First Turns: The Cyborg

Most wars are won or lost long before the fighting starts. This series concentrates only on those critical few turns leading up to the Ship Limit as a key to achieving long-term goals necessary for victory.

Overview:

The Cyborg field not one but two of the strongest warships in the Echo Cluster. The Annihilation is the most massive and powerful battleship, and the Biocide is a carrier nearly as huge as the Empire’s Gorbie — and with a larger cargo hold to boot. The Firecloud permits instantaneous travel across any distance, and there’s also a passable hyperspace probe that, when coupled with the Cyborg’s ability to assimilate natives, grants them the ability to expand rapidly across any cluster.

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Nu Replayer: A discovery of Artificial Negativity (Nov 2021)

EDITOR’S NOTE: CSY has been kind enough to give us an update on his Nu Replayer project. There are also some discoveries about the computer player in here, so it’s worth a gander even if you don’t use this tool.

Background

It has been quite a long while since I touched Nu Replayer in any form. Even in its “Perpetual Alpha” state, the existing functionality has worked quite nicely.

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First Turns: The Rebel Confederation

Most games are won or lost in the first few turns. This series concentrates only on those critical few turns leading up to the Ship Limit as a key to achieving long-term goals necessary for victory.

Overview:

The Rebels have a powerful yet limited ship list, remarkable not only for its heavy carrier, the Rush, but also the Falcon, the only efficient hyperspace transport in the Echo Cluster. Their best shield-scratchers are the Tranquility, the Gaurdian, and the Iron Lady, which sets them at a late-war disadvantage against a more balanced race. However, their ability to undermine even the best-defended starbases through Rebel Ground Assault more than balances any slight disadvantage they face on the field of battle.

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The Cognitium War: Troika Table

The Cognitium War is in its final turns, with players beginning to succumb to Accelerated Fight Or Fail and the final results of the game approaching certainty. Not long ago, I sat down with the three primary members of the surviving soon-to-be victorious alliance, and we spoke a bit about the game. The substance of that discussion follows.

(Editor’s Note: As always, we’ve edited this. The substance of what was said is unchanged, but some context is always, regrettably, removed for length and readability.)


Zacha, Morgens, and Fexer, welcome to the Forum. Thanks for joining me.

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ACTION NEWS: Grand Marshall Championship

The Crisium Conflict (not to be confused with Crissum Contact)

Good evening to all folks at Planets Nu! This is Gary Garishen, bringing you an exclusive sneak peek at the Crisium Conflict. Be warned: The described images are quite intense and may cause indigestion.

My team and I accessed an inquisition room in the Grand Marshall’s office (aka Discord). We witnessed the interrogation of representatives from the Eleven races. These commanders endured Klingon agonizers, Imperial carbon freezers, Spanish donkeys, and a myriad of Privateer castration tools; in the end, we gleaned important inside information about the match.

Action News apologizes that several participants did not survive initial questioning and were unable to provide answers.

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Trophies! Also, Our Own Coffee!

Talespin and I are thrilled to announce the arrival, here at the official Planets Magazine shipping and distribution center (otherwise known as my dining room table), of the brand new trophies for the Planets Magazine Invitational series. Take a look:

I remember when I used to have a dining room…

Just imagine winning one of these for your very own, to display next to that Nobel medal, the Pulitzer, and your eighth-grade spelling bee trophy.

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The Negotiator’s Parables

Lessons in Planets Diplomacy

Once upon a time in a sector two feet in front of my eyes, I tumbled down a wormhole and found a universe that was flat, the stars bright but still, and cows, worms, and iguanas lived on tiny white dots in the black. To my right, I saw a flock of birds caught in webs and a lizard eating a shoe. On my left there were many soldiers, some nearly human and others part machine. They were caught in an endless war of lies and blood. I averted my eyes.

It was then that I noticed the cricket on a rock near the path. He wore a dress shirt and a tie. As odd as it was, it was stranger still when he asked me to sit. He taught me about Space War and spoke of the Grand Queue. The wisdom of the cricket opened my mind and I decided to pass it on… to you.

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First Turns: The Crystal Confederation

Most wars are won or lost long before the fighting starts. This series concentrates only on those critical few turns leading up to the Ship Limit as a key to achieving long-term goals necessary for victory.

Overview:

The Crystals have one of the worst ship lists in the Echo Cluster. They share the record for weakest battleship (the Diamond Flame) with the Fascists, but they do supplement that with an inexpensive third-rate fleet carrier. A wide variety of minelayers, tenders, scoopers, sweepers, and tow ships all contribute to the primary Crystalline mission of covering the Cluster in a continuous field of vibrant Web.

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Commander Koski’s Anti-Horwasp Guide (aka SIR MF)

The Horwasps arrived in the Echo Cluster years ago, yet no proper guides about fighting against them were available — until now. The outcome is clear in games: Either the players fear the Horwasp too much and let them grow too strong, or they charge toward them recklessly, losing ships in vain.

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