Fascists: Difference between revisions

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''You will go out of Duranium soon.''  
''You will go out of Duranium soon.''  


So you have to build some freighters to bring back minerals to your home base. Don't fly through the open space with them, don't show your neighbor where your home base is.
So you have to build some freighters to bring back minerals to your home base. Don't fly through the open space with them, don't show your neighbor where your home base is.
 
You will have 2 logistic problems: bringing home the money and bring a lot of clans to the front to take over bases.


=== Expand cloaked ===
=== Expand cloaked ===

Revision as of 07:21, 31 May 2011

Fascist race icon from VGA Planets Nu

Overview

The Fascist Empire is a race inspired by the Klingons from the Star Trek universe. They are primarily a torpedo based race although their largest warship (the Victory Class Battleship) is one of the least powerful capital ships in the game. Their lack of raw fire power is offset by several sinister racial advantages including two ships armed with Glory Devices (self destruction by command).

Race Characteristics

  • Fascist ships cannot be attacked by enemy planets or starbases. They can however attack planets or starbases.
  • 10:1 Attack Ratio and 5:1 Defense Ratio during ground assault.
  • The Fascists fleet includes two ships fitted with Glory Devices: The D19b Nefarious Class Destroyer and the Saber Class Frigate. This device enables the ship to self destruct causing significant damage to all ships in the immediate vicinity. It can also be set to trigger in the presence of cloaked ships.
  • The Fascists are the only race who can execute the Pillage Mission. This mission allows any armed Fascist ship to plunder enemy (or friendly) planets for money and supplies.
  • The Fascist fleet has 3 ships which can cloak and a number of ships with 10 beam weapons (providing some small defense against fighter carriers).

Ships

Only the most useful ships will be mentioned here:

  • Ill Wind Class Battlecruiser: A Level 5 ship with a mass of 275 kt, 480 fuel tanks, 260 cargo space, 10 beams and 2 torp bays! This ship is amazing. This ship takes out planets with more then 100 defense.
  • Valiant Wind Class Carrier: 7 Beams and just 3 bays. Only build this ship if you get free fighters from your allied race. Remember: You're a torpedo race.
  • Deth Specula Class Frigate: 6 beams 4 torp bays - but a small fuel tank and just 35 cargo space. Use this ship together with the D7.
  • D19b Nefarious Class Destroyer: This ship has Glory device. If that ship explodes your ships will receive 20% of a mine hit of damage. At your second base build this ship or the Saber. Build them with X-rays or lasers and low engines.
  • Saber Class Frigate: This ship has Glory device. If that ship explodes your ships will receive 10% of a mine hit of damage. Build them with X-rays or lasers and low engines (they will explode some day).
  • Victorious Class Battleship: 10 beams 6 torp bays and a strong hull with 451 mass. This ship is cheap to build both in minerals and in cash.

Strategies

Built bases

I usually build up my home base with Engines 10 (Warp9), Hull 5, Beams 1 and Torpedoes 5 (Mark4). Save your money in the beginning at your home base to sent out a D7 in every direction first. Watch your next planets to decide where you should build your next base as soon as possible. Why? There you start building a fleet of Glory device ships (Hull 6 with Engine 1, X-Rays)! This is your main weapon. Be sure to have a couple of them before turn 20. Later you'll tow them with your Vics into war, and to safeguard your ships from robbing Priv cloakers.

You will go out of Duranium soon.

So you have to build some freighters to bring back minerals to your home base. Don't fly through the open space with them, don't show your neighbor where your home base is.

You will have 2 logistic problems: bringing home the money and bring a lot of clans to the front to take over bases.

Expand cloaked

Use your fantastic D7 (100 Cargo + 175 Mass) to expand (never build anything else on it other than X-Rays or Disruptors). Your tubes can be Mark 4 - that depends to your tactics. Use this ship to cross over distances above 81 LY. Send out some Illwinds behind them, to bring clans and build torpedoes. An ideal little fleet: D7 Coldpain Class Cruiser, a Death Specula and an Illwind.

Walk behind the lines

Don't attack too early. Walk behind the lines and wait with your D7 and stay cloaked on a planet until a Freighter arrives. Tow him out with Warp1 (into the warp wells), Primary Enemie and fc: NTP. Maybe you'll get some clans to drop down at the next planets.

Fight

Remember: You are a Warrior race, so don't wait to long to attack. Choose your Ally soon. Build some Illwinds in the early stages with X-Rays and Mark4 and make trouble (remember: planets do not attack your ships!). This ship shots down about 40 fighters in a fight. Later in the game, this is your armed transport. If this ship is damaged after a fight or by a minehit, you just have to pillage, with this big cargorrom, you'll repair a 52 % damage while pillaging in 1 turn!

Allied with a fighter race

  • The Robots
  • The Missing Colonies of Men:
  • the Rebels:

Allied with cloacing race

  • Lizard:
  • Birdmen:
  • Privateer:

Allied with others

  • Feds:
  • The Borg:
  • Evil Empire:

Application is the trick!

Do you know "Juniper's Guide to Fascists" (By Juniper - Revised 5/29/1998)? He used this headline in his guide to explain in a fabulous way, how to fight with the Fascists:

Glory Device

What is a Glory Device? It is a device that is installed on two of the Fascist ships the D19b Nefarious Destroyer and the Saber Class Frigate. The device is a ship feature and NOT a race advantage. Anyone owning one of these ships can use the device.

The Pillage Mission

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 planet and also provides income from the attack. The attack will kill 20% of the natives and 20 percent of the colonists and create 100 supplies and 100 MCR from every million natives.