Donovan's
VGA Planets Super Site

Survival Guide to VGA-Planets
By Jurjen Niezink


HTML-version used to be at: http://huizen.dds.nl/~jniezink


Introduction to the "Survival Guide to VGA-Planets"

Hi,

Well, here it is, the survival guide to VGA-Planets. At first I focused on the more experienced players, but since there is a major difference between experienced Host-players and Phost-players I had to adjust my goals. This "Guide" is currently nothing more than a list of ships which a player playing a certain race, should and shouldn't build (according to me and some of my friends). Anyway, I'm planning to improve this Guide with more tactics, but since there are a lot of pages where you find tactics about the game, I'm afraid that most of it will be published on other pages as well. Hopefully you will find something useful on this page. If you have any comments, any at all, just contact me.

Yours,

Jurjen Niezink


The Solar Federation

The Solar Federation. Need I say more? About everyone knows about them from the Star Trek series. Playing them will ask a few things:

  • You're able to build up a good economy fast.
  • You are a good diplomat.
  • You are able to keep a low profile at the beginning of a game.

Ships
Able to build: (Beam Weapons/ Torpedo Launchers/Fighter Bays)

Nocturne Class Destroyer (4/2)
The Nocturne is a weak vessel when encountered in battle but its cargo capacity (50) makes it an excellent mine-layer.

Bohemian Class Survey Ship (2/0)
This ship will heat a planet up to 50 degrees.

Eros Class Research Vessel (2/0)
This ship will cool a planet down to 50 degrees.

Nebula Class Cruiser (4/4)
This is one of the best cheap ships the Feds have for battle. Its cargo capacity is great (350), it makes it an excellent minelayer and transporter. Its mass (170) makes it a good medium warship.

Brynhild Class Escort (4/0)
This ship has a bioscanner. It helps a lot if you know which planet has those 10 million unity Bovinoids. Keep in mind that the range of the Bioscanner is limited to 200 light years and that it can't scan all planets in one turn. It will not scan planets already owned by you either.

Arkham Class Frigate (6/3)
The Arkham is a cheap ship, and with its cargo capacity of 90 and 3 tubes pretty good in battle. It is the same technology level as the Missouri, so if you can choose between those ships, build a Missouri. The main drawback of the Arkham is its fuel tank, only 120. Because the Feds have no fuel-carrier this could be very bothersome when flying long distances.

Missouri Class Battleship (8/6)
The Missouri rocks in battle, the 6 tubes will take out the shields of any larger ship so that two of them at the same location are a dangerous combination. It can carry up to 170 torpedoes.

Loki Class Destroyer (2/4)
The Loki has a Tachyon-Field. In a distance of 10 light-years, all cloaked ships will become decloaked by the Loki. It is a must in any battlegroup that is heading towards a cloaking race. If cloaked ships can attack is on, and the cloaking races can use their intercept attack, always keep a ship intercepting your Loki, than you will take out any cloaked ship that takes out your Loki. Therefor I suggest, use at least two Loki's in a large battlegroup. Remember, your own ships are immune to the Tachyon-Field, so you will stay cloaked, as any Lizard ships will.

Thor Class Frigate (1/8)
The Thor is very limited in its use. It can carry up to 95 torpedoes but that is only 11 full salvo's. It is no use against a ship with fighter launchers but it is handy for taking out the shields of a T- Rex or a Annihilation, as long as the opposing ship has no fighter-bays. When the Engine-Ship bonus is put on 50%, Syberian Snake told me that you can launch three full salvo's of torps against any ship, before the Thor is dead. That's the way to get the shields down of those heavy fighter carriers.

Diplomacy Class Cruiser (6/6)
The Diplomacy is about the same ship as the Arkham Class Frigate, but it has three launchers more. It can carry 95 torpedoes and can take out any medium ship (tech 4-6) except for the Robotic Instrumentality. Its big advantage above the Arkham or the Missouri is her fuel-capacity, 350 tons.

