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

Continue reading

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