PRODUCTION
Produce 3x Degree corvette, 2x SIAERA, 2x CEVAS, 1x BMU.
Ship Production Points: 25
1 points: Unassigned.
6 points: 3 Degrees
12 Points: 4 Chords
6 Points: 3 ITCs
Ground Production Points: 27
1 points: Unassigned
14 points: 7x BMU
4 points: 4x SIAERA [Outdated]
2 points: 2x SIAERA (T3)
6 points: 6x CEVAS
MOVEMENT
ITC 1: Move to [2/Homeworld]. (Free) Load NEW BMU-7 (equipped with SIAERA and CEVAS), unequipped SIAERA, unequipped CEVAS. Move to H. Load BMU-1 (equip carried SIAERA and CEVAS).
ITC 2: Load BMU-2 from I. Move to G.
ITC 3: Move to [2/Homeworld].
Chord 1,2,4: Move to [2/Homeworld]. Repair. Move to H.
Chord 3: Move to G
NEW Degree 1,2,3: Move to G via H.
OTHER BULLSHIT
BMU-4 (on D): Pull back and entrench. Concede less defensible territory, focus on holding easily fortified areas. Secure landing sites for reinforcements.
Alright, so. Allow me to explain my reasoning.
First, in case you missed it, the rules for ship movement have been changed/clarified. Ships can now perform one (and only one) non-movement action per turn, at any point. So move>repair>move is a valid order. But load>move>unload is not. With the exception that loading/unloading at one's homeworld is free. The point is, I'm pretty sure this plan is valid, but that something like "ITC-2: swap the equipment of the carried and landed troops at G" is not, since it already performed an action (loading at I).
Anyway. We don't need troops on I and H anymore. We could leave them there as a garrison, but that would cut the effective value of those planets in half. Thus, we should move them up to the front lines. Of course, they need better equipment if they are going to face battle. To this end, I have ITC-2 picking up the troops on I, taking them to G, where next turn they can swap equipment, before being shipped to... whatever planet needs them. I figure it does make sense to leave at least a token garrison on G, since it is more likely that the enemy might try to snipe it, and it's more valuable to boot.
To protect ITC-2 (or at least give it time to escape), I've also directed Chord 3 to return from F to G- I mean, it's not like it could do much more than annoy the Network if they sent a sizeable fleet, so it's not doing us much good around F right now.
ITC-1, meanwhile, returns home to pick up a newly produced and fully equipped unit, along with spare equipment to provide to the troops it picks up from H later in the turn (loading from our homeworld is a free action). Next turn, we will be able to send it to probably D to reinforce and hopefully turn the tide.
Next, our damaged warships- Chords 1, 2, and 4-, will perform mid-turn repairs before heading back out. I've sent them via H on the microscopic chance that the Network manages to get a fleet behind G, in which case they'd keep ITC-1 alive.
We have enough SPP to churn out 3 of our new corvettes. They may not be quite as effective as we hoped, but the revision leaves them competent, and a variety in our forces is probably a good thing- Chords can interpose themselves between the enemy and our Degrees, defending the fragile corvettes, while the corvettes provide more firepower that will reduce the amount of time the Chords need to slug it out. Everybody wins. Except for the Network, obviously.
Anyway, I've sent three new Degrees to G. Next turn, we probably want to have them 'wait' for one tick, in order to join up with our Chords for a coordinated attack on one of the belt planets (I'm thinking 2C+2D to D, 2C+1D to E or F, but much depends on what happens this turn).
We've already seen that the Network has the advantage on D. We're going to lose ground no matter what. We can reduce unnecessary losses and improve our chances next turn by retreating sensibly and only spending lives to hold ground that is easy to hold. The downside is that this strategy also reduces enemy casualties, but next turn our reinforcements will have an easier time turning things around.
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Possible changes (that I can see):
We could spend less PP this turn, if we think that we might have better things to spend it on next turn. I could see producing only a pair of Degrees, and/or leaving out the second BMU and it's equipment, leaving us with 3 SPP (+2 if we scrap ITC-3) and 5 GPP in the bank. I've gone for broke on the basis that quickly securing planets will gain us back the PP, and deprive the enemy of it. Plus, I'm not sure what we might design next turn that we'd want to spend it on.
We could give different orders to the troops on D. I think what I've gone with is the best option, but I'm open to the idea of there being a better one.
Chord-3 could stay at F, to at least contest orbit there and prevent the Network from gaining total control, which could hurt our ground forces. I feel like the Network is unlikely to try this, and if they do will probably send enough ships to wipe the floor with a single Chord, but it's possible they might only send one or two warships escorting an ITC, in which case even a single Chord might slow them down a little.