Kittyhawk Class Carrier 4/./6)
This carrier is rather weak compared to the other high-tech carriers. But, if your host is using the Fed crew bonus, this ship can be dangerous as well. It only has a mass of 173, even a Valiant is heavier, but the Kittyhawk can defeat a Valiant. You could use it in a battlegroup, to weaken your opponents carriers. Its major draw-back is the cargo capacity of 65 fighters.

Nova Class Super-Dreadnought (10/10)
The Nova is a ship worthy in battle. It can carry 320 torpedoes and will take out most of the other ships. Only the real heavy carriers and the Annihilation are a threat to the Nova, but two Nova's will take out any regular ship in the game. Compared to the other tech 10 ships, its drawback is it relatively lightweight, 650 vs. the 860 of a Biocide.

Links to other Federation pages:
Federation Page http://www.geocities.com/TimesSquare/7116/Federa.htm


The Lizards
The Lizards are based on the Gorn, again from the series Star Trek. They are a strong race and not that hard to survive with. Playing them implies the following:

  • You are able to build up a good economy fast
  • You enjoy playing a cloaking race

Ships
Able to build: (Beam Weapons/ Torpedo Launchers/Fighter Bays)

Serpent Class Escort (2/0)
How strange it may sound, this ship is useful. It is very light, and has a fuel tank of 160 so it could be used as a scout. But I would recommend using it as a so-called "Hiss-ship", so that you can increase your earnings from taxes.

Reptile Class Destroyer (4/0)
Again, this ship could be handy for scouting, it is better then the Serpent because it can cloak. If you have no other use for it later, you always can use it as a Hiss-ship.

Lizard Class Cruiser (4/3)
This ship is the main strike-force of the Lizards. Because they can fight till 150% damage, this ship practically takes out any medium ship with it, except for ships with fighter-bays. Its main use is for ground-attacks. It has cargo room of 290 tons, that is equal to (on a planet with zero defense posts) 8700 clans when dropped. Its cloaking device makes it vital for any Lizard player. Its drawback is its fuel-tank.

Eros Class Research Vessel (2/0)
This ship will cool a planet down to 50 degrees.

Saurian Class Light Cruiser (4/2)
This is the little brother of the LCC. It is weaker on all fronts, but it is cheaper to build. So if you want to fill those empty ship slots...

Loki Class Destroyer (2/4)
The Loki has a Tachyon-Field. In a distance of 10 light-years, the Loki will decloak all cloaked ships. It is a must in any battlegroup that is heading towards a cloaking race. If cloaked ships can attack is on, and the cloaking races can use their intercept attack, always keep a ship intercepting your Loki, than you will take out any cloaked ship that takes out your Loki. Therefor I suggest, use at least two Loki's in a large battlegroup. Remember that your own ships are immune to the Tachyon-Field, so you will stay cloaked, as any Fed ships will.

Madonzilla Class Carrier (4/./5)
Although some people dislike this Carrier, its fighting ability to 150% damage makes it very dangerous. It can hold up to 150 fighters, but its drawback, compared to other fighter-ships are the 5 bays. An Instrumentality will kill it, but it will be severely damaged by that time, so any second ship at that location will finish it off.

T-Rex Class Battleship (10/5)
The T-Rex is a fair ship, but not as strong as the other tech 10 ships. Only a Victorious is weaker, although it has a launcher extra. Again, the 150% will make a difference in fighting. Most ships will go down with it. Only the really heavy fighter-ships will kill the T-Rex.

Links to other Lizard pages:
Lizards Guide to the Galaxy http://www.sci.fi/~kimball/lizards.htm
Gorn Page http://izan.simplenet.com/gornpage.htm


The Birdmen
The Birdmen... hmm.. the favorite race of Timo Kreike and based on the Romulans from the Star Trek series. Playing the Birdmen implies:

  • You are able to set up a good economy REAL fast
  • You are able to defend your empire properly
  • You enjoy playing a cloaking race
  • You enjoy playing sneaky

Ships
Able to build: (Beam Weapons/ Torpedo Launchers/Fighter Bays)

Swift Heart Class Scout (2/0)
The Swift Heart is the ship any bird-player should build if he can't build a better cloaking ship, or anything else. It is very handy for scouting (fuel tank of 170) and for superspying. More about superspying in the special missions chapter.

