My brother-in-law is a Lieutenant Colonel in the Canadian Armed Forces. When a disaster (natural or otherwise) occurs in the world, Canada sends aid; and so, my brother-in-law is often among the first on the ground. He specializes in fuel calculations, equipment distribution, and the surveying of travel routes. It is likely that he choses which type of toilet paper is required for each situation, but in the end, it is all logistics and one of the most crucial positions in the military.
There is something terrifying about having a warship show up at your door on Turn 7. If you did not see it coming, your empire is in grave danger. At the very least, you will be crippled for a long time and have to beg for help from other players. This early-game maneuver is known as “The Headshot”, and – if it wasn’t obvious – the goal is to remove your head.
This tactic can be prevented by a variety of actions, but perhaps the strongest defense – or at least it is the boldest – is to axe down your neighbour’s door before they come calling. To do that, you need to know the location of your enemy’s homeworld. Here’s how:
The Colonial Fleet consists of several torpedo ships and carriers which are known to travel great distances without any fuel issues. Base of this economic advantage are three ships that can generate fuel: The Neutronic Refinery, the Aries Class and the Continue reading →
The Fascists’ fleet features advanced technologies such as cloaking and so-called Glory Devices. Instead of showing pure combat strength they rely on a high amount of beam weapons and a great range which allows missions deep in Continue reading →
The Birdman fleet mainly consists of cloakable ships in various sizes, ranging from scouts and fairly strong cruisers to the only cloakable battleship in the Planets universe. Most ship designs of the Empire of the Birds rely on stealth and and a Continue reading →
The Lizard Fleet consists of cloakable Cruisers, Destroyers and fairly small Battleships and Carriers. Due to the Lizard Crew Bonus all ships belonging to the Lizards have the capability of taking 150% damage before blowing up. Lizard ships equipped Continue reading →
(Comment on the data collection and sorting method at the end of the table.)
Starships in order of their firepower, with all ships being equipped with maximum weaponry and fighting for their original race. All ships marked with an asterisk * are only available in campaign games. Continue reading →
The following list contains all Planets starships that will be destroyed by a single Glory Device or a Minehit. All ships marked with an asterisk * are only available in Campaign Games. All other ships in the Planets shiplist will either survive a single minehit or Glory Device detonation or even will be able to repair themselves instantly using supplies.
The following list contains all Planets starships that are able to repair themselves instantly using supplies to compensate at least one Glory Device or Minehit. All ships marked with an asterisk * are only available in Campaign Games.
Please note that these figures require supplies in sufficient numbers on board; some ships will be limited in their fighting abilities due to ammunition shortages if the required supplies for repair are loaded. All other ships in the Planets shiplist will either be destroyed when striking a mine or will require other means to be repaired.
Ships that can repair themselves instantly using supplies: