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