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11A. Dreadlord Battle Manual |
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THE FASCIST EMPIRE (RACE 4) STRATEGY GUIDE(S): |
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Juniper's Guide to
Klingons - Revised 5/29/1998 |
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I
have read through most of the material that has been written on playing the
Fascist or Klingon race. I have also searched the |
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alt.games.vga-planets
newsgroup for information on the Fascists. What I have found, I have found
lacking. Many folks have |
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misconceptions
on how to play the Fascists, how glory devices function, what to do with
pillage, how to attack and how to |
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respond
to attacks, what strategies and tactics work best, the list goes on. |
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I
have therefore decided to compile the information that I have learned by
experience and through the small amount of truly |
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valuable
material I could find. I am presenting this to you for your enjoyment and to
help you with ideas on how to be |
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successful
should you find yourself at the helm of a Klingon warship. All the material
in this guide is being presented as |
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though
it is fact. If I get feedback that any of it is incorrect I will verify and
make changes where necessary. Please feel free to |
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email me at
juniper@rochester.rr.com. |
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(Note that all
information here is only for host 3.20 and above. I am currently in games
where 3.22 is used...) |
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The following topics are
covered: |
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INDEX: |
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Glory Devices |
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The Pillage Mission |
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Planets can attack
Fascist Ships Y/N |
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10:1 Attack Ratio and 5:1
Defense Ratio |
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The Fascist Ships |
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Tactics |
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Strategy |
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Evaluation of Fascist
Race |
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________________________________________ |
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Glory Devices |
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I
have to start the whole discussion on the Fascists with a discussion on Glory
Devices. The Glory Device is the Fascists most |
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valuable
equipment asset. If the Glory Device feature is turned off, I would not play
the Fascists. What is a Glory Device? It |
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is
a device that is installed on two of the Fascist ships the "D19b
Nefarious Destroyer" and the "Saber Class Frigate". The |
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device
is a ship feature and NOT a race advantage. Anyone owning one of these ships
can use the device. Anyone capable of |
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cloning
ships can clone this ship. A common misconception is that only the Fascists
can use the device. |
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What
is the device? The device is a ship ability where the ship may self-destruct,
inflicting damage to all ships at that location |
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and some damage to a
planet, if it is orbiting the planet at the time it is used. It is used in 3
ways: |
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First,
if the friendly code of the ship is set to pop" and then at the end of
the movement phase and before combat the ship will explode. |
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will
explode. |
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Second,
if its friendly code is set to trg" and a cloaked vessel of the ships
Primary Enemy enters its location it will explode. |
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Third,
if it has fuel and its friendly code is set to trg" and its mission is
set to "kill" it will explode if any cloaked vessel enters |
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its location (other than
ones own ships). |
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Note:
If either of the latter two conditions are met except that only uncloaked
vessels enter the location of the ship with the |
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Glory Device, then the
ship will fight normally - with weapons - and the Glory device will not be
used. |
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5/29/1998
revision note: For the first 2 cases above, the ships do NOT need to have
fuel. In the 3rd case they do need fuel |
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because
fuelless ships will have their mission reset. This information was given to
me by, the ROBO player, Fester and I have |
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verified it in
simulations. |
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What
happens when it explodes? All ships at the location of the exploding ship,
and of the same race as that of the exploding |
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ship
will receive 10% of a mine hit of damage if a Saber is used, or 20% of a mine
hit of damage if a Nefarious is used. All |
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other
ships at that location will receive 1 mine hit of damage. The only exception
to this is if the owning race of the Glory |
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Device
is NOT Fascist and a Fascist ship is at the location. In that case, the
owning race will still take the lower percent |
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damage
as will all Fascist ships at that location. For this reason, if one is allied
with the Fascists and is involved in a |
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cooperative attack,
utilizing Glory Devices, those Devices are best placed in the hands of the
Ally and not the Fascist player. |
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Important
to note here, and contrary to what some have written, there is a
supply/repair phase after the Glory Device |
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Explodes
and before Combat begins. This is very important to note. If you are using
Nefarious and Vicki's always keep 20 |
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supplies
onboard the Vicki for each Nefarious you intend to "pop". Why 20?
