Sorry for a slow reply. I've been a busy boy TK421: True, the lancer requires research, but it's only stage 2. Teukros mentions day 250 in his most recent post, above. For comparison, in the game I'm currently playing, I have the Star Galleon (stage 4) on day 266. In any case, the point is that the empire have a ship which is almost identical to the corvette with regard to build speed and capacity, which is an alternative to the slow-to-build victory and imperial destroyers. the_mask: Two shield generators prevent planetary assault (invasion), not bombardment. However, two shields can make the Alliance's life difficult since their bombardment capacity is limited until they acquire the really big ships (compare the VSD). Troops too, make a difference. I aim to keep three army regiments on each planet for 15 extra bombardment points. Teukros: It's unwise to rely too much one either one type of unit or one strategy (I play warcraft - I and II - and starcraft quite a bit. When I make the mistake of relying on one thing, I'm usually trounced. Dig up a copy of the original warcraft and play head-to-head. You'll get a feel for doing maximum damage with minimum forces). A fleet of gunships could be interesting, but they have no turbolasers. A few decent capital ships with ion cannons could make quite a mess of them. I might perhaps be tempted to try a number of Nebulon-B frigates, as they have both turbolasers and laser cannons, but then they lack ion cannons. Also, no ship can have more than one target, so in the face of both large capital ships and fighters, I would have a problem. I think the general consensus in this thread is a distinct lack of mid-range Imperial ships, which can be a problem, since the big ones are obviously slow to build. However, I contend that the Empire has a production advantage at the beginning of the game (starting in the core, plenty of troops, easy to grab systems with pre-built mines/refineries), and is likely to get mass shipyards online before the Alliance. i.e., the Alliance couldn't build big ships anyway, lacking the shipyards, so those mid-range ships are essential. I'm genuinely interested in the strategy and balance issues mentioned. They're interesting because I rarely see them, as I play fairly methodically. For those who are interested, I've sketched some articles on strategy and balance (as I see them), available at http://www.irwoodhouse.uklinux.net/rebellion/index.html because I'm far, far too long-winded to put them here There's also a copy of my crib sheet I was quoting from, if you're interested. Let me know what you think on this forum. Ian.