Awakening of the Rebellion – The Outer Rim in Flames (Ep 3)



Awakening of the Rebellion Season 4 with the new version 2.1!
The Empire has lost its new planet killing battle station, the galaxy is in chaos. The criminal families and factions are uniting. The Rebellion has begun.

Series Playlist!
https://www.youtube.com/watch?v=rU_3crAmKss&list=PLP268ZfwD7HmGH-pc44sC3ClwfzmiCHWy

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41 thoughts on “Awakening of the Rebellion – The Outer Rim in Flames (Ep 3)”

  1. Name for the company that fought at dathomir: Wraith Company, light fast and scary as hell

    Edit as im watching. Regarding the Black Sun turrets, if they are good at multiple things and as strong as Imp and Reb turrets, they should have less health at the very least. Obviously not so weak as to make them a waste of money.

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  2. Personal Holo Log: Captain Kyran Tadden 'Nightswan'. Alliance Intelligence, Echo Cell.

    Some good news reached my ears while I was in the Command Center to update Rieekan on happenings across the rest of the Rebellion, Home Fleet had been able to finish their breakthrough from the Home Sector to our corner of the galaxy, effectivly linking up the Home, Bothan and Echo Cells with a secure supply line and a potential secondary source of income from old Ord Ibanna Refineries, while we have the a more secure line for our supplies to run up and down from, getting it moving may be a bit of a problem considering Home and Echo Fleets have consolidated for the time being until it's agreed what goes to which fleet. Fortunatly we have some friends sympathetic to the Alliance who can help: The Twin Suns Transport Service at Azzameen Station, they already have a good fleet of Corellian YT Freighters, but if we can supply them with more bulk type freighters I'm sure they'll have no qualms moving supplies for us in and out of the area beyond Bacta for Echo Base. I'm sure they'll be more than happy to oblige since Home Fleet evicted the local Black Sun enforcer fleet from the area.

    Tingle Cell was officially folded in to the Home Sector after their invasion of Kalee and were set to work on Home Sector's next target: Dathomir. The only reason the planet was considered a Target because Black Sun or one of it's affiliate groups had a presence on it and meant they could effect hit and run raids in Home Sector and Command wanted the threat removed. Rebel One leading the charge in the orbital engagement. Black Sun were dug in deep and we took some losses forcing them out from what the reports say. Ground Invasion wasn't as bad but it was a slow slog between the landscape and the local wildlife: Rancors. While those walking tanks were indiscriminatly attacking our and Black Sun assets, leaving them be ran the risk of a Rancor slamming into the back of the Ground Forces so they were dealt with before turning on the Black Sun outpost, Bombers and Fleet turning the area into a crater before our forces rolled in to finish up. No idea what the plan will be for Dathomir, but I'm sure Home Sector can add it to the Buffer Zone and keep the Mon Calamari at ease.

    Things are moving quite fast I'm actually surprised the Empire haven't set the Bloodhounds on us while we're still organizing our lines and positions, the fact that the Empire is still quiet on that front save from Vader hitting Onderon is somewhat unsettling for someone like me. Usual Imperial Response to anyone daring to stand up or oppose them is the usual Shock and Awe reaction and so far the only hint of Imperial Fleet elements have been whatever's stationed around observation posts and monitoring stations. Could be the Empire's still reeling from the Death Star after so long or they just don't know which target to aim their 'retribution' at beyond our position at Yavin. I'm sure Bridge and the Bothan Cell will keep me apraised with help from the Bothan SpyNet. Meawhile, just to keep myself busy, I've been going over the latest intel dossiers that cross my desk about the possibility of a defector hiding out on Tattooine, background and viability checks the intel is good. I'm also beign kept in the loop about happenings on Bakura thanks to Threepio and Artoo's regular infoburst transmissions, still surprises me no body seems to suspect a Droid of covert operations, but they're so often a Credit-a-Dozen who WOULD susspect an R2 unit of being a spy.

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  3. So you like Dathomir? In my current Hutt Cartel Black Sun run, I very carefully raided Felucia with all my stealth heroes, dodging BULL RANCORS and ACKLAYS that inadvertently killed both Solo and Chewie when they led a force to try and retake it. I then had to invade Moncala with a stacked defence fleet that included one one but TWO Mon Cal Independence-Class dreadnoughts and a metric ton of quasar carriers, despite not having sullust or completing the Buffer zone quest, because the AI cheats.

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  4. Man, I feel like the mods need to adjust how quickly the enemy flees from space battles. This seems way easier than I'd expect. LIke, it's not too likely the AI would have won any of them, but it certainly saved you from a ton of losses and combat attrition just by fleeing for no reason.

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  5. If you want a name for the troops, go with Rancor Company/devision/battalion whichever you go with. Their first real test was dathomir. Like many military names they use formidable beasts, wolves, bears, eagles, etc. Seeing a Rancor paint job done by the troops on their APCs, banner, squad patches, would be very realistic and awesome. Also now i want squad patch merch haha and fleet patches

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  6. Hey, Shack. Been a fan since Season 1 and recently re-subscribed again. Anyway I always love your intros. Love seeing you back and giving the intros again. Wish I had that knack for storytelling that you have, but when I did my "Ackbar's Log" campaigns they were a little dry every time. Anyway, I feel you should concentrate next on getting Ackbar. Trust me it'll give the major boost to your campaign that you need, I speak from experience.