Because, a 20% mine hit damage on a Vicki |
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happens
to be 4% damage. ( Formula: Damage per mine hit = 10000 / hull mass, which
for a Victorious Battleship is 20 |
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percent
of 10000/451, which rounds to 4% ), and 20 supplies will heal the 4% damage.
This is very important if you want to |
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start combat with torps
loaded and shields full! |
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While
I will get into tactics later, anyone who pilots a Vicki without a pop-ship
in tow is not using their forces to their |
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maximum advantage. |
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Glory
Devices which explode over a planets surface can do damage to the inhabitants
of that planet. Amorphous worms are |
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ALL
KILLED if a Glory Device explodes in their planet's orbit. In addition, for
each million worms that were on the planet |
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you
will find 1000 supplies laying on the surface of the planet. Useful for quick
cash! (Keep a ship with colonists near, more |
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than
once I have done this with no colonists to take the planet, any idea how hard
it is to beam up 8000 supplies with a |
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Vicki? Much better to
have a colonist to drop so you can convert to cash for transport!) |
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The
Glory device is supposed to do damage to a planet's population and
structures, as well. I have only seen it documented |
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how
much damage in one note on the alt.games.vga-planets news group and this is
what was posted. This I have not verified! |
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(If
you have updated or more accurate information please let me know and I will
make the change here. ) |
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I haven't seen any exact
specifics on what a glory device will do to an enemy planet, so I ran a sim.
Hope this is of some use. |
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1 glory device will do: |
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25% damage to mines (75%
remain) |
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25% damage to factories
(75% remain) |
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25% damage to defense
posts (75% remain) |
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40% damage to populations
(60% remain) |
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For
multiple glory devices going off at the same time, the results are
multiplicative. Use the % remain to calculate this. For |
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example,
three glory devices will leave 41% (=.75*.75*.75) of original mines,
factories, and defense posts and 22% (=.6*.6*.6) |
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of population. |
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Mark B. |
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(email:
appenzell@swissmail.com) |
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As
I said, this has not been verified by me. However, Bovinoids, Silicon and
Reptiles are unaffected by the Glory Device. In |
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addition,
it appears as though a Glory Device set off over your own planet will have no
effect on the planet. I was surprised |
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at this the first time I
defended a planet this way, but, I found no ill effects due to the explosion. |
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Back to index |
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________________________________________ |
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The Pillage Mission |
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5/29/1998
Revision note: I have removed the comparison to RGA. It was pointed out and I
must agree that the two missions |
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are
quite different in nature and should each be considered on their own merits
and not compared. I have also revised some |
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of the pillaging
information as it relates to poor government planets. |
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This
mission is a useful addition to the Fascists arsenal. Pillage is a race
advantage. It allows a ship to kill natives and clans on a |
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planet
and also provides income from the attack. The attack will kill 20% of the
natives and 20 percent of the colonists and |
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create
100 supplies and 100 MCR from every million natives. It will also beam up the
all the megacredits from the planet, not |
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just
those created by the pillage, plus the supplies created through pillage to
the pillaging ship. Any supplies that cannot fit on |
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the
ship will be converted to megacredits and then beamed aboard. This much is in
the documentation. In addition, any |
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planet
without colonists cannot be pillaged. If a planet has colonists, then it can
be pillaged. This is true if it is that of an |
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enemy,
that of an ally or your own. All the same things will happen; natives and
colonists will die and megacredits and |
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supplies
will be beamed aboard the pillaging vessel. Now if there are no colonists on
a planet you can drop as little as 1 |
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colonist
on the planet and pillage on the same turn. This will kill off your 1
colonist, 20% of the natives, and will provide |
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you
with some 100 supplies and 100 megacredits for each million natives on the
planet. |
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Can you pillage and
attack a planet on the same turn with the PE set for the owning race of that
planet? Yes you can and 1 of t |
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wo things will happen:
Either the planet will destroy your ship (or an enemy ship in orbit), or you
