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.
The Fascists are at once the race with the weakest ship list and the broadest. They share the weakest battleship (the optimistically-named Victorious) with the Crystals but lack their fleet carrier; of the four cloaking races they build the worst cloaking ships with the highest cost and smallest holds. In Standard they have access to Fast Beams, but the 1-point hull penalty on their Glory Device ships robs them of the queue dominance attainable by their Classic brethren.
This series of anonymous reports was intercepted in transit to an unknown force outside the Echo Cluster. After emergency review by the Senate Committee on Military Classification, these redacted versions were approved for immediate publication. They can be used to acquaint the unfamiliar with the Eleven Races of the Echo Cluster, but also they should be read by commanders of each respective race so they can review their own vulnerabilities in the face of this new and unknown external threat. In this dispatch we focus on the Fascist Empire: its strengths, its weaknesses, and how best to defeat it in battle.
Ease Of Command: Veteran or Higher Difficulty To Defeat: High Style: Aggressive
The spirit of a thing is that which survives changes in circumstance. The spirit of the Crystal is that of The Snare. The Crystals have a unique technology around which their entire fleet and all strategies must be constructed. Web mines drain fuel, paralyze enemy operations, force them to waste valuable time sweeping, and allow the Crystal to harvest the survivors for their own fleet. However, the opponents of the Crystal are not likely to just march their ships into Crystal space. They must rather be goaded into it, smothered, or caught unawares. Crystal success hinges on the effective implementation of ensnarement tactics.
Gathering military intelligence in the game of Planets
When it comes to the most important aspects of Planets strategy, most players talk about diplomacy, tactics, and economy. These skills are certainly of great importance, but in this article, I would like to suggest there is a more important talent which underlies them all: gathering information.
So you want to play the Missing Colonies of Man, eh? Well, here’s a few basic things you might want to know if you’re just starting out, and I daresay there might be a trick or two in here that even experienced commanders may have missed.
If this is your first-ever game, the Colonies are one of the best choices. They’re one of the easier races to play, and they’re very forgiving if you Continue reading →
The Colonial Fleet consists of several torpedo ships and carriers which are known to travel great distances without any fuel issues. Base of this economic advantage are three ships that can generate fuel: The Neutronic Refinery, the Aries Class and the Continue reading →
The Rebels base their strength on a comparatively light and agile fleet that includes light torpedo ships, carriers, highly specialized ships types and the famous hyperjumping Falcon Class Escort. Rebels are immune to Continue reading →
The Robotic Fleet relies on relatively heavy carriers and can bring tremendous amount of firepower into battle. Although it lacks a variety of torpedo ships it has one supreme minelayer to play out their advanced minelaying technology, which allows them Continue reading →
The Imperial fleet relies on carriers in various sizes, ranging from the tiny H-Ross Class to the feared Gorbie Class Battlecarrier, which is, together with the Cyborg’s Biocide Class Carrier the strongest ship in the Planets universe in terms of firepower. Imperial ships tend to be Continue reading →