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.
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.
This series of anonymous reports was intercepted in transit to an unknown force outside the Echo Cluster. After emergency review by the Senate Committee on Military Classification, these redacted versions were approved for immediate publication. They can be used to acquaint the unfamiliar with the Eleven Races of the Echo Cluster, but also they should be read by commanders of each respective race so they can review their own vulnerabilities in the face of this new and unknown external threat. In this dispatch we focus on that faction known as the Missing Colonies of Man: its strengths, its weaknesses, and how best to defeat it in battle.
Ease Of Command: Novice And Up
Difficulty To Defeat: Moderate to High
(written by KSB)
This article is intended for the novice Colonial player, mostly because I am a novice Colonial player. If it is useful to those more advanced then that is a happy coincidence, or perhaps you’re not actually that good, or maybe I’m just a hidden talent. I’d like to think that all of these Continue reading