will take the planet and t |
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hen
pillage your 1 clan on the planet away and the planet will become unowned. In
addition, you can drop just 1 colonist on |
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an
amorph planet and pillage. The pillage mission will happen before the
amorphous worms eat your clan. This brings up the |
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question
as to whether it is better to pillage repeatedly or to use a Glory Device to
take out all amorphous worms at once. |
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There
has been a LOT of discussion on this. For me, I would pop the planet with the
cheapest Glory Device ship I have, and |
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then
drop 100 colonists and build 100 Factories, and mines if there is good
minerals. This will supply me with 100 supplies |
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per
turn for the rest of the game, minerals if the planet had good minerals, and
allow the opportunity for new natives to |
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appear (if that option is
enabled). |
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Now
how useful is self-pillage? Self-pillage is not bad with the D7 and early
colonization. You can put 100 colonists on a |
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ship,
go to a planet with natives, drop 20 colonists and pillage. You can then drop
the colonists, cash and the 20 supplies, that |
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were
beamed to your ship, to build factories. Self-pillaging can also be very
useful on poor government planets where even |
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heavy
taxing will yield you only small cash amounts. On these planets it may be
well worth pillaging for thousands of |
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megacredits of cash
which you can transport to your bases for ship production. |
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A
good strategy when attacking enemy planets is to send in your war fleet with
the ship's mission set to pillage and no PE set |
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for the first round of
attack. The initial pillage of an enemy planet can often yield an
extraordinary amount of funds. |
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The best use of pillage
is when you find a computer controlled or dead race's base, when they cannot
fight off the pillaging s |
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hip.
In this case, you pillage the colonists to a point that you can drop from
your pillaging ship or a large freighter enough |
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colonists
to take the planet and base intact. The other case is similar, when you find
a base owned by another race; but, either |
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isolated
from his ships or his ships just cannot defend. This most frequently happens
either very early in the game, if you can |
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hit
his HW when he only has freighters or weaker ships than yours, or later in
the game when your opponent is on his last |
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leg.
Pillage at that point, and they will not be able to build ships of any
consequence with the shortage of cash. |
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A
side note. If the host has disabled the option where planets cannot attack
Fascist ships, then pillage is worth a LOT less. |
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Back to index |
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________________________________________ |
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Planets can attack
Fascist Ships Y/N |
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If
the option that Planets can attack Fascist ships is turned on then the
pillage mission is not as great, neither are colonist |
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drops,
which will be discussed next. I will not say that you should avoid playing
the Fascists when planets can attack Fascist |
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ships.
However, the Fascists are quite a bit weaker if Planets can NUK or ATT its
ships. There are a lot of great things the |
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Fascist
can do with this option set to "N". One, the Fascist can pillage an
enemy planet or base to death if the enemy cannot |
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bring
a ship to bear to stop it, no matter how strong the planet or base is. It
also allows your large freighter to orbit that base |
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and
drop colonists after a bunch of pillaging to take the base. This takes a LOT
of pillaging if it is a HW; but, it is still doable |
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with
a dead race. I have done it and picked up a 200 def / 60 fighter base this
way before from a computer played Empire |
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player. |
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Back to index |
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________________________________________ |
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10:1 Attack Ratio and 5:1
Defense Ratio |
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The
Fascists are usually given some edge in their ground assault and in their
planetary defense. I find this advantage to be |
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quite
nice and while not nearly as great an advantage as the Lizards it is still a
very nice bonus. A D7 with 100 colonists |
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onboard
can usually figure on a 3:1 advantage at most planets where defense posts
have bought, a couple shots taking out 300 |
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colonists
(on planet) and that planet can be taken quite nicely. In addition, as
mentioned earlier, when planets cannot attack |
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Fascist
Ships it allows the Fascist to move large amounts of colonists into enemy
planet's orbit safely, when no defending |
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ships
are present. 1200 colonists, even at a planet with decent defense posts will
take a planet with less than 3000 colonists on |
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it.