White Falcon Class Cruiser (4/1)
The White Falcon has its uses as a cloaking minelayer but that does about it accept for the fact that it is able to tow ships to your DarkWings as well.

Fearless Class Wing Cruiser (6/1)
The Fearless Class Wing Cruiser is the best 'freighter' the Birdmen have. Because of its cloaking ability and its large cargo room (240) it is for me a vital ship for good logistics.

Valiant Class Wing Carrier (7/./3)
The Valiant is weak among the fighter-ships and is only useful when you are fighting large fleets. It will weaken the heavy ships of your opponent, but do not sacrifice it when you have no other ship to finish the job, it is much too valuable for you. Only three fighter-bays, that are not enough, even against a Cybernaut.

Deth Specula Class Frigate (6/4)
The Deth Specula is a good ship. It has only one major drawback, that is its fuel capacity. It can only carry 140 tons of fuel, which certainly is not enough when you plan to use it to attack the planets on the other side of your enemy's empire. But.. it is strong enough to take out most medium ships, and when deployed in a fleet with Resolutes, who have a 480 ton fuel tank, they can do anything you like. 35 torpedoes is not that much, but it is enough for 2 battles. So use if for local battles only.

Resolute Class Battlecruiser (8/3)
The Resolute is a very fine ship, only tech 7, a 480 fuel tank and a cargo capacity of 280. It is essential in a battle fleet, for it can provide the other cloaking ships with fuel and if necessary it can be used as a minesweeper, it can lay even with 280 Mark 4's, 10080 mine units, that is a radius of 100 light-years.

Red Wind Class Carrier (2/./2)
The Red Wind is a ship which can only be used to take at specified targets. You do not want to sacrifice your full Red Wind, 60 fighters is still 6000 MC, for a medium ship which could be killed by any Deth Specula or other ship. It is the only carrier in the game that can cloak, but it has a fuel tank of 85, so not much use there, unless you support it with Resolutes or other ships with a large fuel-tank. Don't overestimate it, if you need to use a fighter ship, think twice of using the Red Wind. It is useful for transporting fighters. Which makes it an excellent trade object for carrier races.

Links to other Birdmen pages:
The Birdmen Guide to the Galaxy http://www.chem.vu.nl/0/Studenten/kreike/vgapguide1.html
Romulan Page http://www.geocities.com/Area51/2333/welcome.html


The Fascist
The Fascist are based on the Klingons from... Star Trek. They are really hard to play with, since they have not many possibilities to survive until the end of a game. Playing them implies:

  • You enjoy playing a cloaking race
  • You are able to set up AND maintain an economy throughout the game
  • You enjoy playing very sneaky in order to survive

Ships
Able to build: (Beam Weapons/ Torpedo Launchers/Fighter Bays)

Little Pest Class Escort (6/0)
The little pest is a good minesweeper, very cheap and even capable of towing other ships. There is not much use otherwise, since it is very light and easily killed.

D7 Coldpain Class Cruiser (4/2)
The D7 Coldpain is a very good ship. It can carry up to 100 colonist and it can cloak so watch that ground attack equal to 1500 clans. It has a huge fuel tank, so you can send it out in all directions. It is a pretty light ship, so be careful when using it in battle.

Ill Wind Class Battlecruiser (10/2)
The Ill Wind is a good minesweeper, its drawback is its weight. It consumes fuel as if it is for free, but it will take out a ship when used in battle. It can be used for transporting too, but remember the fuel consumption.

D3 Thorn Class Destroyer (2/4)
The D3 Thorn has weaknesses, its cargo capacity of 40 and its fuel capacity of 120 but when properly used it can be a real pain in the ass. Just imagine what 40 mark 8's can do, but remember that the D7 could have 100 mark 8. Its advantage compared to the D7 is that it has 4 torpedo-launchers, just at much as the Deth Specula. Therefore it can take out the shields of most other ships. But, if you have the choice, build a D7.

