4
MAJ Jagged Fell III
Reviewer's rating profile
2025-01-13
Played on easy with cheats. Great story. Liked the combat and it wasn't bad at all with cheats. Loses a point because it is possible to be too good in the evacuation mission and need to take out the shields of your own PLT to advance the mission.
4
GN Master
Reviewer's rating profile
2023-03-27
Its well written and well built.
Has its flaws but its a well constructed battle.
Recommended.
0
LC andr3
Reviewer's rating profile
2022-04-18
grind. fifty characters of grind. make it fifty. cannot believe these are not fifty characters yet since all there is to say is: grind
3
COL Hawkins
Reviewer's rating profile
2015-04-23
The historian in me loves the historic context - great fun! The story was excellent, and some interesting mission objectives. However, never been a huge fan of the one anti-fighter ship vs fleet of capital ships, especially those where the caps have missiles and you don't. Also, I didn't note a huge difference between difficulty levels when I checked it out in TFW.
4
AD Impulse
Reviewer's rating profile
2012-10-08
Good battle.
4 points.
Spotted some minor mission bugs that don't ruin gameplay. Not too hard to accomplish primary mission objectives and challenging to accomplish bonus goals. I had enjoyed playing it.
4
HA Anahorn Dempsey
Reviewer's rating profile
2007-04-03
Enjoyable battle, bug free, and everything works as it's supposed to. Nice after all the crap missions I've been flying recently.
4
LC Repulsor
Reviewer's rating profile
2002-07-25
Incredible plot. I enjoyed mission 1 very much. One of the best battles in story, though the Imperial Arsenal is a bit weak against that opposition.
3
LC Curtis
Reviewer's rating profile
2002-03-20
o.k not the best ive played or the worst it was just a average battle. briefings were fine but in some missions missles would be nice. good battle if your looking for 6 FCHG points
1
SL Kitten-claw
Reviewer's rating profile
2001-11-01
Blasting ATR and Starships with only lasers is your idea of fun then this is the Battle for you. Missiles – ‘These would really welcome in some missions. A One man on a Suicide mission/s -
2
LC Gen Es'mith
Reviewer's rating profile
2001-04-23
Although it has a wonderful plot and breifing, I found it once again an exercise in frustration as ONE pilot has to vaingloriously solve all the problems of a squadron or more.
5
AD Krax Tarnisar
Reviewer's rating profile
2001-01-20
It was really interesting to see a battle (set of battles, actually) based on the naval campaigns of World War I. There were, as others have mentioned, some bugs in the orders and goals that couldn't be achieved. And the "one ship=one squadron" in terms of missions was a bit annoying at times. But it's still nice to see someone taking historical events and tailoring them to the TC universe.
3
GN Sasquatch
Reviewer's rating profile
1999-12-28
This battle has an outstanding plot, and it's easy to see why it had to be broken into two pieces! This alone makes it worthy of your time. However, it may not always be time well spent due to the lack luster mission design. Flaws include : Secondary Goals which are impossible to accomplish; Transports which are supposed to dock and capture ships, but instead turn right around and immediatly head home; and ships which are supposed to show up but never do. Fortunatly, there are no serious errors which would prevent the battle from being completed, but these things are still annoying. I must concede, though, that the Officer Questions and Briefing are all in place, and very well done. Terrific plot and idea, but lousy execution. Still, I'd recommend it!
3
COL Ricardo
Reviewer's rating profile
1999-11-07
Well designed, with very detailed briefings and an excellent plot..
There are currently no open bug reports for this battle.
Battle Total: | 598,255 | MAJ Keiran | |
---|---|---|---|
Mission 1: | 86,354 | COL Bilbo | |
Mission 2: | 106,418 | VA Wlodek | |
Mission 3: | 200,201 | MAJ Keiran | |
Mission 4: | 205,217 | CM Arti | |
Mission 5: | 71,631 | LT Lacey | |
Mission 6: | 153,737 | COL Astarosta |
(of available records)
1 | 530,026 | HA Daniel Bonini | 2005-03-28 |
2 | 467,061 | AD Impulse | 2012-10-11 |
3 | 436,226 | GN Doyon | 2021-10-28 |
4 | 413,481 | CPT Morpheus | 2004-07-15 |
5 | 394,004 | MAJ Titus | 2003-01-30 |
6 | 380,935 | COL Hawkins | 2015-04-22 |
7 | 273,728 | LC andr3 | 2022-04-18 |
8 | 248,374 | LCM Kurha Merino | 2003-02-25 |
9 | 245,339 | SL Corran Horn | 2002-09-11 |
10 | 237,011 | CPT Great Griffin | 2005-03-26 |
This battle has been flown by 262 pilots a total of 279 times.