How many planets except for ones own homeworld are usually occupied by that
many colonists? Secondary bases can be |
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taken over in this way. |
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The
Defense Ratio is most useful also, it allows one to hold planets against
enemy colonist drops much easier. |
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Back to index |
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________________________________________ |
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The Fascist Ships |
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This
is a review of the Fascist Ships. These ships have been documented in many
places and evaluated there as well. However, |
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since no document on the
Fascists would be complete without a discussion of the ships I have decided
to include them here. |
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Small
Deep Space Freighter - The only time I have one of these is when the host
starts me with one or if I am trying to fill |
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the ship queue. As the
Fascists, with the cash usually available, the ship queue can be filled with
far more useful ships. |
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D7a
Painmaker Class Cruiser - This ship has 2 beams. It has 120 cargo. I suppose
it could be used for early colonization if the |
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host starts you with no
cash, or as an escort. I don't build this ship. |
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Little
Pest class Escort - This ship has 6 beams. With any other race it would not
be a bad ship for sweeping mines. I do not |
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build this as the Fascist
either. |
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Neutronic
Fuel Carrier - This ship can be useful. I often find myself strapped for fuel
and this ship will do the trick. It is also |
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nice for moving cash
around from planet to planet without using much fuel. |
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Medium
Freighter - I only build this ship in games with Starbase Plus if I plan on
hauling around components. You (usually) |
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cannot
tow with it. With the cash the Fascist has at his disposal and the relatively
inexpensive ships you might as well build |
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large freighter. |
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D7
Coldpain Class Cruiser - This ship is so useful that I cannot say enough
about it. It has 4 beams 2 torpedo bays and it |
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cloaks.
It is used in the same way that the Lizards use the LCC. It is great for
colonist drops and has a fuel tank of 430. It is |
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your
infiltrator ship and the ship you use to explore, undetected, those planets
that are over 81 ly's away. This is the ship that |
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you
use to go to an enemy planet and tow away the large carrier to a place where
you have waiting Victorious Class |
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Battleships and pop
ships. I will discuss that later when we get to tactics. |
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Small Transport - I
would not build this ship. |
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Ill
Wind Battle Cruiser - This ship has a decent hull, 10 beams and 2 torp bays.
I have seen this ship much over heralded in |
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other
articles. It may serve as a good lead ship into a battle with a carrier. It
will beat up most ships of similar size. However, |
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with
only 2 torp bays and the relatively inexpensive cost of the Victorious, and
with the cash that the Fascist has at his |
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disposal.
I usually only build a few of these for the little battles early in the game.
Later in the game they are armed |
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transports with the 260
cargo space and the 480 fuel tanks. |
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D3
Thorn Class Destroyer - 2 beams 4 torp bays small fuel tanks almost no cargo
space it cloaks. Don't build this ship build |
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D7 or Deth Specula
instead. |
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Valiant
Wind class carrier - I only build this ship if someone has changed the host
settings to give free fighters to the Fascist. |
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In that case, once a
base fills up with fighters, you have something to cart them to other bases
that are less well protected. |
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Deth
Specula Class Frigate - 6 beams 4 torp bays small fuel tank almost no cargo
space and it cloaks. I even resist building this |
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ship.
