This game is part of the additional "Global Campaign" Distant Galaxy (9 stages).
Episode 2 - Protecting the station.
historical background.
239 year before creation of the UC.
Yellow Anarchy, for the first time in a long time, faced a weakening of its position in space. Other Civilizations united in a Coalition, which was joined even by a former ally - Green Anarchy. In an attempt to improve their position, the Yellow Anarchy sent a large fleet to conquer the strategically important planet of the Blue Federation. The forces of the Coalition, consisting of 6 Civilizations, gathered in the orbit of the planet to repel the attack…
Purpose of the game. In this game, two participants take turns - one plays for the attackers - small and numerous ships of the Yellow Anarchy, the other - for the defending forces of the Coalition (Civilizations helping the Blue Federation). The goal of the attacker is to destroy all enemy units. It is enough for the defender to weaken the enemy army so that it has less than 3 ships capable of movement.
http://distant-galaxy.space/en/mods/170-stage-2-station-defense.html?print=1&tmpl=component#sigProIdfe40e15ce4
Units.
- Anarchy. unfinished aircraft. Alone, they pose no danger. However, when united in large groups, they acquire tremendous destructive power. Being extremely vulnerable in battle, they win mainly due to their numbers..
- Coalition. High-tech modules of the orbital station. The complete opposite of the Anarchy technique - massive modules, complex in design, well armored and armed. Unlike the ships of the Anarchy, in which all units are the same, the modules of the Coalition are divided into models that perform different functions.
Tactics.
Anarchy (70 chips) attacks, uniting in shock groups. Minimum group capable of inflicting damage on the enemy, consists of 3 units. Minimum group able to move independently, consists of 2 units. One ship alone cannot move, only if it is absorbed by a larger strike group, including it in its composition during the movement. Therefore, anarchists try to unite in the largest possible groups. Movement speed of units (groups of units) per turn - 2 cells. Defeat - up to 2 enemy units within reach.
Attention! There is no need to move all units individually (there can be many). It is enough just to move 2 tokens from the reserve or one part of the group to the beginning of the advancing column! Thus, a group of ships of any size moves, "spreading" across the field in any direction.
Важно! Anarchy ships enter the field by choosing a specific cell in one of the 4 corners of the map, and move continuously, laying out 2 tokens from the reserve per turn. As long as there are free chips in the reserve outside the field (up to 70), the yellow one cannot prevent new ships from entering the field.
Also in the chain There should not be empty cells in anarchy - they need to be filled with ships!
In the picture: one of the corners of the map (marked with a hexagon, this cell is inactive), only from there (next to the hexagons) yellow can start.

Anarchy Attack.
1 move

2 move

Coalition (18 chips) starts by randomly placing his units on the field next to the mini-portals (no more than 5 near 1 portal). Their units attack each in accordance with the characteristics of their model. They cannot attack all together., only the type that has received the right to move is valid (the move is determined random number of cubes - from 1 to 6). Can attack only one module all representatives of your model! If the number of units that are no longer on the map is rolled (all eliminated), move skipped!
Standard unit attack:
Unit number 1 – Module Green anarchy. (The number of the die is 1). Attacks around you (radius 1 cell).

Unit number 2 – Module Purple Federation. (Die number 2). In a straight line - 4 fields (vertically or horizontally).

Unit number 3 – Module Blue Federation. (The number of the cube is 3). 4 fields diagonally in any direction.

Unit number 4 – Module White Republic. (Die number 4). In any direction 4 fields in a row from the module.

Unit number 5 – Module Orange Empire. (The number of the die is 5). 4 hits through 1 cell in any direction.

Unit number 6 – Module Red Empire. (Number of cubes 6). In any direction 4 fields followed by an explosion of 9 cells.

Note: Portal Spaces cannot be occupied or traversed, and Coalition modules cannot attack through Portal Space.
More difficult version of the game # 2 with additional tactics (more opportunities to think about moves).
Additional features of Anarchy:
- Use of portals. If there are 3 ships around the portal, Anarchy can go to another portal. To do this, you need to roll a die each time you move to determine the risk - the number 1 means the loss of 2 ships, they do not pass through the portal. To attack in the new portal, you need to have at least 2 ships, the 3rd ship can attack.
- Column acceleration. By rolling a die, you can achieve a speed of 3 squares. However, there is a risk of slowing down the column. Numbers 1-3 - speed 1 cell, 4-6 - speed 3 cells.
- Quick throw. By rolling a die, you can achieve a speed of 4 squares. However, there is a risk of slowing down the convoy and losing 1 ship. Numbers 1-3 - the speed of 0 cells and the loss of 1 ship in front of the column, 4-6 - the speed of 4 cells (in this case, only 1 Coalition module can be hit).
Additional features of the Coalition:
- Use of portals. The module can move to another portal, and you can move within areas of the portal (around the portal).). To do this, you need to roll the die each time to determine the risk - the number 1 means the loss of the module. When moved, the module loses the ability to attack.
- Castling. Almost the same as the previous described action, only the module does not move to an empty cell, but replaces another module. The replaced module is moved to the place of the first module. Or the replaced module is simply moved to another location, and the initiator remains in place.
- Undermining. Only for the "Green Anarchy" module. When Green Anarchy rolls, the module can be detonated and Anarchy ships within a 2 cell radius will be destroyed.
Accelerated version of the game № 3.
Same as option #2, only Anarchy ships move at a speed of 3 cells per turn (the minimum group that can damage the enemy consists of 4 units), and Coalition modules gain the ability to move 1 cell in any direction without using a portal ( without leaving the portal zone). After moving without using the portal, the module can attack (or before moving).