Hints & Tips from The Dreadlord Manual

precis'd by

The Editor: UK Atheist & Science E-Zine

Choice of Race
Home World Development
Home World Defence
Starbase Tech Levels
Planning and Calculating Ahead
Your First Ships
Outfitting [Engines] [Weapons]
Colonising
Development of Planets
Starbase's
Defence of your Empire
Attacking the Enemy
Your Enemy
Targets
Attacks
Freight Movement [Movement] [Convoy]
Scouts, Observation Posts, and Forward Supply Bases
Native Races

Choice of Race

 

Home World Development

 

Home World Defence

 

Starbase Tech Levels

Hulls: Tech 6..... this level gives a good complement of ships. The ideal freighter being the LARGE DEEP SPACE FREIGHTER.
Engines: Tech 10....Most fuel efficient on all ships.
Weapons: Tech 3.....The blaster offers good explosive damage for its cost, use in minerals and cost in tech level.
Torp’s: Tech 5.....The MARK 4 in all weight ranges is the best bang for the buck. On ships with only 1 or 2 tubes the MARK 8 or the MARK 7 offsets the disadvantage of few tubes and the 35% chance of a miss.

 

Planning and Calculating Ahead

Note
The authors of The Dreadlord Manual from which this beginners guide is formed feel that to win in VGA Planets you should read up on tactical warfare. Strategy by B.H. Liddel Hart and How Great Generals Win by Bevin Alexander are but two of the many excellent books available at your local library. Field Marshal Rommel's tactics with the Afrika Corps in North Africa can be used here with astounding results.

 

Your First Ships

 

Outfitting

Engines

It is important to remember that this is just basic strategy. If you are daring and plan to win, you will have to be more innovative than this, have enemies that play poorly, or just be very lucky. If you are registered, put tech 10 engines (the TransWarp) on all of your ships. This is the most fuel efficient, will allow you to easily chase down enemies, and let you spend less time in space while en-route to your destination.

 

Weapons

There are two primary theories to weapons. One is to use the most powerful weapon you can (ex. Mark 8), and the other is to use the most efficient weapon (ex. Mark 4). The best solution is a combination of both. The reasoning behind the biggest BANG theory is that if your ship survives because you spent more on weapons, then the extra money was worth it. The reasoning behind the most efficient weapon theory is that by using cheaper weapons, you can produce so many more ships that it's worth losing a few more battles. The best solution has to be tailored to your particular circumstances (enemy, abundance of minerals, abundance of mega-credits, race) as well as to your playing style.

 

Colonising

 

Development of Planets

 

Starbase's

 

Defence of Your Empire

 

Attacking the Enemy

 

 

Your Enemy

 

Targets

 

Home World: Whenever possible ALWAYS destroy your opponent's HOME WORLD. As well as being his source for building ships, mega-credits, supplies, and colonists a blow here can also knock him out of the game. Psychologically the loss of the Home World can cause a player to give up and stop playing.
The Battlefield: If you can take control of the battlefield, you can call the shots. Bully the enemy if you can. The safety that freedom of movement generates will usually pay for itself.
Planets: By capturing enemy planets you deny him observation posts. This can be done by unloading colonists onto the planet for ground war. Watch enemy movements with cloaking ships, as well as from a distance. See if you can find his primary planets. Attack a couple of these over a spread-out area can weaken the enemy greatly. Attacking lesser planets that the enemy is using primarily for the 100 supplies per turn it generates can also force him to either spend a lot of money on a minefield (which you will just sweep), force him to spread out his forces, or force him to lose these planets. If he decides to sacrifice these lesser planets, you can use them as FORWARD SUPPLY BASES.
Freighters: Destroying enemy freighters denies the enemy the minerals needed at his starbase.
Capital Ships: Destroy enemy capital ships ONLY when your losses are minimal and his losses are maximum or when it gives you a commanding control over the battlefield.

 

Attacks

 

Freight Movement

Bringing minerals to a starbase can be done with capital ships that have large cargo holds or freighters. Using a capital ship that cloaks is ideal, because no one can see what your route of travel is.

 

Movement

 

Convoy

  1. At the starbase to maximize the defences or somewhere else standing by to face any enemy action.
  2. In a strong, single strike force moving to attack the enemy.

 

Scouts, Observation Posts, and Forward Supply Bases

 

Native Races

NATIVE RACES to look for:

AVIAN and INSECTOID are a good source for mega credits.
REPTILIAN help with mining.
BOVINOID make extra supplies.
GHIPSOLDAL gives TECH 10 engine technology when building a starbase.
AMPHIBIAN -- TECH 10 beams with starbase.
SILICONOID -- TECH 10 torp’s with starbase.
HUMANOID -- TECH 10 hulls with starbase.

A TECH 10 advantage race can save you 4500mc and is the only way that unregistered players can achieve anything beyond tech 6. Note that natives, just like you, grow (on planets with the right temperature!). Taxes have the same effects on them. A good government, though, can greatly increase the taxes you will earn.