Valiant Class Wing Carrier (7/./3)
The Valiant is weak among the fighter-ships and is only useful when you are fighting large fleets. It will weaken the heavy ships of your opponent, but do not sacrifice it when you have no other ship to finish the job, it is much too valuable for you. Only three fighter-bays, that's not enough, even against a Cybernaut.

Deth Specula Class Frigate (6/4)
The Deth Specula is a good ship. It has only one major drawback, that is its fuel capacity. It can only carry 140 tons of fuel, which certainly is not enough when you plan to use it to attack the planets on the other side of your enemy's empire. But it is strong enough to take out most medium ships. 35 torpedoes are not that much, but it is enough for 2 battles. So use if for local battles only.

D19b Nefarious Class Destroyer (7/0)
This is one of the ships the Fascist should build lots of. Its special mission, explode after movement (pop) or explode when a cloaked ship of your primary enemy is detected (trg) is very good. You can blow away most of the medium ships and you damage the heavier ones. Don't underestimate their value when trading them, they are cheap, and easily cloned.

Saber Class Frigate (10/0)
The Saber is pretty much the same as the D19b, except that it is a two tech level higher ship, costs more and has one benefit, it only gives your ships 10% damage, instead of the 20% from the D19b.

Victorious Class Battleship (10/6)
The Vic is a ship the Fascist should build lots of, most with x-rays and mark 7, because than you have a chance fighting the heavier ships of your opponents. In groups they can have a chance, otherwise they will be toast for the fighter-ships.

Links to other Fascist pages:
http://pooma.itw.com/~zer0/klingon.html (Site no longer online).


The Privateers
The Privateers are based on the Orions, but I don't have a clue from which series they are. The Privs have two options: lose a game very quickly or win it. Playing them involves the following:

  • You are familiar with Privateer tactics
  • You are able to set up a good economy
  • You enjoy playing a cloaking race
  • You enjoy playing sneaky
  • You don't mind losing ships in minefields :-)

Ships
Able to build: (Beam Weapons/ Torpedo Launchers/Fighter Bays)

BR4 Class Gunship (5/0)
The BR4 has gravatonic accelerators, so it can travel very quick and is very useful for scouting and towing LDSF's to establish outposts.

Little Pest Class Escort (6/0)
The little pest is a good minesweeper, very cheap and even capable of towing other ships. There is not much use otherwise, since it is very light and easily killed.

Dwarfstar Class Transport (6/0)
I'm not sure what to say about this ship. It is the only ship named transport but capable of cloaking, so I think it should be used as a transporter. It has a cargo capacity of 220, but no gravatonic accelerators, so I would prefer the Meteor Class Blockade Runner, dispite its lesser cargo capacity.

BR5 Kaye Class Torpedo Boat (4/1)
The BR5 has gravatonic accelerators too, and has a torpedo launcher, but it can only carry up to 20 torpedoes. Even with Mark 8 that would be only 2000 mine units. Use it as a tower of freighters or as a scout, but build lots of them. They are pretty handy when you try to make a wolfpack and you need a sacrificial lamb (see special missions).

Lady Royal Class Cruiser (4/1)
The Lady Royal is the pleasure ship in the game. Every colonist on board will give you 1 MC. Very handy when you are playing in a game where money is the bottleneck. Use them as minelayers around your worlds and get all the MC out of them that you need.

Meteor Class Blockade Runner (4/4)
The MBR is THE ship the Privateers should build. When looking at your fleet it should consist for about 85% of MBR's. Rob, rob and rob some more.. that's the point, and with their gravatonic accelerators they can go practically everywhere.

