should
- be based on cost and strength, if subs cost about the same as
- destroyers you should as a rule keep about twice as many on
- hand. They're, without a doubt, your most cost effective
- coastal defense.
-
- Troop Transports:
- ~~~~~~~~~~~~~~~~~
- Worth their weight in gold, these ships are (if the game
- needs them). No matter how many armies you have, if you can't
- get them to where you need them (quickly) then you're not
- going to conquer the world. Tranports are not generally
- considered attack ships (check the setup), and shouldn't be
- used to attack other craft unless you have an ocean full of
- them or no armies left to put on them. The most obvious use
- for transports is in moving armies/tanks/engineers across
- bodies of water that they can't cross in a timely manner (if
- at all); another use is in speed delivery. Depending on the
- setup, transports move 1.5-3 times faster than armies, you can
- move the troops down the coast a lot faster by boat than by
- foot.
-
- Cruisers:
- ~~~~~~~~~
- Cruiser are medium class attack ships, on a good day they can
- eat three destroyers and a sub for breakfast. Cruisers tend to
- make the best hunter/killer ships in terms of cost; these are
- the ships you generally use in breakout to destroy your
- enemies reinforcements before they arrive, with two cruisers
- operating together you can generally take out a transport and
- its escort with a minimum of damage. Cruisiers tend to work
- best when played as open-water attack ships; generally being
- wasted in coast defense and overwhelmed when approaching enemy
- shores.
-
- Carriers:
- ~~~~~~~~~
- When you go out to attack an enemy's homeland and you land
- your troopships, you're going to be in serious trouble if you
- can't provide suffucient air cover to defend and scout for
- your troops. Carriers provide mobil airfields that allow your
- fighters to range all over the world; allowing you to stage
- troop landings on shores before the enemy has even figured out
- where you came from. As a general rule, Carriers are high
- defense/low offense ships; attacking other ships with a
- carrier is in most cases just going to put the carrier in port
- a lot more.
-
- Battleships:
- ~~~~~~~~~~~~
- These are the heavy guns in the fleet. High offense/high
- defense ships, Battleships let you take the war to the
- enemy's shore and harass his coastal defenses, destroy the
- ships being repaired in port and transports as they're
- loaded. Using a battleship or two to cruise a sea channel is
- generally one of the easiest ways to ensure that no
- transports are going to try and come that way. While
- destroyers are excellent coastal defense ships, and cruisers
- are open sea hunters, battleships are coastal offense ships.
-
- Cruise Missiles:
- ~~~~~~~~~~~~~~~~
- Probably the single most volatile unit on the board, cruise
- missiles can also be one the most varied and game-dependent
- units. Just flying one of these past an enemy city is generally
- considered suffucient cause to drop one on you, finding them
- in/near an enemy's city also a good reason to do all you can
- to destroy/take the units/city. Depending on how the missile
- warheads are set up a player can easily set an enemy back two
- weeks in just be dropping a medium radii neutron warhead in
- the right place. If the game is set up with larger more nasty
- weapons players can be COMPLETELY eliminated with two or
- three missiles. Is it any wonder that everyone is as paranoid
- about them in this game as they are in real life?
- The first person to use one of these in a game is usually
- the first person to be eliminated from the game, everyone
- else tends to jump all over them. If the need does arise when
- you need to use missiles look over the situation carefully
- before arming them, consider what do you really want to
- accomplish. Do you want to erradicate a player completely
- from the game and make certain that nobody moves through that
- territory again? Or would simply destroying all the units
- within a given region suffice? Or maybe destroying all the
- units and freeing all the cities? Generally the level of
- retaliation rises to at least the level of your attack, so be
- prepared when you give the gift that'll keep on giving.
-
- Engineers:
- ~~~~~~~~~~
- When you need to cut a pass through mountains, fill in a
- swamp, ford a river, or build a new city you need an
- engineer. The 'Army Corp of Engineers' is responsible for
- handling all these tasks and will generally take several days
- to accomplish any one of them. Engineers are what might be
- termed no offense/low defense units, attacking with them is
- usually suicidal. They tend to move slowly, but they get the
- job done.
- If it takes an engineer 4 days to cut a pass or ford a river
- it will take him 2 days to fill a swamp (Half the time). To
- build a city an engineer needs a construction crew, and as is
- typical for government project it takes him as many days as
- he needs armies (So if an engineer need 5 armies to build a
- city, it's going to take him 5 days).
- Engineers aren't terribly useful in the early part of the game,
- when there are plenty of free cities and the terrain has yet
- to be fully mapped. They usually hit their high usage in
- terms of terrain modification during the breakout when the
- need to bypass the normal and obvious attack routes is most
- needed. During the consolidation when there tend to be a lot
- of loose armies floating around engineers can make good use
- of them while increasing a player's cities.
-
- Dredges:
- ~~~~~~~~
- Dredges are the ship equivalents to engineers, though they
- aren't quite as versatile. Given a certain amount of time a
- dredge can cut a channel of water through a piece of land,
- given half that time and a dredge can cut through a swamp.
- Dredges see most of their use during the breakout, but those
- that survive that period of the game are often used by
- players to give water access to inland cities near coasts.
-
-