First Turns: The Missing Colonies of Man

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 Colonies have a powerful yet limited ship list, remarkable for not only its low-cost heavy carrier, the Virgo, but also the fuel-generating Cobol. They lack low-cost endgame sacrifice ships and their best shield-scratchers are the Cygnus (against battleships only), the Tranquility, and the Iron Lady, which sets them at a late-war disadvantage against any powerful foe. However, their ability to sweep space mines from a distance with fighters alone balances the entire field in their favor.

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Fleet Stacks: The Missing Colonies Of Man

Articles Of War, Supplemental

In this series of brief supplements, we examine not ships as individuals but when working together as a machine, in task groups or battle formations. These articles presume familiarity with the concepts of Battle Order and Left vs. Right Combat.

The Colonies, like four other races, field a heavy carrier that can take on any single vessel in the Echo Cluster on relatively equal ground. The Virgo has the further advantage of being cheap to build (minerals-wise) and arm (free fighters). However, the rest of the Colonial fleet is composed largely of vessels too lightweight to be allowed out on their own.

In consequence of this, in an appendix to the Dreadlord Manual of antique fame, Doug Suerich proposed grouping a Patriot with a Little Joe and a Cygnus. When employed properly, he contended, this trio could be deadly against most foes. Unfortunately, what was true in 1994 has not withstood the test of time; against cloakers, who can select their targets through Intercept, such a group can gain no advantage from stacking, and against even medium carriers, battleships, or battlecruisers, they’re often simply flying to their deaths — a gift to any adversary who chooses to seize it.

Instead, we shall focus on ship stacks that function in a group as greater than the sum of their parts.

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Threat Assessment: The Missing Colonies Of Man

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 that faction known as the Missing Colonies of Man: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Novice And Up
Difficulty To Defeat: Moderate to High
Style: Mixed

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Colonial Basics: A Primer For New Players

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

Virgos: Worryingly Powerful or Powerfully Worrying?

(written by KSB)

This article is intended for the novice Colonial player, mostly because I am a novice Colonial player. If it is useful to those more advanced then that is a happy coincidence, or perhaps you’re not actually that good, or maybe I’m just a hidden talent. I’d like to think that all of these Continue reading

The Amazing Small Deep Space Freighter

(written by ECV – Classic Queue)

Tom Graves started a great thread about the many uses of the Small Deep Space Freighter (SDSF) on the news feed at Planets Nu. He has now given us permission to edit and publish his post on Planets Mag for all to see!

NOTE: Certain aspects of this article reference the Priority Build Points system.

In Tom’s words: Small Deep Space Freighters are likely to represent 10-15% of your fleet at the time the Ship Continue reading

Merlin Class Alchemy Ship

(Archived content — by SpaceSquad)

Merlin Class Alchemy Ship can be built by every race

180px-Merlin_Class_Alchemy_Ship Techlevel 10 Crew 120
Engines 10 Fuel 450
Beams 8 Cargo 2700
Mass 840
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Super Transport Freighter

(Archived content — by SpaceSquad)

Super Transport Freighter can be built by every race

180px-Super_Transport_Freighter Techlevel 10 Crew 202
Engines 4 Fuel 1200
Cargo 2600
Mass 160
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