It is almost toast if it hits a mine. Its runs out of torps easily. It is
only good for local protection and for exploration |
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paired
with one or more D7's carrying fuel and extra torps of the same type as the
Deth Specula. I do not build many of |
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these. |
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D19b
Nefarious Class Destroyer - Build this ship whenever you cannot afford to
build the Saber Class Frigate. As soon as |
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you
get secondary bases built, that don't have the minerals or dollars to produce
Victorious Battleships, build either this ship |
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or the Saber. I would
build them with x-rays or lasers and Quantum drive 7 engines or Star Drive 1
engines. |
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Saber
Class Frigate - It has been suggested with its 10 beams to let it lead
attacks against carriers. I don't do it. This is your |
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key
glory device ship. It should be built in numbers along with the Nefarious at
any base that cannot pump out Victorious. |
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Again,
build it with X-rays or Lasers and either Quantum Drive 7 or Super Star Drive
1 engines. The quantum drive 7 |
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engines
are fine for overdriving to warp 9 to intercept ships within 81 ly's to pop
there. The Super Star 1 drives are to sit |
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over planets and wait
for cloakers or to tow into battle. |
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Large
Freighter - This ship is your chief freighter. Build as many of these as
necessary to maintain minerals at your bases and |
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to move colonists to new
colonies. They also can be used to drop colonists on undefended enemy
planets. |
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Neutronic
Refinery - Build these only if you have lots of extra minerals and have no
fuel. Otherwise, ship the fuel in with |
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the Fuel carriers. |
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Victorious
Class Battleships - 10 beams 6 torp bays and a very nice hull. This ship is
cheap to build both in minerals and in |
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cash,
has decent fuel and cargo space for its purposes. I usually carry 40 torps
and as many supplies as I think I will need to |
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repair
damage from glory devices. This is your chief ship to take into battle and
fights quite well. In general build these with |
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Transwarp drives, MK7
torpedo bays, and either disrupters or heavy phasers. |
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Super
Freighter - I build only few of these. They are to move minerals around and
to build Jumpgates with. I suppose that |
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they
can also be used to drop LOTS of colonists on undefended enemy bases also. I
have not had the opportunity to do this |
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with these ships. |
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Merlin
Class Alchemy Ship - If ship alchemy is turned on, build these if you have
mineral problems. |
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Back to index |
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________________________________________ |
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Tactics |
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If
you have been reading this document sequentially you have probably been
wondering why I have taken so long to get to |
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tactics,
strategy or even to say anything about how playable the Fascists are as a
race. The truth is, until all the |
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misconceptions
are wiped away and all their weapons are clearly explained, it is hard to
discuss their capabilities. You will |
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note that I am still
going to hold off evaluation, for now, as well as strategy. I intend to
discuss in this section only military tactics. |
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Tow
and Kill - A favorite tactic is to send out one or more D7's in to enemy
territory with plenty of fuel and 100 colonists. |
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They
need no supplies, (pillage mission will get supplies for colonists if
needed). Have Victorious battleships each equipped |
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with
60 supplies, 40 torps and plenty of fuel towing Nefarious or Sabers. These
Victorious with Glories in tow should |
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probably
travel in groups of three, though 2 will do in a pinch. Keep these ships
within 160 ly's of the D7. This is so you can |
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tow
the target enemy ship to a location that the Victorious can reach in 1 move.
