The Easter Rising was an insurrection, mostly in Dublin city, that lasted from April 24th until April 30th 1916.

The insurgents in Dublin amounted to 1,200 men and women from the nationalist militia the Irish Volunteers, the socialist trade union group Irish Citizen Army and the women’s group, Cumman na mBan.

The Irish Volunteers had been founded in 1913 in response to the blocking of Home Rule, or self government for Ireland by the Ulster Volunteers. The Citizen Army (with around 300 members) was formed during the Dublin Lockout of 1913 to protect strikers from the police. James Connolly afterwards directed it towards pursuit of an Irish socialist republic.

The Volunteers split after the outbreak of the First World War into the National Volunteers and the Irish Volunteers.

The National Volunteers, over 120,000 strong, led by Irish Parliamentary Party leader John Redmond, were pledged to support the British war effort and over 30,000 of them joined the British Army. The remaining 13,000 Irish Volunteers, led by Eoin MacNeill, were committed to keep their organisation intact and in Ireland until Home Rule was passed.

The Rising was planned in secret by seven men, mostly of the Irish Republican Brotherhood or IRB, who had formed a “Military Council” to this end just after the outbreak of the First World War. They were, Tom Clarke, Sean McDermott, Patrick Pearse, Thomas MacDonagh, Joseph Plunkett, James Connolly and Eamon Ceannt.

Their plans were not known to the membership of the Volunteers at large or to the leaders of the IRB and Volunteers, Dennis McCullough, Bulmer Hobson and Eoin MacNeill.

They had arranged with the Germans for a large importation of arms to be delivered on Good Friday, April 21st, but this shipment was discovered by the British off Kerry and its cargo lost.

At the last minute, the plans for the Rising were revealed to Eoin MacNeill who tried to call off the rebellion by issuing a “countermanding order”, but actually just postponed the outbreak from Easter Sunday to the next day, Monday.

The insurgents proclaimed an Irish Republic with Pearse as President and Connolly as commander in chief. They occupied positions around Dublin at the General Post Office (GPO), the Four Courts, the South Dublin Union, Boland’s Mill, Stephen’s Green and Jacobs’ biscuit factory.

Over the following week, the British deployed over 16,000 troops, artillery and naval gunboat into the city to suppress the rising. In the week’s fighting, about 450 people were killed and over 2,000 wounded.

The rebels’ headquarters at the GPO was bombarded into surrender, which Patrick Pearse ordered on Saturday, 29th April. However the fiercest fighting took place elsewhere, at Mount Street Bridge, South Dublin Union and North King Street.

There were also risings in county Galway, Enniscorthy in Wexford and Ashbourne in county Meath, but apart from an action at Ashbourne that killed 11 police, these caused little bloodshed.

Sixteen of the rebel leaders were executed, 15 in a two week period after they had surrendered and one, Roger Casement, in August.

Over 3,000 people were arrested after the rebellion and over 1,400 imprisoned. The Rising was not widely supported among the Dublin public and was condemned by the Irish Parliamentary Party and much of nationalist as well as unionist opinion. However, combined with other factors, such as the continued postponement of Home Rule, the growing casualties of the First World War and the threat of conscription, the Rising and its repression helped to increase the strength of the radical nationalists in Sinn Fein.

This party, which had not participated in the rebellion, was adopted as a vehicle by the veterans of the Rising and pledged to withdraw from the Westminster Parliament and set up an Irish one.

Sinn Fein went on to win three by-elections in 1917 and a general election in 1918, leading to their proclamation of an Irish Republic in January 1919 and the start of the Irish War of Independence.

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  • Frank [he/him, he/him]
    ·
    7 months ago

    Vs bots - use the ems strike or ems mortar. Use stuns if you have them. This will force hulks and devs to stand still. At that point you can bring them down with a few headshots from the amr or ac. The lascannon will drop hulks with about two seconds of fire to the visor. Eats and rr can take them down with one hit to the visor but it has to be a clean hit.

    Heavy weapons can blow the weapon arms off devastators and hulks rendering them mostly harmless. Hulk's legs can be destroyed by everything from the ac up to drastically slow them

    • take out the treads on tanks to prevent them from moving and disable the insta-kill spikes on the front that prevent you from climbing on them.

