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!

Group Portrait of the Coalition members

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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Threat Assessment: The Cyborg

This is the fifth in a series of anonymous reports analyzing the strengths and weaknesses 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 Cyborg: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Expert
Difficulty To Defeat: Low To High
Style: Aggressive

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First Turns: The Empire Of The Birds

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 Bird Empire, like the Crystals, has the weakest economy of any race in the Echo Cluster. For their survival they rely on the justly dreaded Dark Wing, the only cloaking battleship; however, absent extreme luck, they will rarely produce enough before the Ship Limit — and, even if they do, the ability to cloak gives a battleship no extra survivability against heavy carriers. The Birds have little hope in direct combat.

Which is why their ship list and abilities were designed to excel in indirect tactics.

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Threat Assessment: The Crystal Confederation

This is the fourth in a series of anonymous reports that, redacted, were approved by the Senate for immediate publication, so they can 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 Crystal Confederation: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Expert
Difficulty To Defeat: High
Style: Defensive

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610 Turns

OPINION

War of the Zodiac: Last Gaffer Standing

BovTown Comics by Talespin

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A Modest Proposal: Race Balance In Standard

EDITORIAL

If you haven’t heard the term “Nerf Crystal” by now, you haven’t been listening.

The recent change in Standard and League games that has resulted from the removal of friendly codes and Safe Passage options from web fields has created a race without diplomatic options. Their ship list is inconducive to trading, being composed largely of overpriced minelayers and understrength warships — plus one 5-point terraformer. Now that they can’t trade their webs as currency, the Crystals have gone from one of the dominant races to something just slightly too sad to be considered a joke.

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