You can tow a Virgo to two Victorious |
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Battleships
and pop the two glory devices. The First Vicki will be destroyed the second
will kill the Virgo. Or if you use |
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three
glory devices, you will often not even lose the Victorious. (You will
however, have to find a way to heal the D7 you |
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damaged in this attack). |
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Sneak
and Drop - Again, the D7 is the ship of choice. Enter enemy territory with a
D7 with 100 colonists aboard and drop a |
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clan
on all planets that the enemy has one clan on to take those planets or drop
the 100 clans on any planet he has less than |
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300
colonists on to take those planets. You may consider having a new supply of
colonists nearby on a planet or in an LSDF |
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for refills. |
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Sit
and wait - This is used against cloakers. Move at least one Nefarious or
Saber to your border planets. Just leave it there |
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with
Friendly code set to "trg" and its mission set to kill. This is
best done if the planet has only colonized friendly planets |
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within 84 lys and gaps
of space from other planets so you can see non-cloaking ships coming… |
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Tow
and Drop - This is most useful if you are around many of the enemy planets
with D7's and know where most or all of |
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the
enemy ships are. You tow away from the planet you want to take all ships that
are guarding the planet, (hopefully to |
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Victorious
battleships teamed with Glories), while you tow to the planet a large
Freighter packed with colonists. The next |
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turn you drop the
colonists and leave (or stay if you think you can hold the planet with
ships). |
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Tow
and Drop #2 - This makes use of the fact that planets cannot attack Fascist
ships - again if that option is not on you |
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cannot
do this maneuver. Tow a cloaked D7 into a planetary grav well with an LSDF
loaded with colonists. Tow it such that |
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the
LSDF runs out of fuel inside the Grav well. There is some rounding done with
the host when it runs so make SURE that |
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it
will run out of fuel. (i.e. if it takes 58 fuel to get the LSDF "towing
the cloaked D7" to 3 ly from the planet, move deeper |
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into
the grav well until it says you need 59 fuel and make that your way point.
Transfer all fuel except for the fuel needed to |
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the
D7 or to other ships, or space the extra fuel. Make sure if you Space the
fuel that you recheck the calculations.) What will |
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happen
is the Grav well will take your ships the rest of the way to the planet and
they will arrive there with the LSDF empty |
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of
fuel and the D7 cloaked. Any ships in orbit cannot attack the empty LSDF nor
can they attack the cloaked D7. Next turn |
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transfer
at least 1 fuel to the LSDF and drop all colonists while the D7 tows the LSDF
to safety. |
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Many
variations on these themes are possible. All include D7's as the
infiltrators, with Victorious Battleships not far behind |
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towing
Glory ships and Freighters for additional colonists. Please send in other
nifty strategies. Note: in the above example |
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the
Grav well option must be turned on. The strategies may need to be refined
based on the particular situation! If your |
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battles
involve enemy cloakers you may want to begin with the D7's and overdrive the
Quantum drive 7 Glories to the |
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planets
you suspect to have cloakers at them first. Or if you run into a planet where
you know you will kill a bunch of ships |
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just
pop the Quantum drive 7 there. I know of a case where in order to fill the
ship queue one player kept building small |
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freighters.
He must have had more than 10 at each of his bases. One ship popped there
will take them all out no matter how |
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tough the defending ship
is, and damage the defender in the process. |
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Back to index |
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________________________________________ |
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Strategy |
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The
Fascist is probably the most versatile race in the galaxy. I found this
little bit written by a player that I respect a lot and |
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really must include it
here: |
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The
Fascists when played correctly are an extremely brutal and efficient race.
They can deal with ANY threat in the game. |
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Thru
correct ship to ship tactics and prodigious use of both the pillage, cloaks
and glories, the fascists can be a real terror. |
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Toss in a few pop ships
into a combat and see what you can do with Vickies when every defender is
damaged! |
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That fascist fleet
"appears" to be undergunned...but it is far from that when you toss
in the glories. |
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Application is the trick! |
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B A N E |
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The
Fascist, in order to be successful needs information. If he has enough
Victorious Battleships and enough Glory devices |
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and
enough information he can both defend his territory fiercely and invade
enemies successfully. Utilize Glory Ships to the |
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max.
They are your main weapon. Used in packs they are devastating. |
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Now,
lets talk about trading lots of ships for few ships. Most races cannot get
away with this. Why? Well, most races do not |
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get
priority points for the ships that it loses. If you go into battle with 2
Victorious Battleships and 2 glory devices against a |
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Virgo,
and you pop two ships you will usually lose a Victorious and the enemy loses
1 Virgo. How can this possibly be good |
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for
you? Well, first it is obvious that the Virgo would take out several
Victorious without the help of the glory device and |
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the
Virgo would still live against 2 Victorious so that is clearly worse.
