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A short but viscous war in which the Alliance faced both the Nexus and the hertics. Also known as the Third Crusade to the hertics, the Revelation Conflict by the heroics, and the Sharpening War by the zith.


Galian Alliance Forces: 300,560,000+
  • Alliance Losses: Moderate

Hertic Forces: 50,000,000+
  • Hertic Losses: Heavy

Nexus Forces: 100,000,000
  • Nexus Losses: Heavy


Origins

The origins of this war could be found in the founding years of the Alliance. When the heroics joined the Alliance the hertics, their longtime enemies, declared that the Alliance and all its members would be as much enemies as the heroics should they attempt to stop them. When Alliance members did not back down (some had even been insulted by the demand) the hertics grew increasingly agitated. For two years the hertics were quiet, but various unrest and problems continued to surface as time went on. In werewolf space piracy and criminal acts increased, in zith territory bandits and pirates reeked havoc on shipping lines and even raided colonies and even in spike territory assassinations ran rampant as numerac spikes of importance were found dead, forcing the spikes into the wider galaxy to discover the nature of these killings. At last the hertics declared a war on the heroics and the Alliance members warned that they would interfere if the war was not stopped. Needless to say the hertics did not stop and soon the Alliance found itself pulled unwillingly into its first war.

First Battles

The opening battles were a strain on the new relationships of the Alliance species, and at first the various races found themselves battling against the hertics alone. In the first months the hertics were able to score a few major victories against the Alliance, using superior agility and terror tactics to dishearten the Alliance, the only thing that kept them from penetrating deeper was massed Alliance fleets and armies. But at last the Alliance armies managed to rally and used werewolf portal technology to gather on the hertic border in massive numbers. After scoring a major victory in the zith colonies, the Alliance was planing to make a counter attack against the hertics, when the tide turned against them.

The Nexus Join

When the nexus saw their arm-ward neighbor embroiled in a war they took full advantage and invaded in force. In a few weeks the efficient and massive fleets left Nexus space under radio silence and sent small probes ahead to disable or redirect scanning equipment on the werewolf border. What followed was a complete and devastating surprise attack, that all of the Alliance was unprepared for. With the majority of the fleets and armies on the hertic border the only thing that stood between the Nexus and the core Alliance world were small garrison forces. What followed was some of the most desperate holding actions that the Alliance and ever seen and across the war zones the small pocket forces managed to save the Alliance by buying enough time for reserve forces and fleets stationed on the hertic border to trickle in and fill the gaps. Now finding itself caught in a two fronted war the Alliance strategy collapsed as they were forced onto the defensive.

Hard Times

After the attacks of the Nexus, the Alliance desperately fall back to defensive measures, fortifying the major border worlds and patrolling the smaller colonies. The defensive measures only managed to slow the hertics and Nexus, although the hertic did not have the numbers to occupy worlds, they devastated three zith worlds, and just as many heroic and worgen worlds. War casualties and drains of resources cause war moral to plummet, and criminal activity and murders skyrocketed. After the fall of the zith colony Tere, the zith are competed to throw everything into their defenses, every reserve trooper, mothballed weapon and retired commander are used to guard convoys and out of the way planets freeing thousands of soldiers who are sent straight to the front. In a few weeks the defense grid lock is complete, and soon the other Alliance races follow the zith's lead. With the grid lock in place the nexus advance is finally stopped, but the hertic continue their hit and run campaign and the Alliance commanders knew that they were still under siege and if they didn't break out they will sooner or later louse.

The World Taker

Only days after the fall of Tere, the Alliance became aware of a new weapon the hertics were building specifically to break the dead lock. The weapon was code named the World Taker, and was a monstrosity created from stolen technologies from all the Alliance races. The main body was made from a heroic city ship, it had zith armor plating, werewolf shields, an antic styled factory deep inside, weaponry from the various races, and even a spike cloaking field. Knowing that if that ship launched at the head of the hertic fleet the defense perimeter would not hold and the war would last much longer. The weapon was just on the border of hertic space however, so a squad of specialist would be needed to sneak aboard and destroy or damage the World Taker before it could launch. King Jounton sent information about the weapon back to the Alliance, and led a small fleet to capture the hertic Emperor who was visiting the weapon. Jounton almost defeated the fleet defending the building site, but in the end the Emperor's second son led an effective defense and Jounton lost his initiative. However the Emperor believed that this attack force was simply a vanguard of a greater force, and asked someone to come down and negotiate.

The Fall of the Hertics

Defeat of the Nexus

After the hertics left the war the Alliance turned all their attention to the nexus forces still in the fight. Soon millions of soldiers and thousands of ships flooded the battle grounds, an the commanders used tactics learned against the hertics to better cordinate between the allied forces. Dispite all this the nexus put up a hard fight as they had heavily fortifyed captured worlds. The nexus fortresses were monumental constructs, diving deep beneath the surface and high into the sky. Often discribed as 'mountain and valley forts' these defensive constructs were often so huge and well defended that a handful of soldiers could hold off an army with ease. Eventually the alliance species were able to pierce the defences with orbital bombardment and massive numbers of heavy ground based weapons.

In almost every case the only time that a fortress was captured was if all the alliance species fought as one, with the sole exception of the Battle of Gaindrin where the amnie captured a fortress with horrendous casualties.

Result

By the end of the war the alliance had emerged bloodied but victorious. The hertics changed their leadership, and became far more friendly to the Alliance. The inclusion of the spikes, who had previously refused to join the alliance, also bolstered their strength immensely, and put the alliance firmly into a power to be reckoned with. The nexus met their first major defeat, which put their expansion to a dead stop and likely saved the other factions of masari that opposed the nexus.

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