D3 Thorn Class Destroyer (2/4)
The D3 Thorn has drawbacks, its cargo capacity of 40 and the fuel capacity of 120, but when properly used it can be a real pain in the ass. If you need to fight, which you should avoid at all cost with your original ships, that are the ships you didn't capture with robbing, use these ships to get through the shields of the enemy ships and use the MBR or the Bloodfang to finish the job.

Red Wind Class Carrier (2/./2)
The Red Wind is a ship which can only be used to take out specified targets. You do not want to sacrifice your full Red Wind, 60 fighters is still 6000 MC, for a medium ship which could be killed by any D3 or other ship. It is the only carrier in the game that can cloak, but it has a fuel tank of 85, so not much use there, unless you support it with a large fuel-tank. Don't overestimate it, if you need to use a fighter ship, think twice of using the Red Wind.

Bloodfang Class Carrier (7/./4)
The Bloodfang is about the heaviest ship the Privateer has, and should be build only when you need to defend your planets and/or starbases. It can carry up to 80 fighters and will take out some ships, but it is still pretty vulnerable.

Links to other Privateer pages:
Pirates Basic Tactics http://www.geocities.com/TimesSquare/3535/basic1.htm
Classic Privateer Tactics http://www.jacobean.demon.co.uk/vgaplanets/privclass.html


The Cyborg
The Cyborgs are based on the Borg from Star Trek. They have two possibilities in a game: they will win the game, or they will have no influence at all. Playing them implies:

  • You are able to build a GOOD economy fast
  • You are capable of planning how to develop your empire
  • You enjoy big fighter ships

Ships
Able to build: (Beam Weapons/ Torpedo Launchers/Fighter Bays)

B200 Class Prober (2/0)
This is the Cyborg hyperjumper, the weakest jumper in the game, since it can only jump once (fuel tank of 80) and it can only carry up to 15 colonists or supplies. Nevertheless, you can use it as a spyship and you can harass your opponent’s freighters.

B222 Destroyer (7/0)
This ship sounds rather useless, but it handy when you haven't build any of your heaviest ships, and you need to take out a carrier, heading in your direction. Build three of them, and destroy about 51 fighters (about 17 per ship, depending on how much fighter bays your enemy has). It is also useful as a minesweeper when equipped with high-tech weapons.

Quietus Class Cruiser (4/1)
The Quietus isn't that great either but at least it has a decent cargo room, 250 and it can lay mines, which should be its primary task since you will use your fireclouds for chunneling.

Firecloud Class Cruiser (6/2)
The Firecloud is a ship which will make your opponent shiver with fear, simply because he/she can never know if and what a chunnel will bring into his/her territory. Please be careful in trading them away, because this is a ship-device, not a race-ability.

Biocide Class Carrier (10/./10)
The Biocide ... need I say anything more? Stuffed with fighters, it will take out any ship or starbase. Build them as soon as you can, and everyone will offer you a alliance.

Annihilation Class Battleship (10/10)
The Annihilation will take out all other ships, except for the heavy fighter carriers. Simple as that. Two of them will destroy any carrier, if loaded with Mark 7 or 8.

Links to other Cyborg pages:
Collective Tactics http://www.jacobean.demon.co.uk/vgaplanets/borg.html


The Crystals
The Crystals are based on the Crystalline Entity (I guess) from one of the Star Trek episodes. Playing them is fun, it's like playing a spider in his web. It implies the following:

  • You are able to set up a VERY GOOD economy fast
  • You have diplomatic skills
  • You enjoy playing a race with no free fighters nor cloakers

Ships
Able to build: (Beam Weapons/ Torpedo Launchers/Fighter Bays)

Opal Class Torpedo Boat (1/1)
The Opal is useful as a scout, but also can be a real pain in the ass when used to deploy webmines when it has a high tech torpedo launcher. Many players underestimate this ship, but just imagine it being chased by some high tech ship and when it is about to be intercepted it drops its webmines, almost always a hit!

Ruby Class Carrier (4/2)
The Ruby is the cheapest minelayer for the crystals. It can be used for scouting, for colonizing and for war, since it has a cargo room of 370. That is, when loaded with Mark 8, a 192 light-years radius webfield. Ouch! If you are low on money or minerals, build a Ruby.

