ACTION NEWS: And The LOTTO Winner Is…

Hello, good evening, and welcome to the second part of this special edition of Planets Magazine Action News. I’m Jim Chancellite, coming to you Live! from the Cognitium War!

We’re joined tonight in the studio by military expert Col. Tolliver South, and live on Ansible, High Consul Ef Hu.

Both: [jumbled greetings]

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ACTION NEWS: Inside The Cognitium War

Hello, good evening, and welcome to this special edition of Planets Magazine Action News. I’m Jim Chancellite, coming to you Live! from the Cognitium War!

As always in these special reports, there’s tremendous amounts of excitement here at Broadcast Center. We’re joined tonight by military expert Col. Tolliver South, late of the Federation Navy, who is able to be with us live in the studio.

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First Turns: The Lizard Alliance

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:

While the Lizard fleet technically has the weakest battleship in the T-Rex, this is more than made up for with the increased ship durability granted by the Lizard Crew Bonus. Similarly, the too-light Madonzilla can act as a support carrier in fleet battles, and the undergunned Lizard Class Cruiser fights as well as a battlecruiser in most situations.

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Threat Assessment: The Cyborg

This is the fifth in a series of anonymous reports analyzing the strengths and weaknesses of the Eleven Races. These redacted versions were approved by the Senate for immediate publication, to be read by commanders of each respective race in order that they can review their own vulnerabilities in the face of the unknown external threat that commissioned the studies. In this dispatch we focus on that faction known as the Cyborg: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Expert
Difficulty To Defeat: Low To High
Style: Aggressive

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First Turns: The Empire Of The Birds

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 Bird Empire, like the Crystals, has the weakest economy of any race in the Echo Cluster. For their survival they rely on the justly dreaded Dark Wing, the only cloaking battleship; however, absent extreme luck, they will rarely produce enough before the Ship Limit — and, even if they do, the ability to cloak gives a battleship no extra survivability against heavy carriers. The Birds have little hope in direct combat.

Which is why their ship list and abilities were designed to excel in indirect tactics.

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Threat Assessment: The Crystal Confederation

This is the fourth in a series of anonymous reports that, redacted, were approved by the Senate for immediate publication, so they can be read by commanders of each respective race in order that they can review their own vulnerabilities in the face of the unknown external threat that commissioned the studies. In this dispatch we focus on that faction known as the Crystal Confederation: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Expert
Difficulty To Defeat: High
Style: Defensive

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A Modest Proposal: Race Balance In Standard

EDITORIAL

If you haven’t heard the term “Nerf Crystal” by now, you haven’t been listening.

The recent change in Standard and League games that has resulted from the removal of friendly codes and Safe Passage options from web fields has created a race without diplomatic options. Their ship list is inconducive to trading, being composed largely of overpriced minelayers and understrength warships — plus one 5-point terraformer. Now that they can’t trade their webs as currency, the Crystals have gone from one of the dominant races to something just slightly too sad to be considered a joke.

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Threat Assessment: The Empire of the Birds

This is the third in a series of anonymous reports that mysteriously appeared overnight on the desk of the Editor. These redacted versions were approved by the Senate for immediate publication, so they can be read by commanders of each respective race in order that they can review their own vulnerabilities in the face of the unknown external threat that commissioned the studies. In this dispatch we focus on that faction known as the Empire of the Birds: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Master
Difficulty To Defeat: Moderate
Style: Aggressive

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The Mercenary’s Code

It has long been evident that trades involving racial benefits offer disproportionately valuable rewards. Free Fighters, Super Refit, 4x Minelaying, and Fighter Sweeping cost little to provide and can win the war for anyone who accepts. Now, with the advent of the new Nerf Crystals, it has become apparent that some new means of trading for services should be attempted.

As always, the Planets Magazine staff are eager to selflessly throw themselves into research for new content, and, not willing to abandon tradition, when I was given Crystals in the War, I created an experimental format: the neutral mercenary.

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