First Turns: The Evil Empire

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 Evil Empire fields one of the strongest warships in the Echo Cluster. The Gorbie Class Battlestation is the most massive and powerful battlecarrier available to anyone. The PL21 is a passable hyperspace probe that, when coupled with the Empire’s ability to Dark Sense, gives them the ability to project force intelligently across any cluster. Finally, the Super Star Destroyer is capable of capturing an enemy starbase intact without a battle.

Continue reading

Threat Assessment: The Solar Federation

This is the eleventh 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 Solar Federation: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Veteran
Difficulty To Defeat: Hard
Playstyle: Detailed

Continue reading

Planets Mag 2022: A Year In Review

I blinked and missed 2022. If you shared that experience, I wrote this article for you.

Amidst mental and physical fatigue, Planets Mag continued to produce thoughtful and helpful material, and I felt it was worth travelling back in time to see what exciting things happened. Unfortunately, my Lorean Class Temporal Lance was broken and ex-Emperor Darth Balls was missing in action, so I settled for opening the cabinet of published posts and re-read our content. As I flipped through the files, several pieces caught my attention. Our Articles of War project grew, our science fiction collection added some new adventures, the magazine’s invitational games grew more popular, and our strategy guides continued to support Nu‘s growing population. In all, it was a successful year.

Continue reading

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.

Continue reading

First Turns: The Solar Federation

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 Solar Federation fields a wide variety of top-end battleships, battlecruisers, and utility vessels. They lack a heavy carrier, but their diplomatic advantages, broad ship list, and above all crew combat bonus more than make up for this.

Continue reading

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

Continue reading

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.

Continue reading

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.

Continue reading

Threat Assessment: The Privateer Bands

This is the eighth in a series of anonymous reports that looks like it could go all the way to eleven — perhaps even twelve. These redacted versions 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 Privateer Bands: its strengths, its weaknesses, and how best to defeat it in battle.

Overview

Ease Of Command: Expert
Difficulty To Defeat: Moderate to High
Style: Highly Aggressive / Swashbuckling

Continue reading

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.

Continue reading