Threat Assessment: The Evil Empire

This is the tenth in a series of anonymous reports that mysteriously appeared on the Editor’s desk. These redacted versions were approved by the Senate for immediate publication, to be read by commanders of each respective race so 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 Evil Empire: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Veteran
Difficulty To Defeat: Moderate
Playstyle: Slow

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Fleet Formations: Fascists

This Articles of War document was decrypted and translated as a study model for Echo Cluster strategists. These intelligence briefs describe employable tactics and complementary ship combinations for the Eleven Races.

The underlying purpose of Fleet Formations is to encourage commanders to consider what happens BEFORE “End Game”. We often build our fleets with one thing in mind, “Max Power, Tech 10 ships all the way. Hooyah!” Beyond theory, the majority of actions which lead to victory are done within the first 40-60 turns; moreover, eight races have their best chance of winning if they gain a significant advantage before the “Mid Game” transitions to the final slog. Those first 50+ turns can be used for more than just building ships and whipping the local indigenous populations. It’s the perfect time for Tech 1-9 to go forth and shine.

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First Turns: The Privateer Bands

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 heaviest warship buildable by the Privateer Bands is the Bloodfang Class Carrier, a passable medium warship but hardly a vessel designed to stand in the line of battle. The Privateer’s preferred venue is in fact elsewhere, in the area of speed, mobility, robbery, and ship capture. Thus, uniquely among the Eleven Races, the Privateer is in a very real sense less dependent on their own economy than their neighbor’s.

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Threat Assessment: The Lizard Alliance

This is the ninth in a series of anonymous reports that mysteriously appeared on the Editor’s desk. These redacted versions were approved by the Senate for immediate publication, to be read by commanders of each respective race so 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 Lizard Alliance: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Novice and Up
Difficulty To Defeat: High
Style: Aggressive

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First Turns: The Robotic Imperium

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 Robots have a powerful and unique, yet limited, ship list. They are remarkable not only for having not one but two effective heavy carriers, the Golem and the Automa, but also for their ability to control vast swathes of the battleground using their mass minelaying advantage by way of their lone minelayer, the Cat’s Paw. The inexpensive and relatively low-tech medium carrier, the Instrumentality, is the cherry on top.

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So You’re Doomed. Now What? (A Guide For The Hopeless)

First things first: We’ve all been there. It’s not just you.

The nature of the game is, one person wins. That generally means nine or ten lose — and don’t fool yourself: Unless you’re in the Victory Countdown, second place is just First Loser. All things being equal, nine games out of ten, you’re going to end up in a completely hopeless position. It sucks, but what are you gonna do about it? Cry a little?

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Threat Assessment: The Rebel Confederation

This is the seventh 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 Rebel Confederation: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Beginner
Difficulty To Defeat: High
Playstyle: Mixed

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First Turns: The Cyborg

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 Cyborg field not one but two of the strongest warships in the Echo Cluster. The Annihilation is the most massive and powerful battleship, and the Biocide is a carrier nearly as huge as the Empire’s Gorbie — and with a larger cargo hold to boot. The Firecloud permits instantaneous travel across any distance, and there’s also a passable hyperspace probe that, when coupled with the Cyborg’s ability to assimilate natives, grants them the ability to expand rapidly across any cluster.

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First Turns: The Rebel Confederation

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 Rebels have a powerful yet limited ship list, remarkable not only for its heavy carrier, the Rush, but also the Falcon, the only efficient hyperspace transport in the Echo Cluster. Their best shield-scratchers are the Tranquility, the Gaurdian, and the Iron Lady, which sets them at a late-war disadvantage against a more balanced race. However, their ability to undermine even the best-defended starbases through Rebel Ground Assault more than balances any slight disadvantage they face on the field of battle.

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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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