Sky Garnet Class Destroyer (7/1)
This ship is used for minesweeping, but the Emerald is better. This ship could be used for battle, but the Emerald is much better. This ship can tow, so use it to tow away your victims from your webfields and capture their ships. It is cheap.

Emerald Class Battlecruiser (8/3)
A good ship, but if you have the money, the Diamond Flame is better for battle. For deploying webfields, use the Emerald, it has a cargo room of 510, therefor it is called "the fighting-transporter".

Onyx Class Frigate (8/1)
Heat up your planets, that is its use. You can use it as a sweeper as well and it can take out some fighters, but its main activity is heating up your planets or transporting money.

Diamond Flame Class Battleship (10/6)
Ok.. this ship is cheaper than the Victorious of the Fascists, except that it costs 390 molybdenum to build. It is only tech 9, and very handy in battle and for deploying more webfields. It has one drawback, and that is its cargo room of 90.

Crystal Thunder Class Carrier (6/./8)
This ship can be compared to the Robot's Instrumentality, but it is better. It should be, because it is 4 tech levels higher in costs so be careful in sending this one out, when you lose it, you'll lose about 8480 MC and 393 molybdenum (80 fighters + the hull cost). A Diamond Flame and a Thunder Class Carrier take out a Biocide!

Links to other Crystal pages:
Crystal Web http://www.geocities.com/Tokyo/1265/crystal.htm


The Empire
The Empire, based on the Empire from Star Wars. They are fun to play, although that is my personal opinion. Playing them implies:

  • You have diplomatic skills
  • You are able to build up your economy at a decent pace
  • You enjoy playing a race with large fighter ships

Ships
Able to build: (Beam Weapons/ Torpedo Launchers/Fighter Bays)

Pl21 Probe (1/0)
A good hyperjumper, but it has only a cargo room of 20. It should be used for scouting or for transporting money. It can make three hyperjumps, and still have some fuel left to move to the nearest planet if you are not jumping from planet to planet.

H-Ross Class Light Carrier (2/./2)
Not a ship for combat, but it comes in handy when you need to load fighters from your bases on ships and you don't have any carrier in the area. Build them early in the game, so you'll continue receiving your 'free' fighters. They cost practically nothing.

Moscow Class Escort (4/./2)
This ship is better than the H-Ross, but costs more. I would recommend not to use it.

Super Star Frigate (5/3)
This is the only torpship the Empire has. Build enough of them to defend your empire with minefields. Have at least two of them in any battlegroup.

Super Star Carrier (6/./4)
In battle this ship is better than the SSD, it will take out most ships, except for the heavy ones. If you can't afford a Gorbie and you need a ship for battle, build this one.

Super Star Destroyer (8/./3)
The empire ground attack is deadly. This ship is immune to planet codes ATT and NUK, as long as it is not damaged. It has one drawback, a cargo capacity of 80, so you'll need to support this ship with a Frigate or a other ship which is able to defend itself and carry the colonists needed for the ground attack.

Super Star Cruiser (8/./4)
The Super Star Cruiser is a fair ship. Not as powerful as the Gorbie, but nevertheless a good ship. It has a cargo capacity of 110. Most commonly is it used to weaken the shields of attacking ships, or to catch torpedoes from incoming battle fleets who were dedicated to your Gorbie :-).

Gorbie Class Battlecruiser (10/./10)
The Gorbie is great. It is heavy, it can sweep and it will take out any other ship in the game. Fighting a Biocide, Virgo, Rush or Golem will end up in its favor, although that is highly dependent on the random numbers for combat.

Links to other Empire pages:
Mag's VGAP Corner http://www.ionet.net/~mag/p0000157.htm


The Robots
The Robots, based upon a race from Battlestar Gallactica (?). They have very little ships, and are a straightforward race to play. This implies:

  • You enjoy playing with fighter ships
  • You don't mind what will hit your mines :-)

Ships
Able to build: (Beam Weapons/ Torpedo Launchers/Fighter Bays)

Cat's Paw Class Destroyer (4/2)
The Cat's Paw is one of the best cheap ships there are in the game. It is an excellent minelayer, and the only minelayer for the Robots, so build lots of them and use them as transporters when you are not using them to load your empire with minefields.

