Blitz
Blitz
Blitz is a 1 on 1 short game, with 16 planets instead of the usual 500. This game will end when a player resigns, a player misses a turn or one player has 90% military score. It can be played at Planets Nu.
It is a great way to lean the game.
Settings
Win Condition: MilitaryScore (90%)
Planets: 16 Star Clusters: 0 Nebulas: 0 Debris Disks: 0 Max Ion Storms: 4
Features
- After you create a game, anyone can see the race you have selected, even if you chose "unknown" (the random selection) under the game Allies tab.
Your race choice when your the creator of the game should be one that can win vs the 10 other races, since the second player will choose the race he think best to beat your race.
Bugs
- Something when you create a Blitz game their is only 2 planets and the homeworld are at the same location, just delete the game, and remake.
You may have to wait 24 hrs when this bug occur, I have recreated many blitz the same day and all add the same bug. LordLancelot (talk) 18:47, 27 October 2014 (PDT)
Lodda Tips
- Look at mineral density at start, it can differ from usual games alot and can influence strategies, ship buildings etc.
- Develop planets away from your enemies, not in his path to your HW. Usually blitz is brutal, and many warships flying around. I often did normal game approach , sent 1000s of clans to good planets, just to have them wiped out by a strong attack quite early.
- Rush strategy seem to work often, no need for economic buildup with most races and in most games. Rebel and Colonies worked quite well for me.
- don't over expand, planet count doesn't mean anything, military and developed planets near home is much more valuable.
- don't make warp 9, warp 7 and overdrive is fine on these small maps, i have not run out of fuel yet. (maybe there are exceptions on strange maps, I have one very strange now, 5 planet vs 11 planet cluster, separated by gap over 81 LY, first gap i have in blitz :))
- always beam up the stuff you need most, every mineral/fuel counts.
- don't waste money and minerals on beams in most cases, other stuff seems to be more important, i go with plasma bolts. Exceptions maybe against crystals, or robots?
- set ntp if you tow freighters with torpedo ships, you like to capture them, not destroy them. Built slots are precious, usually you wont need/be able build second base, except maybe with lizard or other special cases.
- don't delay transferring minerals/cash home, next turn the enemy might take your cash planet, and build fighters/torps with your stuff, every turn counts.
- don't make too many fighters with free fighter races, 90 per big carrier is fine, you dont need 300 fighters and 1 carrier. observe your tritanium demand and supply.
- standart tech for me: warp 7, plasma bolt, mark 4.
Lord Lancelot Tips
First if you the one creating the game, I would avoid the Privateer they can be easily beat by a few races Fed and Lizard for example.
Expect an enemy tech 10 ships at your Homeworld by turn 7 and sometimes even earlier.
Warp 7 is your friend
IF you want a challenge, play me.