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☰ The WEST division (White Star Engagement Strategy & Tactics) is a cross-system, rotational, integrated operations Task Force, each participating Captain which reports to the Admiralty. The WEST work product, is generally prize-awarded resources which are gained in greatest possible quantity that based on the common objectives within the larger military & economic alliance.
We are dedicated not simply to helping the corporation achieve victory, but ensuring it is both decisive, consistent and profitable.
An effective Fleet acts as a single, coordinated force, a single, central body with granular, nimble controls over multiple extremities —an agile yet graceful execution together against a a single plan, one being, alert, aware, nimble and always poised to exploit change itself. —
Admiral Sentar, Sirius Prime Centennial, Sol Annum 7019
Below you can click to see a complete explanation of the preferred Technologies (will expand to reveal that section) and just below that you will find a summary table that more or less reflects those same preferences. Questions? Just ask!
Laser is superior to Battery in almost every situation. It does much more damage under “usual” circumstances. However, the “Achilles Heel” of Laser is to disrupt its “spin-up” process, such that the Laser must start-over at its base level damage. e.g., Suppress; Be Aware & Watchfulfor this type of environment, as Battery is going to be much more effective than usual, and can be truly deadly.
The graph above shows many different weapons and their damage output over time, but there is one clear, important fact to take from this: For purposes of White Star engagements (PvP), Lasers really begin to dominate Battery technology starting around L6–7.
Here, you can see that for an average human Battleship, a Laser 6 under Time Warp 8 (1.9x) almost beats a B10 under that same Time Warp.
The chart below this text picks up where this leaves off (L7), and includes many Laser research tiers (L7-L10) compared only with the highest level Battery (10–12).
Each White Star will involve getting a good familiarity with what the Strategic Plan will detail high level strategy, phase-based sub-strategies and layout a clear set of tactical expectations for each Captain and Task Force within that particular White Star Fleet.
In addition to the obvious need to gain and control the military initiative, it is often also our goal to make a major impact on the enemy’s capacity to mine and/or deliver Hydrogen to a planet in system.
This is very high-level on purpose. Much more detail is provided in the secret Battle Plans, which are made available to each participating Captain prior to a WS engagement.
We take great care in selecting our Weapon & Support Module profile for optimal Fleet Integration
Use of our corporate chat services on Discord is mandatory and infers many valuable benefits to both you and the squad. You will find channel access information on the main and welcome pages of this site.
Among the several highly significant aspects of Tactical Operations, well-timed Actions (Equipment Activation) and intelligent, timely utilization of their inherent abilities is perhaps second only to the critical edge a Team gets through superior Communication, Tactical Awareness and Situational Response. Also a part of this aspect are things like “Micro Maneuvers” & “Flex Flanking”.
Much of the essential information each Captain will need to make the best decisions throughout a match will come only through information sharing with their fellow Captains and the Admiralty. Conversely, nearly all of the unnecessary mistakes occur as a result of poor communication and/or lack of essential, timely information.
All Captain are strongly encouraged to communicate on group channels“continuously”, and make timely response tohaz receiving notifications and alerts, and respond as necessary i when they are needed on their respective ECBs (Executive Command Bridge), but in any case required to perform a minimally a minimum check-in every 4–6 hours is expected.
A given White Star event is rarely won through straight-ahead domination and overwhelming office. It is about superior intelligence, smart choices, making fewer unnecessary mistakes, and adapting to change by way of start-to-finish communication excellence which allows optimal coordination with your teammates and the Fleet Admiral(s).
Indeed, winning a WS battle with the score at 1–0 or 28–27 (by 1 Relic) is no different than a blowout win of 10–0 or 32–9. A win is a win is a win.
Every single unique White Star deployment has a custom strategy developed for it, and published at a unique URL that is provided only to those players entering into combat.
* These are drafted, discussed, refined by members of that particular White Star Fleet, then published for easy reference during the engagement with information such as enemy reconnaissance and other intelligence.
* At the end of the match, typically a video of the game (standard in-game Replay) is created, edited and annotated with important opportunities to learn and improve.
* Each White Star Battle Plan is archived prior to the start of the next.
* These pages are located at special, hidden URLs and not linked from the main Hades.ST website.
* Please ask Fleet Admiral Sentar or another Officer if you believe you need to access to this information, which is otherwise provided on a need to know basis, which includes every participating Captain.
▸ See: WEST Division:
Some procedures and tactics are provided as examples below. Many more can be found at WEST, a section of the site better dedicated to this topic and should ideally be reviewed by each Captain prior to each White Star engagement.
White Star Mining Operations
This section contains a general overview of White Star Mining. When preparing for a White Star battle, always reference the specific White Star Battle Plan and within it, the Mining Plan section which will include MN assignments, vectors and sectors priorities.