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  7. I’ve enjoyed watching you play this. I started the same campaign around the same time 😆 the KOTOR music is making me want to reply that again lol. Gotta mix it up with kotor II music or another Star Wars game

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  8. Hey Shack, just wanted to let you know to be careful and backup your saves a lot. I got a few hours into a save and then something happened and I can't load the save anymore.. It didn't crash before that or anything either.. I just went away for a day, came back and it wouldn't load…

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  9. That battle of dathomir was classic shack tactics at their best. I kinda always just resort to bum rushing in this game but watching you do everything so effortlessly is great.

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  10. While you have that hyperlink open, get Mon Mothma off Hoth immediately and send her to the Mon Calamari system. Definitely agree with hitting Bakura with your capital fleet while it's there, but also grab Kota for your ground invasion team and take Sullust for the Quasars.

    If you can also take Eriadu, you'll also have revolts giving you control of both Malastare and Naboo **for free**. Yep, you get given both worlds, and it all but eliminates the Empire in the south.

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  11. Well, as for the Dathomirian Witches. Lord Sidious as any Sith would exploit them for their knowledge of the Force.
    They arent fond of working with the Jedi which the Alliance is very much associated with.
    And the Black Sun are just business.

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  12. Lieutenant
    Captain Corsair Cross
    Rancor Company
    (Requesting Name Change Due to Recent Events)
    AAR: Dathomir Ground Assault

    This is Corsair Cross the recently promoted Field Officer of Rancor Company, following the recent death of its former CO Captain Quinn, who was confirmed KIA during the initial landings in the planet.

    At 09:45 Local Rotation Time, the first elements of Rancor Company landed at the designated landing site with minimal resistance. The gunships exchanged fire with a small pirate patrol that were quickly chased off once the infantry disembarked.

    Once secure, the light and heavy ground vehicles were brought in and scouts had already began searching for the Pirate Outpost.

    That was when the first incident occured, the one that would take Captain Quinn's life. A Rancor had appeared from its nearby cave, disturbed by the blaster fire, and began attacking the men nearby. Captain Quinn was the only casualty, putting himself between the men of his squad and the rancor. All it took was one swipe of its massive claws and Captain Quinn was cleaved in two.

    I assumed command from there on, as the 2iC.

    Scouts led by Sergeant Ventri had found a sensor array that was planted near a Rancor cave. They engaged the creature, giving time for one of their comrades to get the array running. It turned out the array was too far gone for any real use, so the area was abandoned and the scouts moved on once they chased off the beast.

    Once we had an idea where the Outpost was, I ordered Lt. Howzach and his APCs to advance with infantry and technical support.

    Ventri and his men were ambushed by the Local Night Sisters who took offense to our arrival. They were quickly dispatched once the armor arrived.

    We were attacked by rancors, as the fighting had disturbed them to the point they went berserk. Most of our casualties, as well as the pirate's, were caused by these rancors.

    Once the base was located by Sensor Nodes implanted by Ventri's Scouts, I ordered for multiple bomber runs and an orbital bombardment.

    We destroyed the rancor nest, hoping it would force whatever rancors were nearby to leave. (As well as gain some credits for the Rebellion from posted bounties.)

    After the destruction of the outpost, many of the Black Sun mercenaries simply gave up. We took them back to the fleet to be processed and have their fates decided.

    Overall, several technicals and light armored units were damaged, however they can easily be repaired. However, many infantry were killed and injured in combat.

    I'm recommending time for the men to recuperate and rearm. Perhaps get some upgrades for our equipment.

    And the men are demanding a change to our Company Call Sign. It's too much for them after what happened on that dark world.

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  13. I think the game is a bit too loud compared to your voice

    33:14 the alliance army troopers actually have proton charges and concussion grenades that both damage buildings and turrets. So it's a good tactic to run them in with sprint and take out something like an enemy turret quickly. The description on ground just aren't as detailed as in space yet

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  14. Really enjoying your briefing intros of late. I'm also loving the new environmental randomness to this verison of the mod – the space whales interferring with the battle last video & the Rancor attacking your dropsite this video.

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  15. Has anyone played the Consortium? I played long enough to get black market, but I could not access it. I tried with prince Izor and the tweik, but the option never appeared after moving them to planet I set up market on

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  16. The life of a Long Probe pilot in Shack's navy:
    "You wont be able to do much but if they're firing at you, they arent firing at someone else."
    "Go poke them, see if you can get them to send their entire fleet after you."
    "That's a weird looking asteroid, go stick your nose in it."
    "Oh, those are mynoks! Okay, for science, long probes, go fly through it."

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  17. Can someone help me please? :/

    I downloaded this mod (the latest one), selected in the game(FOC of course) at the MODS, clicked on it and the game exited and did not start the mod. Dunno what to do. 🙁

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  18. And voting for pushing to get Mon Mothma all the way to Mon Cala. You have a lightly held hyperspace route available that you can punch all the way in. Whenever you send your task force back to that sector, include her in it. That ltes you move high command out to where it's safe and she can boost your income in that region.

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