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The Colonial Fleet

SMALL DEEP SPACE FREIGHTER
The small deep space freighter is not the best pic for anyone except for the Lizards with their 30x ground combat force. Likley candidate for colinization.
TAURUS CLASS SCOUT
Less functional for the Colonies than it is for the Rebels. With the Cobol creating fuel, there is less need for a fuel mover. And with the Cobol creating the fuel it needs, nothing has longer legs.
CYGNUS CLASS DESTROYER
Dirt cheap and hits almost as hard as a Nebula in games where the Shield bonus is on. In combination with the Patriots, this ship gives torpers nightmares. In Colonial hands, the Cygnus is somewhat safer than in Rebels with regards to minefields.
LITTLE JOE CLASS ESCORT
I
s best avoided by the Colonials. For the cost expenditure, the Cygnus is a far better choice. +2 beams isn't worth -4 torps.
NEUTRONIC FUEL CARRIER
Build a few to refuel your ships at the edges of your empire. The usefulness of this ship depends on how rich the game is.
MEDIUM DEEP SPACE FREIGHTER
If you are playing in a game where many of the planets you find will not be worthwhile, you may want to build an MDSF (Medium Deep Space Freighter) so that you can scout out the good planets. Once the MDSF's job of scouting has been finished, it can be colonized or put to use in small cargo transport. If you plan to colonize it you may choose to build a Smallie (Small Deep Space Freighter) instead.
COBOL CLASS RESEARCH CRUISER
Has the ramscoop that creates 2 fuel per 1 LY traveled. Pairing one Cobol with 1 Virgo allows the Colonials to move pretty much indefinitely. The addition of the Bioscanner is an added bonus. Further, the Cobol is now a better choice as minelayer for the Colonials in replacement of the Tranquility.

ARIES CLASS TRANSPORT
Only useful in the Colonial fleet as an asset to be traded to gain ships that the Colonial can use to augment his fleet. The Cobol's fuel production replaces the needs for a refinery and as such, the Aries isn't needed either.

SAGITTARIUS CLASS TRANSPORT
Is the alternative to the Gemini when you absolutely have to have the fighter production now and do not have the cash for the upgrade to Gemini. It can serve multiple duties within Colonial space while building fighters.
LADY ROYALE CLASS CRUISER
In a game with low starting money or in a situation where the Colonials need money now and don't have the natives able to produce, the Lady Royale can solve that problem. It's an expensive way to get the cash, but sometimes that may be the only option available.
LARGE DEEP SPACE FREIGHTER
The Medium and Small are too small, the Super Transport is too big, but the LDSF feels just right. This is actually the ship to build.
TRANQUILITY CLASS CRUISER
A minelayer and armed freighter of the Colonial inventory. With a massive cargo capacity of 380, the Tranquility can lay many minefields or one extremely large one. However, the Cobol generally makes a better choice due to the advantages the Cobol has over the Tranquility.
PATRIOT CLASS CARRIER
When the shield bonus is on, the Patriot is the torper's nightmare. This ship costs next to nothing to build and load and can tackle even the biggest ships in combination assaults. Bang for the Buck, this ship is arguably the most effective in the game.

GEMINI CLASS TRANSPORT
Do you need fighters in a hurry? This is the ship for you, capable of producing 40 fighters per turn, this ship supplies the fighter needs of the Colonials. It can also serve as minor freight moving also. Generally figure, One Gemini per Starbase.

SCORPIUS CLASS CARRIER
One of the most costly and least effective ships in the game. The Colonials should never build this ship. There is no role it fills that cannot be better performed by another vessel available.

IRON LADY CLASS FRIGATE
Crippled by a low crew count. In most combats with other torp ships and often with carriers, this ship gets captured rather than destroyed. Since the Colonies get fighter minesweep, there is little purpose for this ship. Even against crystals, the Colonial is better served elsewhere.
NEUTRONIC REFINERY SHIP
The neutronic refinery ship is a tech 9 ship with 10 engines and 1050 KT of cargo room. Fuel tank will hold 800 KT of fuel. The hull is very massive, 712 KT. The ship is armed with 6 beam weapons. This ship can produce up to 525 KT of fuel per turn.
SUPER TRANSPORT FREIGHTER
To big for most purposes. With tech 10 engines and the cost involved it is much easier to build a few Large Deep Space Freighters. But I like to call it "Starbase in a Box". You decide.

VIRGO CLASS BATTLESTAR
The king of mine sweeping. Maximum sweep from one of these carriers is 9800 mines per minefield swept. Considering that this is not limited to one field, 3 Virgo's can sweep all minefields within 100 LY Radius making a path wide open for safe transit of colonial warships. In a sentence, "Minefields are all but useless against the Colonials."

MERLIN CLASS ALCHEMY SHIP
The Merlin Class Alchemy Ship is a tech 10 ship with 10 engines and 2700 KT of cargo room. The fuel tank can hold 450 KT of fuel. The ship's hull has a mass of 920 KT, which makes it one of the largest ships in any fleet. The ship is armed with 8 beam weapons and costs 840 magacredits to build. The ship can produce a maximum of 900 KT of minerals per turn ( 300 KT duranium, 300 KT tritanium and 300 KT molybdenum ).
 
 
 
 
 

Species Info:
Origins
Abilities
The Colonial Fleet

Strategies:
Guide to the Colonies of Man
The Lost Colonies of Man
The Lost Colonies Fleet
A Fight to the Death: A Colonies Guide
A Guide to Playing the Colonies
(for the unregistered player)
Cain's Guide to Playing the Colonies
 
 


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