Q Tanker (0/./1)
This ship is rather essential for the Robots. There should be one or more around every Robotic starbase, since these ships can build 12 fighters a turn, fighters on which the Robots depend in battle. Use them with care, they have no use in combat, but they are excellent tow-ers too.

Pawn Class Baseship (2/./2)
The Pawn is not very useful in building fighters, since it only has a cargo capacity of 40, which means 40 fighters. It has however a Bioscanner, so build only on of them early in the game and find out what planets you should colonize first. It's the best Bioscanner in the game, since it will scan 100% of the planets in range, in contradiction to the Cobol or Brynhild, who will only scan 30%.

Cybernaut Class Baseship (3/./5)
Avoid building a Cybernaut. You have much better ships than the Cybernaut the Instrumentality for instance.

Instrumentality Class Baseship (4/./7)
The Instrumentality. A feared ship, heavy and very dangerous. Very strong in battle, rather cheap. Build lots of them and simply defeat your opponents by force.

Automa Class Baseship (4/./8)
The Automa is useful but its drawback is that it is tech lvl 9. If you can build a Automa, you almost always can build a Golem too. They will take out lots of ships, but the Golem is better.

Golem Class Baseship (6/./10)
The Robotic Force; heavy and solid. Its expensive, but you get something in return. It can carry up to 300 fighters, and can take out some ships and a starbase all by itself. They really like to consume fuel, so make sure that you'll escort them with other ships in case you get robbed or hit a web mine. Its drawback is that is has only 6 beams.


The Rebels
The Rebels are based upon the Rebels from Star Wars. They are not very strong and rather easy to play. This implies:

  • You like playing with fighter ships
  • You know when Ground-Attack occurs :-)
  • You have diplomatic skills
  • You are able to maintain your economy

Ships
Able to build: (Beam Weapons/ Torpedo Launchers/Fighter Bays)

Taurus Class Scout (2/0)
As its name suggests, this is a scout, but: with two engines, so it is also useful for towing. It has a large fuel-tank, which makes it excellent for that job.

Cygnus Class Destroyer (4/4)
The Cygnus is a light ship, but capable of inflicting a lot of damage, when you least expect it. Its four torp-launchers make it very dangerous, and two of these will take out a SSD.

Falcon Class Escort (2/0)
The best hyperjumper in the game. Remember that when trading it away. It can jump three times, but with no fuel after the thirth jump and can carry up to 120 cargo.

Gaurdian Class Destroyer (3/6)
The Guardian is one of the ships you can use when weakening your opponents large ships. The six torp-launchers usually get their shields down. Its drawback is the cargo-capacity, only 20.

Sagittarius Class Transport (2/./1)
The Sagittarius is for fighter building and fighter transporting, nothing more, nothing less. It could be used as a freighter too.

Tranquility Class Cruiser (4/2)
The Tranquility is the ship to lay mines with, since it can carry up to 380 torpedoes. It is not very useful in battle, since it has the same statistics as a cat's paw, but essential in your fleet.

Patriot Class Light Carrier (2/./6)
The Patriot is useful when it has 30 fighters and a single, or perhaps two, targets. It will take out most ships in these case, but if it has less than 30 fighters it is nearly useless, since the Patriot is very light and easily destroyed. But in hordes... these ships are deadly killers.

Gemini Class Transport (4/./1)
The Gemini is excellent for building and transporting fighters, but since it can carry 400 cargo, you could even use it as a freighter.

Iron Lady Class Frigate (8/2)
The Iron Lady is the Rebel minesweeper. When opposed to other large ships, the Iron Lady can be used to shoot some of the fighters and to lower their shields, but with its 8 beams it can easily attack planets with no starbase in orbit.

