I'd go for "Just joined in" - Maybe having seen a job for mercenaries on the To-Do List in Domus, went there, find out that Xgerm/Grell pissed off and there is no leader atm, and you just take control of the situation and continue the job. If you have a better idea, feel free to go for it. Also, attaching an excel sheet with the stats of all terran armies so that you know what you have, what you're up against and what armies you still might want to recruit.
Last page Maity said '2 pirate fleets and 1 Tirion support'. Find those on the chart. The names on there are ship categories, not individual ships. Don't worry, they did this to me too, damn confusing databases =P
I'd just like to point out that you're quite literally going in at a 2:1 disadvantage, and only the Pirate Patrol is able to outrun the other ships, which also happen to have better maneuverability than the ships you currently have. I highly recommend trying to earn some favors and support with the factions so that you're not at a disadvantage when going in. Your ships and troops simply don't have the stats to win a 6v3 - Hell, they'd get destroyed in orbit by the two patrols.
The Magrathea system for example has an Outsider planet, getting rid of it may make the neighbours happy and safe enough to lend you more support.
Let me explain the ideas behind my flagship types:
Patrols in general are designed to win flagship battles. Coalition patrols (Aranov and Pirate) are better equipped than Outsider ones though, so if you get an even number they'll win.
Assaults are supposed to be strong ships with strong crews made for direct combat
Supports are just there for support - The ships are basically worthless, but they add another 200 supply of units to your army. If you want more mech, grab a Tirion Support, if you want Infantry grab a Magrathean Support
Raiders are quick and dirty - They include high mobility units and air transports so that you can hit at multiple places at once and just do tons of damage without a straight up fight.
The Aranov Heavy is a strong troop carrier. If it has a few flagships defending it from direct flagship to flagship combat, it'll win any planetary engagements simply through sheer amount of troops. Don't expect to get one of these - They're expensive and generally don't move away from Coalition capitals.
The Aurulean Special is a stealth oriented ship, having cloaked ghosts, spectres, wraiths and banshees to disrupt enemy operations.
You'll want to either have the ground or air advantage - You can win this by being tricky even if you have less ships, but not with the ones you currently have - They just don't have the stats to outplay the Outsider ships. If you run, the Patrols will catch you. If you don't, the Assaults will make it even more one sided. You can try and win with infantry by boarding, but you'll still need some durable ships to buy you time. The only ship that can currently do hit and runs is the Pirate Patrol.
Also, you might want to keep in mind that there are three planets you have to capture, not one. "Divide and conquer" comes to mind. Your patrol beats any one of their ships (Ravens nullify any anti-air while vikings mop up, and the flagship itself has either identical or better stats than the enemy), but it can't win a 2v1 and the other ships won't be able to shift the fight into your favor. Honestly, I think the best course of action is getting another patrol and then doing some multi-tasking and harassing.
Fine i guess ill Divide and conquer D: I'd rather not because I assume the outsiders are smart enough to leave a fairly large ground force at each planet if they have all of their fleet on one planet but ok.
They can't leave ground forces without a flagship, and ground forces need to move anyway. And their ships aren't all be on the same planet (As you said, they're not stupid. They don't need all their ships in one place, but they will group up if necessary)
I'd like to break in here, as there hasn't been any progress on this front. I see no reason why you can't strand forces without a flagship. A flagship is required if you want to build new forces (as the prefabed stuff and personel have to come from somewhere) but as far as leaving folk on a planet while you run away? perfectly acceptable.
How are we on some of these other plots, btw. I'm thinking of ramping things up a few notches in the near future, and would like to know who we have around.
Alright, troops may exist without their original flagship present. We never really discussed the rules on that, and not allowing it was kinda a safe/default choice, but I prefer it this way.
As for other plots: I want to get something with the Outsiders going, for which I'd really like to have a player on board but Chaos doesn't seem to be here :( It would tie into the Nick Reyd story as well, whom I can easily use to stir up some trouble. And for the one big one that would pretty much affect everyone, I'd just like one of the players to be free before we go down that route. Message me on skype if you want me to start it so that we can discuss some details again.
Okay... Things are heating up on Barkanos, and I just wanted to let everyone know that I have a plan for how things are gonna go on the ground, and I ask that people forestall their arrivals until that gets done. I'm writing a post right now, and then Orloth has a post that he wants to put in, and then I have a wrap-up post to follow. Then it will be safe for the pirates to arrive, followed by everyone else. I'll make sure to make this go as quickly as possible so everyone isn't waiting on me. Details to follow to the people who are involved.