See: White Star Mining Plan
Our Miners should travel together for multiple reasons as stated above
Typically, a number of Sectors in every White Star will be Hydrogen-Rich, and because it takes time to travel between Sectors, it is generally better to travel directly to and fully mine these (“Hydrogen-Rich sectors)”, i.e., Total Hydrogen extracted is most likely to be higher over full course of the White Star.
MiningBoost⁶ = 450% Faster
Mining Unity⁴ = +40% per additional teammate mining in the same Sector -there is no upper limit to this potential bonus.
▸ Beginning at Level 5* (5º), Remote Mining pays off (more H/hour) with just two Asteroids minimum per Sector.
The rate goes from x0.49 to x0.57, and so with two Asteroids to mine, the effective “single asteroid” speed would be 98% vs. 114%. Prior to that, a Sector must have had three (3) asteroids to be worthwhile, otherwise a Miner without Remote Mining would have been faster. Beyond (2) Asteroids in the system, Remote Mining offers a solid, highly beneficial upgrade (read: do it).
For example, in the scenario where a Sector has five (5) Asteroids and is being mined with all three of: Remote Mining, MiningBoost and Mining Unity (with two Mining buddies per above example), the formula looks like this: (8.1x) + (5 x .57 or 2.85x) for a total of 10.95x faster than “base level, single asteroid speed”.
Special Forces may consist of one or more ships, typically with special capabilities and/or equipment, and often involving specialized shields such as Delta Shields and/or a multi-cannon weapon. These ships are then paired with specialized modules carried by a Battleship and possibly its Civilian counterpart, and together they execute a special operation or “tactic” either ad hoc or from our “play book”.
Each White Star Plan will detail the specific “SWAT” to potentially be employed in that particular engagement.
Support Module such as Suppress, Repair, Barrier or another utility that can potentially on a Transport and flown nearby to be useful to Battleships in combat. In such cases, such Transports will typically be equipped also with Dispatch, as an Emergency Hyperspace Jump utility. Usually, an acceptable, Dispatch default destination planet will be prepared or otherwise reliably anticipated prior to Transports entering the actual combat zone. (See, xPAD Task Force, (“‘X’ Planet for Active Dispatch”).
Hydrogen Rockets Hydrogen Rocket: If any of these MNs have Hydrogen Rocket, we may leverage the module using this “housekeeping” Hydrogen from near-sectors, potentially providing us a surprise angle of attack as Phase I further develops.
Time Machine (“TM”) is a scenario planning tool that is accessed via the WS Icon view screen. Time Machine let’s you plan one or more of your next action(s) (Max = 8 in que), which you set to execute at a specific point in time in the future.
You can plan up to 48h into the future, and queue up to 8 moves. When the first of those 8 moves has occurred, you may add one more to the end of your queue, etc.
Dangers presented by enemy vessels can threaten to wreck your plans very quickly. To help mitigate this, and to better understand where your own ship will be in game future, use the TimeMachine.
TM allows you to see what “will” happen, and what “could” happen, always depending on the actions you take and those taken by others. Sometimes these future events are 100% certain to occur, but most of the time you are only able to guess what is likely to happen around your moments of decision, and plan to your best accordingly.
Meanwhile, when not using Time Machine (to enter moves), the enemy will always “see” everything you see when looking at the star map directly. Therefore, when you post your waypoints and vectors manually (or once they become triggered due to a Time Machine move you scheduled earlier) you are essentially saying “this is where I am moving to, my precise arrivals times and the route I’m going to take to get there”. However, this provides an opportunity to convey “bad information” to the enemy!! (see below.
In addition to using Time Machine, we have the ability to input move orders manually, as well as do so in near real-time. By doing so, you can plot a course to a way point in one direction, but then cancel that move prior to it becoming final. More on this technique below.
Every time you provide the enemy with information is also an opportunity to provide that enemy with dis-information —you can and often should, make an effort to confuse the enemy into thinking you are going to do one thing, ideally forcing them to “commit” to some form of reaction, only to then change your orders to take advantage of the opportunity you created.
✸ Understand this About Time Machine Orders! ✸ The proper way to enter multiple legs of a planned journey from Point A to Point B is to enter your first order, then fast forward TM up until the precise moment that leg of your journey ends because you arrive at a given Waypoint. You may let a few minutes pass in order to confuse the enemy expecting you to move immediately, or trigger your next move to be entered just moments before you arrive, to allow for uninterrupted travel.
Again: If you enter multiple Waypoints into Time Machine to go off at a single point in time in the future, all of them will also show up on everyone’s radar the moment they go into effect, just as if you had manually done the same thing. The difference between this and fast forwarding Time Machine in order to enter the next move just in time is ☰All Important☰.
