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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TOURNAMENT POLL: Trophies

You should all know by now that we’re mailing out mugs to all of our Planets Magazine Classic Invitational Tournament participants. (Thanks to a generous — and anonymous — player, some of the cost of doing this has been donated.) What you may not realize is that we’re also sending out a physical trophy to the final victor.

Of course, that’s just an idea of what it might look like. We’re still fiddling with the design.

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Threat Assessment: The Robotic Imperium

This is the sixth anonymous report analyzing the strengths and weaknesses of one 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 Robotic Imperium: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Veteran
Difficulty To Defeat: Average
Style: Defensive

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The First Planets Magazine Invitational

The first Planets Magazine Classic Invitational has now been launched, and the champions are assembling. Top players from Planets Nu, both past and present, have been sent invitations to join, and as soon as the game is full it will begin. is well underway as of this writing, and we’re getting ready to start the second one.

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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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