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:
There’s an old saying: that sergeants and captains think about tactics, colonels about strategy, but generals obsess over logistics. We here, safe in our virtual universe, we imagine logistics to be a matter of keeping diesel in the tanks, gas in the trucks, bullets in the guns, food in the kitchens — that sort of thing. But we have only the vaguest inkling what the problem must be like with an army in the field unless we’ve been there. Continue reading →
It is said of Hannibal that he won every battle but lost the war. The same has been claimed for other historical conflicts with more or less justification: the American conflict in Vietnam, the campaigns of Gustav Adolf den Store of Sweden, and even that Pyrrhus of Epirus from whose name the very phrase “Pyrrhic victory” comes.
But how is this possible? Is war not, more or less, a succession of battles which creates a metaphoric path over which the winner ascends to eventual victory?
Before you get too excited, this article is about neither sex nor baseball. Keep your shirt on.
In both the early PBP and the modern PQ systems, it’s highly advantageous to construct a second starbase early in the game. Many players believe the best move is to use their homeworld to produce the needed minerals, loading them up on a Large Freighter and shipping the whole “starbase-in-a-box” kit out to the first prime native world they discover. It’s a solid move; it creates a potential source for new vessels early on, generates an advantage in the PBP/PP race, and Continue reading →
Ship combat at Planets.Nu is arguably the single most important key element in play. The tactics and complexities would be thought multiform and diverse even before one considers that every player has a unique ship list. Bearing this in mind, it is hardly surprising that many new players are Continue reading →
Ships with cloaking devices are a good thing — every Privateer, Bird, Fascist or Lizard player will agree on that. Your cloaking ships can disturb enemy freighter routes, sabotage their economy and even fight many medium-sized ships. But when it comes to fighting a carrier race with its huge battlecarriers, the cloaking races often have big problems. This article explains a few little tricks to make these seemingly indestructible carrier monsters less harmful.
As all regular Planets players know, cloaking ships usually can’t stand up to any Continue reading →
This is the first in a series of articles I’m writing on tools and tactics for fighting against the Privateers. We’ll begin with what I consider the most effective tool: The Loki Class Destroyer. This will cover how to use them and how to protect them in various situations.
The Loki Class Destroyer
See the link above for information on the Loki Class Destroyer. Lokis are a powerful tool against the Privateers, due to their tachyon field that can decloak ships within 10ly. Unlike glory device ships, Continue reading →