GN Abel Malik - 2005-01-03
MAJ Aeolus - 2003-03-16
SL Airamags - 2003-10-21
HA Anahorn Dempsey - 9 times, last on 2021-06-19
LC andr3 - 2022-04-18
CPT Anthony Starr - 2004-09-13
COL Archangel - 2005-01-16
CM Armagon - 2003-12-30
CPT Atmos Myremod - 2002-12-18
CPT Aval - 2023-01-23
CPT Badlan - 2003-02-13
FA Brukhar - 2005-01-08
MAJ Bryan - 2005-01-16
LCM Clarg Zethman - 2005-05-22
SL Corran Horn - 2002-09-11
COL CrimsonFury - 2005-02-10
HA Daniel Bonini - 2005-03-28
MAJ Deleted Member - 2002-12-29
MAJ Devin Taralis - 2003-01-31
LC Diaboli - 2005-05-20
COL Dirty Vader - 2005-02-05
GN Doyon - 2021-10-28
LC Drake Jensen - 2002-08-23
LCM Drax Remlinger - 2002-11-20
CM Dulcatos - 2003-03-31
GN Elwood the Brave - 3 times, last on 2014-06-15
MAJ Evo Sarnok - 2003-05-16
CPT Firzam Coldsteel - 2005-02-11
LC Frey Gallandro - 2003-03-01
FA Gelton Torr - 2004-06-07
AD Gidda - 2003-01-13
FA Giovanni Palermo - 2009-03-14
GN Golbez Harvey - 2015-06-29
CPT Great Griffin - 2005-03-26
COL Gytheran - 2025-02-23
AD Hav Antiel - 2 times, last on 2018-06-08
COL Hawkins - 2015-04-22
MAJ Hermann - 3 times, last on 2021-02-24
MAJ Hev Randrowan - 2002-09-08
AD Impulse - 2012-10-11
MAJ Jagged Fell III - 2025-01-13
GN Jarek La’an - 2021-02-22
FA John T. Clark - 2015-06-19
GN Kaisin Mirtez - 2010-03-24
VA Kane Reese - 2002-08-31
MAJ Kazraran - 2022-03-08
MAJ KEBLAOMEGA - 2024-03-23
CPT Krayt - 2003-08-24
LCM Kurha Merino - 2003-02-25
VA Ky Terrak - 2003-05-09
MAJ Landon Cruise - 2014-02-28
GN Master - 2023-03-27
CPT Morpheus - 2004-07-15
LCM Nico Avenger - 2003-10-25
COL Nightmare - 2003-05-31
MAJ Nolij - 2014-06-22
CPT ObiVader - 2002-11-16
HA Pete Mitchell - 2 times, last on 2018-06-10
VA Philo - 2002-11-17
FA Phoenix Berkana - 2020-08-25
FA Pickled Yoda - 3 times, last on 2020-09-08
HA Plif - 2014-06-29
LCM Razor - 2002-11-17
LC Savageaz - 2005-02-06
LCM Sev'rance Tann - 2003-10-31
LC Spade - 2003-04-17
LC Strahd - 2003-03-17
COL TheBlackxRanger - 2022-03-09
LC Tiger - 2004-07-23
MAJ Titus - 2003-01-30
CM TK-9780 - 2005-05-14
LCM Vance Blackguard - 2003-11-11
LC Vapen Van’an - 2023-06-05
CPT Von Predator - 2004-06-14
FA Von Reinthaler - 2004-09-09
CPT Voort SaBinring - 2003-12-10
CPT Witchblade - 2022-07-29
MAJ Wolve Excelsior Berkana - 2 times, last on 2023-07-23
COL Wraithdog - 2014-06-28
Required patches ---------------- * none Installation instructions -------------------------- 1] Double click the .EHM file, the EH Battle Launcher will install the battle 2] Check the Misc folder in your TIE95 one for additional material like patches, sounds etc. 3] Press the TIE Fighter button on the EHBL to start the game 4] Create a new pilot and fly the first battle THESE LEVELS ARE NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS ENTERTAINMENT COMPANY. ELEMENTS TM & (c) LUCASARTS ENTERTAINMENT COMPANY.
Tales of the Empire #765: The Pruscian Betrayal or A Battle in Two Acts by FM/GN James/Aleth I-II/Wing III/SSSD Sov In the period immediately following the Emperor's death, many commands throughout the far-flung reaches of the Empire were able to carry out a semblance of normal routine. Some had strong-willed commanders, others were able to subsist for a time on their previous, long-standing orders: arrest smugglers, defend borders, break up pirate groups, and the like. Inevitably, though, the knowledge that the Emperor was gone and the Rebels advancing inexorably took their toll; the commands grew weary and defeatist, the equipment worn and replacements fewer. Like the Emperor's Hammer, though, there were some fleets that never gave up and kept their operating efficiency high through a combination of thrift, engineering ingenuity and, in the case of the more adventurous groups, capture of equipment, resources and even manufacturing facilities. One such group was the force controlling the Ur'Karr Sector. Contracts formed with several of the planets in-system provided repair docks and a small industrial base to turn out ships and spares. This meant that a relatively powerful sector fleet could be maintained, ready for action. The Rebels could expect stiff resistance should they try to invade the sector. Unfortunately, the Rebels had other ideas. The Ur'Karr Sector was fairly quiet, meaning that the Imperials didn't see much combat. They were growing lax and precautions were neglected as the Rebels supposedly continued to ignore them. Bordering the Ur'Karr Sector's eastern side was the system that was home to the Pruscians, a proud warrior race. The Pruscians had long desired expansion, but not at the expense of angering the Empire. Even now that the Empire was fragmenting, the Ur'Karr sector fleet was still a deterrent to be reckoned with for their assembly of older and smaller ships. They had to be content with coveting the riches of the Ur'Karr Sector from a distance. That was when the Rebels offered them seven brand new, up-to-date starships to re-equip the Pruscian Navy. The price: allegiance to the New Republic and access to thirty percent of Ur'Karr Sector's resources. The price made it blatantly obvious what the Rebels wanted the Pruscians to do with their new ships. The Rebels would not have to risk any of their people, would gain a valuable ally, and still get a sizable portion of the spoils. The administrator of the Ur'Karr Sector, Moff Neville, was to an extent aware of the Pruscian military build-up. He had, however, personally signed a non-aggression treaty with the Pruscians, and was far more worried about the Rebels, a proven enemy. He still had hopes too, of making the Pruscians willing allies with the Empire against the New Republic. So he continued to vacillate over the reports of increased Pruscian ship movements near the border. He did, after some hesitancy, approve the placement of a defensive line of armed asteroids on the eastern border, named the Moreth Line after a long dead admiral, but he was afraid of either antagonizing or offending the Pruscians, and the program was never finished. The gun turrets were activated, but the shielding was never installed. Behind this paper wall, many felt they could relax their vigilance. The daily administration of the sector went on as usual, while the Pruscians made their plans and rubbed their hands in anticipation of victory. Now, today... Battle 1 Mission 1: Reports that the Pruscians are massing ships at the border are finally being acted on. Two corvettes from Matchless group are sent to investigate. They arrive at a section of the Moreth Line and launch a TIE Advanced and a gunboat. Just as patrol craft P 06 reports all quiet, it is proven wrong as a large Pruscian assault force consisting of the Scheer, Kronprinz, Hipper and the interdictor Spee comes out of hyperspace. The capital ships launch R-41 Starchasers that attack the Imperial fighters, and assault transports that begin destroying the Moreth Line. Matchless group must escape to warn the fleet, so you have to destroy the interdictor in your TIE Advanced, with the help of the gunboat. Mission 2: Hypering out after witnessing the Pruscian surprise attack, you find yourself at the sector fleet HQ, Platform Scapa near the planet Kestrel. Docked there is the sector fleet itself, including the flagship Repulse. Initially the top brass don't believe that the Pruscians would break the treaty, but they are convinced when the Pruscians, reinforced by the Markgraf and the Blucher come out of hyperspace. Too late, however. The Imperial ships are caught with their shields down, and it is only a matter of time before they will be destroyed. You must protect the fleet staff who will try to escape in three shuttles from the platform. The Pruscians will launch numerous fighters to oppose you. Mission 3: The Imperial forces rally by a supply cache where a scratch flotilla, 'Force H', is assembled. This is all the Empire can muster at the moment. Search-and-destroy elements of the Pruscian forces are on their way. In your TIE Advanced, you must defend the Renown, Bellona, Ark Royal and Matchless group from attack by escort transports