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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