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.
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.
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.
Ease Of Command: Expert Difficulty To Defeat: Low To High Style: Aggressive
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.
A gender-neutral computer voice with hints of a high-class accent speaks through the intercom, "Commander, a medium freighter has been commissioned. Its captain is awaiting orders."Acreolized accentcomes from the radio, "Hoy, come in. Dis be Capt'n Johnson o' ECS Twenty-Three Hundredths. The hold be empty. We gutegow. Waiting on you, Bossmang. The 200-Kiloton lady be hungry."
On Turn 1, your empire controls a single Medium Deep Space Freighter and its first mission has rippling implications throughout the entire game. A well calculated move is required to set a strong pace so you’d better “put your best foot forward.” It equates to setting your feet in the blocks at the starting line of a hundred metre sprint. The one in the front is called your power foot and it generates a hundred percent of your forward momentum; your starting freighter is your Planets power foot and it determines the speed and direction of your economic develop.
This is Planets Magazine Action News, coming to you live with a special report: The Capricorn War — Conflict in Echo Cluster!
Good evening; I’m Jim Chancellite. The top story for today is a reported combat in the long-static sector, as the Robot fleet, newly awakened from years of low-power maintenance cycles, engaged a Cyborg post vessel on its rounds. Ace Reporter Pat Patterson is Continue reading →