armed with torpedoes. They are escorted by more R-41 Starchasers. Gunboat group Lympne will assist. Later in the mission, two Pruscian modified corvettes show up. Call for gunboat group Manston in reserve to disable them, as Admiral Allenby of Force H has a plan. Mission 4: The Pruscian advance must be slowed, so a series of ambushes are planned. One of the captured modified corvettes has been put on autopilot and is sending out a distress signal. Cloaked by an array of satellites nearby, your gunboat group will wait to see what this bait will attract. A carrack cruiser, the Hipper, is not long in responding. It will fire upon the corvette and launch T-wings to attack it. You must protect the corvette until it can ram the cruiser. Then finish the Pruscians off. When the Hipper's shields drop, the officers will try to escape by shuttle. Disable them so we can learn more about the Pruscians' plans. Mission 5: Apparently, the next objective in the Pruscian attack is a factory complex near the planet Lond. We know the hyperspace coordinates from the captured command staff of the Hipper. Transport group MTB has sown the area with mines. Unfortunately, they are discovered by a scout group. Protect the minefield from the R-41's and scout transports in your TIE Advanced. After the scout transports have been dealt with, a light Calamari cruiser from Markgraf group enters, intent on capturing the factory station. Before the crew can figure out what is happening, they are under fire from the minefield. Help dispatch them, then hyper back to Force H as the Scheer and the Moltke belatedly enter the area. Mission 6: In order to prosecute the war against the Pruscians and recapture our lost territory, Moff Neville has bought two Imperial star destroyers, the Temeraire and the Anson, with emergency funds. In your TIE Advanced, you must protect them from attack as we make delivery. The Pruscians will send rocket-armed Muugarin transports in a desperate attempt to destroy at least one of them. Once they are safe we can take on the Pruscians on equal terms! Battle 2 Mission 1: Before we go over to the offensive, the enemy needs softening up a bit. Stocks of advanced concussion missiles that the Pruscians have captured are about to be picked up by cargo ferries. These missiles will go to arm the Pruscians' capital ships, something we're not too keen on happening. Luckily, a lone TIE Defender was discovered still in the hanger bay of the newly purchased Anson. Fly it on a lone mission behind enemy lines to wipe out the missiles and the cargo ferries. Mission 2: Now the action starts. The Anson and Temeraire are making an attack at the edge of Pruscian-held space. Our old friends Scheer, Moltke and Blucher are attempting to block us. The Pruscians are hesitant at risking their main body, so the Blucher is sent in to attack first, along with fighters and assault transports. Protect the Anson in your TIE Advanced with the help of gunboat group Croydon. As the Blucher is destroyed, The rest of the Pruscians take to their heels. Mission 3: The Pruscians' quick withdraw is explained by a daring attack on their home system by Force H, whilst the Pruscian fleet was engaged with us. Scheer and Moltke have left in a hurry to deal with this threat. Meanwhile, we are taking advantage of this to liberate more of our territory. The Pruscians have set up a fighter base near the planet Concorde. Escort transport group MTB in your assault gunboat as they make their torpedo runs. Mission 4: This is it. The whole Pruscian fleet has returned to make a final stand at Ur'Karr sector's central planet Albion. The Anson, Temeraire, and Force H will engage the Scheer, Moltke and Kronprinz at close quarters. Fly the TIE Defender along with other Imperial fighters to engage the enemy's escorts. Show the Pruscians the price of treachery! Mission 5: With their Rebel-supplied ships gone, all the Pruscian home system can muster is a couple of Dreadnoughts and a few Z-95 Headhunters. As our forces advance towards their home planet Pruscia, a Rebel cruiser is meeting with the Pruscians. Despite Pruscian pleas for help, the Rebels will flee as soon as their ship is attacked. Outraged at this desertion, and completely at our mercy, the Pruscians will surrender after their dreadnought Konig is destroyed. Fly a TIE Advanced on this, the final mission. Epilogue: The Pruscians never forgave the Rebels for using them and then deserting them without even putting up a fight. After their unconditional surrender, Imperial forces occupied the Pruscian system and began administrating it along Imperial lines. Although Ur'Karr was almost bankrupt from the war, Moff Neville was fair and just in the matter of reparations, gaining the grudging respect of the Pruscian people. Indeed, many of them desired vengeance against the Rebel cowards, and asked to join the Imperial sector fleet to fight the New Republic. Knowing the Pruscians' courage, Moff Neville supported their efforts, constructing a new training facility on their homeworld. In the battles to come, the Pruscians were to distinguish themselves for their bravery and loyalty to the Imperial cause. Respectfully submitted, FM/GN James/Aleth I-II/Wing III/SSSD Sov