However, with the glory devices, what happens after |
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the
battle? The enemy gets 5 priority build points from the Vicki, you get 7 from
the Virgo, plus 2 for the two pop ships. |
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This
means you get 9 priority build points and he only gets 5. These are used to
build ships after the ship limit is reached. |
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Before
the ship limit is reached you can outbuild him because of the inexpensive
nature of your ships and because you are |
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building
stripped down glory ships that cost about 300 MCR and almost no minerals.
After the 500 ship limit you should be |
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able
to keep up with your opponents because you have more priority build points
and because your ships cost you less |
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priority
build points to build them. In order to maximize your builds you will have to
make judicious use of the ship queue |
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and the planetary PBx
friendly codes. |
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For
a full discussion on how priority build points can be used, you will need to
go to the elite site: |
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http://www.chem.vu.nl/Studenten/kreike/vgapqueue.html |
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The
fascist is probably the best prepared race to fight against any other race in
the game. They have good defense against |
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cloakers,
improved defense against ground assult, and with the glory devices Vicki's
can take out Large Carriers in many |
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situations.
Glory devices can alone take out whole fleets if the opponent is caught
unawares or is incompetent. Try popping 2 |
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glory devices at a Fed
planet with a bunch of Kittyhawks and Thor's … |
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Now,
I have heard it said that the Fascist cannot be a diplomat and that he has to
be a loner, remaining sneaky and evil |
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throughout
the game. This is not the case. As with any race in the game, allies and
diplomacy will almost always determine |
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the
game's winner amongst a field of players that are of approximate even
caliber. |
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I
would definitely use diplomacy and trade your useful ships to others for
ships of theirs you desire. Do not be too afraid to |
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trade
off the Glory ships, as long as you get what you want in return. Make sure
that it is special though. Don't forget that |
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no matter who sets off
the glory device the Fascists are only minimally affected by them. |
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The
trick is to expand swiftly but, stealthily. Get a couple bases up to the
point where they can produce Victorious |
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battleships.
I would build 4 types. Build them with lasers or x-rays and MK7's for battles
with carriers that will be popped. |
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Build
them with Heavy Phasers and MK7's for sweeping mines and going into battle.
Build them with Disrupters and MK7's |
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- If I am not planning on them sweeping and
I can afford more than X-rays or lasers then I build these. Build them
with |
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blasters
and MK4's - this last group I only build early in the game if I cannot afford
to build the MK7's. They can still take |
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out many |
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The
Fascists are the only race other than the Empire that I would build a base on
any planet. Get the hulls up to tech 6 and |
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everything
else at tech 1 (or engines up to 6 or 7 ) and constantly churn out either a
Nefarious or a Saber. Keep these ships |
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coming.
Build one at as many planets as you can. A Victorious should stop by one of
these planets to pick up his Glory |
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device.
I think of them as a 1 use super torp. Don't worry about filling up the ship
queue. Used judiciously you will have |
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about the same number of
ships as everyone else, you will just have lots more priority build points. |
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Drag
one or more of these ships to perimeter planets. If you are fighting a
privateer only trigger 1 of these ships as it will kill |
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his
cloakers, then if popped trigger the next one. Since you will be carrying
these ships into battle and leaving them at planets |
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to ward off cloakers,
you can see the need for many of them. |
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Back to Index |
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________________________________________ |
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Evaluation |
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The
Fascists are a formidable race. They have very few weaknesses that cannot be
overcome with his race and ship advantages. |
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I
find it one of the most flexible and fun races to play. It is probably the
second most difficult race to play. I would be very |
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hesitant
to recommend it to a new player. The only race that I have found whose turns
take longer to plot and whose |
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maneuvers
have to be calculated as far in advance are the Privateers. Plan on spending
quite a bit of time plotting moves if |
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you
want to be successful with the Fascists. I would not recommend any more than
a 3x per week game, 2x might even be |
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better.
If you can find out who is around you early and establish a strong alliance I
think that you have a better shot at |
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winning the game than a
lot of the other races. |
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Back to Index |
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