    • cooperate to hit the laser cannon towers with a bunch of rockets at once. Two people with amrs or acs or dominators can kill one with a mag dump to the vents before it turns around, but only if you land all your shots. Lascannon to the vents is very effective against all large bots.

    • use quasar, rr, and eat17s to kill bot dropships before they can unload hulks and tanks to keep their numbers down

    For bugs

    • chargers have a weak spot in their face. Really, all bugs have a weak spot, often small, in their face. Eat17s, rr, spear, quasar, can all ohk chargers with a face shot.

    • aim gls and ac rounds to explode under the charger if it is facing you, or shoot them in the butt for full damage with any explosive weapon.

    • let them charge in to walls and stun themselves before attacking

    • chargers are extremely vulnerable to flamethrowers, especially once to get the upgrades. Aim for a leg to bring them down in seconds

    • the old trick of destroying a charger's leg armor then mag dumping in to that leg still works. You'll need an eat17 or rr round or quasar to destroy the armor.

    • bile titans can be ohk'd with a rocket to the face while they're charging their puke but the timing is really tight

    • use explosve weapons to pop the bile-titans bile sacks, this will stop them from puking on you.

    • eagle airstrike, 500kg bomb, and 110mm rockets will all bring down heavies but you may need a few shots

    • any slow effects will apply to chargers and hulks. Slowing plants on ice planets, stun grenades, ems, these all make it easier to land shots on them

    • stun grenades plus orbital precision strike is a very strong alternative to railcannon that has a much shorter cooldown

    • orbital laser is not strong against heavies. It does a lot of damage but often not enough to bring them down

    • autocannon sentry is strong against heavies but it's also strong against helldivers so use with caution.

    • the manned hmg turret absolutely shreds bots, including hulks if you can hit the vision slit or vents. Needs to be set up in cover with good firing lines. Can't deal with chargers at all. A shield pack continues to protect you while you're on the gun and a guard dog will continue shooting nearby enemies.

    General

    • eat17 is one of the strongest strats in the game. Call them in whenever tehy're off cooldown so you have spares lying around. If all four player's bring eat17s you'll have a fresh rocket approx every seven seconds for the entire game and almost three hundred rockets total in a forty minute game. Important: because eat17 has such a short cooldown you don't have to retrieve them if you die. Just run the other way until they come off cooldown. This is a major advantage over other weapons with long cooldown.

    • use team loading if you can. Having a loader on the ac turns it in to a machine gun of death that can clear vast areas with constant heavy fire. The rr can fire all it's rounds extremely quickly to devastate enemy armor even without weakpoint hits. Have the gunner carry a supply pack to re-load the loader, or have bother teammates carry the same weapon so they can cross-load each other. The increase in damage output is phenomenal

    • mines aren't great but the explosive or fire damage makes them somewhat effective at softening up chargers and kills most smaller bugs

    • when a helldivers dies mark nearbye hulks, chargers, and bile titans so your teammate can zero in on them with the hellpod when re-spawning

    • smoke works really well for fucking up bot aim. They will continue to shoot your last known position with bad aim so drop your smoke then rotate around their flanks to bamboozle them.

    • supply pack is a huge help as you can keep your team topped off on the run. This can help ammo hungry weapons like spear and rr

    • the amr is very very strong against bots, being able to kill all bots except tanks and aircraft (well and the atat) with two clean shots to the face. Use stuns or ems to make them stand still.

    • DyingOfDeBordom [none/use name]
      ·
      7 months ago

      eat17 is one of the strongest strats in the game. Call them in whenever tehy're off cooldown so you have spares lying around. If all four player's bring eat17s you'll have a fresh rocket approx every seven seconds for the entire game and almost three hundred rockets total in a forty minute game. Important: because eat17 has such a short cooldown you don't have to retrieve them if you die. Just run the other way until they come off cooldown. This is a major advantage over other weapons with long cooldown.

      noted because my main problem with the quasar cannon is if I die and it's not off cd, I'm just fucked, just absolutely fucking fucked.

      do weapons do damage even if my reticle pings the bullet deflecting icon? because I stopped using the anti materiel rifle because it seemed to just bounce off of fucking everything

      • Frank [he/him, he/him]
        ·
        7 months ago

        If you get a white hitmarker you matched the targets armor and did half damage. Red hitmarker penn'd the armor for full damage.