At the same time, it is surprisingly valuable to enter multiple hops only to then cancel them later as you arrive at a given Waypoint. Send the wrong message to the enemy as often as you can, and then once in awhile send the right one to keep them guessing.
▸ ▸ ▸ Remember any Ship can change it’s destination or stop altogether at each and every Waypoint. Depending on their modules, they can accelerate, even EMP themselves (occasionally handy!) or of course Teleport mid-route.
All of those possibilities can get confusing ➞ which can be said just as much for the enemy as yourself. Accordingly, your goal should be to fully understand your enemy’s indicated vs. most likely movements and also use your honed skills in Time Machine to make for maximum difficult and distraction in the mind of our opponents.
In this Section we will talk a little bit about how to “telegraph a move” you want to seem to be planning to make, in order to deceive the enemy. (These techniques can also be used to “steer” Interceptors, btw!, remember to use TM scenarios until you find the very best solution, sometimes it takes getting creative in how you approach a given maneuver).
**While enroute to a destination, you should commit only to the next, closest waypoint within 10º–15º of what would be your direct to destination heading.
Some repeat information below, regarding how to use Time Machine and how to plot and cancel moves etc…
What is it? How, Why and When? …Questions!
Telegraph: Is a turn of phrase meant to convey the act of “deliberately disclosing future plans”, such as planned movements or actions. By “telegraphing” such future plans, we can entice the enemy to make their own plans in reaction/response.
So far it sounds like we’re going out of our way to give them a head start! However, the idea is to make a change to the plans you have been advertising at some point, intentionally seeking to exploit what the enemy did to initially react.
To be effective, you will generally need to enter moves manually, and often for multiple subsequent waypoints (2 or 3 is usually enough), because these will immediately show clear as day on enemy radar. It is also possible to do this same thing using Time Machine, by fast forwarding to some future point in time at which you plot a similar number of moves. **These moves will all show up on enemy radar at that scheduled moment you told Time Machine to commit to said moves.
Critically however, you must be physically attending your WS interface in order to make any later changes, because Time Machine moves will not override scheduled, manually entered moves under any circumstances**.
While it is technically possible to utilize Time Machine in this process, it is only for a limited aspect of it and requires (that you cancel any existing manual orders prior to the moment your TM is set to trigger a set of moves). I believe this is most often unnecessarily complicated and carries a heightened risk of making a mistake.
**It is also generally more effective to be “in the moment” making your false moves known to your enemy because you often will have a feel for what’s going to work at a given time, and be able to effectively plan your actual moves in close coordination with other players in your immediate operational context.
Dropping in after being away for even a few hours can be disconcerting and/or cause you to miss something that has changed in the interim. Better to study carefully and then make attended decision and order entries.
Look specifically for opportunities to employ such tactic to distract or confuse the enemy, and look at multiple scenarios to make sure you discover the one that provides you the best opportunity to exploit a clever maneuver.
This is all of course usually best accomplished by careful coordination with other captains in the immediate area, or sometimes with AlphaRocket launches from Home Warp, etc. It takes a village to deceive the enemy as my grand-mammy used to say, in between chewing her cud.
Ξ NOTE Ξ Such tactics are especially effective when the specific enemy captain you are facing comes under time pressure to make a reactive tactical decision. Remain calm, watch your cancellation time-out carefully and you will often be able to take advantage of the less disciplined Captain sitting opposite yourself.
Many Captains do not become fully familiar with Time Warp until RS5+, and many still do not grasp certain critical aspects of the technology. Here is a summary list of the most important factors:
Time Warp will speed-up any and all modules you have activated within its coverage area. This means that if you allow your own TimeWarp to come within range of an enemy ship you have EMP’d, you are doing that Captain a huge favor by speeding up the baseline holding period. This can be a very significant and often overlooked loss of efficiency, reducing your EMP, Barrier and other modules to less than 2/3rds of their capacity.
A personal cell phone number is highly advantageous during a White Star. Provided to the Fleet Commander, it is used either in the event there was something that required your immediate attention in a WS, or according to parameters you specify (within reason).
An Alternative or perhaps complementary concept, I could maintain a special “log” of WS events and essentially maintain a “current situation report” in e.g., a Google Spreadsheet. This can be embedded within our website, or visited directly.
Using a “trigger”, you could be alerted every time data changes in a certain column, and/or if a new row is added.
Understand that all of this would be setup so that your contact information is strictly confidential and known only to me, but we could make it such that anyone can add to certain areas of the Spreadsheet for example. Anything is possible. *One concept I have in mind here is this “log” would be constantly culled of any unnecessary or expired information, so, unlike the chat channels, you would only need to read what is truly worthwhile. The rest would be continually screened out.