Rush Class Heavy Carrier (5/./10)
The Rush, heavy and strong. A major warship, hard to beat by a non-fighter race. As with the Golem, its drawback is its few beams.


The Colonies
The Colonies are from Battlestar Gallactica. They are FUN to play; not too hard but certainly not too easy as well. Playing them implies:

  • You enjoy playing with large fighter ships
  • You know how to maintain your economy
  • You know that your Cobol is able to tow :-)

Ships
Able to build: (Beam Weapons/ Torpedo Launchers/Fighter Bays)

Taurus Class Scout (2/0)
As its name suggests, this is a scout, but, with two engines. so it is also useful for towing. It has a large fuel-tank, which makes it excellent for that job.

Cygnus Class Destroyer (4/4)
The Cygnus is a light ship, but capable of inflicting a lot of damage, when you least expect it. Its four torp-launchers make it very dangerous, and two of these will take out a SSD.

Little Joe Class Escort (6/0)
The Little Joe is a good minesweeper, very cheap and even capable of towing other ships. There is not much use otherwise, since it is very light and easily killed.

Cobol Class Research Cruiser (4/2)
The Cobol has an ability that is really awesome. It scoops fuel from out of nowhere. This ship comes in very handy, since it can function as a transporter, a minelayer and as THE perfect scout. It depends on your host settings how much fuel will be scooped per light-year traveled. This ship also has a Bioscanner.

Aries Class Transport (2/0)
The Aries changes minerals in fuel at a cheaper rate than a Neutronic Refinery Ship. It is mostly used for trading or when you are in a desperate need of fuel (which you shouldn't be, you have the Cobol).

Sagittarius Class Transport (2/./1)
The Sagittarius is for fighter building and fighter transporting, nothing more, nothing less. It could be used as a freighter too. They are good minesweepers when fighters sweep mines is on.

Lady Royal Class Cruiser (4/1)
The Lady Royal is the pleasure ship in the game. Every colonist on board will give you 1 MC. Very handy when you are playing in a game where money is the bottleneck. Use them as minelayers around your worlds and get all the MC out of them that you need.

Tranquility Class Cruiser (4/2)
The Tranquility is the ship to lay mines with, since it can carry up to 380 torpedoes. It is not very useful in battle, since it has the same statistics as a cat's paw, but essential in your fleet.

Patriot Class Light Carrier (2/./6)
The Patriot is useful when it has 30 fighters and a single, or perhaps two, targets. It will take out most ships in these case, but if it has less than 30 fighters it is nearly useless, since the Patriot is very light and easily destroyed. But in hordes... these ships are deadly killers.

Gemini Class Transport (4/./1)
The Gemini is excellent for building and transporting fighters, but since it can carry 400 ton, you could even use it as a freighter. They are excellent minesweepers for the Colonies when fighters sweep mines is on.

Iron Lady Class Frigate (8/2)
When opposed to other large ships, the Iron Lady can be used to shoot off some fighters and lower shields of her opponent. With its 8 beams it can easily attack planets with no starbase in orbit.

Virgo Class Battlestar (10/./8)
The Virgo is a deadly weapon. It has 10 beams, and will take out a lot of fighters. It can carry up to 290 fighters, and will sweep any minefields in no time when stuffed with fighters. I have seen strange things happen in combat with the Virgo. It is able to take out a Golem or a Biocide, but that is highly depended on the random factor in combat *sigh*.


Copyright © 1998-2017 DonovansVGAP.com unless otherwise specified. All Rights Reserved.
This website may not, in whole or in part, be sold, reproduced, published or redistributed in any medium, directly or indirectly,
for any commercial or non-commercial purpose without the express written permission of the owner.

DonovansVGAP.com is owned and operated by Circus-Maximus.com and all inquiries should be addressed via the contact link.
All other material © of their respectful owners.
This fansite is not affiliated with VGA Planets or Tim Wisseman.
VGA Planets is Copyright © 1992-2017 Tim Wisseman