about the universe forum commander Shop Now Commanders Circle
Product List FAQs home Links Contact Us

Friday, April 24, 2015


1. If the enemy is in overload range, so are you.

2. Seeking weapons have the right of way.

3. Don't fly the only unique ship in the squadron, it just makes you the most interesting target.

4. There is always a rule you have forgotten.

5. The open path to the enemy planet is mined.

6. Shuttles should try to look non-threatening; they might not want to waste a phaser.

7. Rated aces are predictable and dangerous; new players are unpredictable and even more dangerous.

8. The decisive point of the battle will come at one of two points: a. your weapons aren't recycled or b. you're out of power.

9. Stay with your squadron; it gives the enemy someone else to shoot at.

10. If you can't remember if he has something armed or ready, he does.

-- Garth Getgen, Steve Cole, Steve Petrick, Larry Ramey, Kirk Spencer, Jessica Orsini, Ron Sonnek, Andy Vancil, Ben Moldovan, Mark Kuyper, Howard Berkey, Timothy Steeves-Walton, David Keyser, Oliver Dewey Upshaw, Carl Magnus Carlsson, Kirk Spencer, Richard K Glover, Jeff Zellerkraut, Andy Palmer, Sean Newton, Daniel Zimmerman, Jason Goodwin, Michael Sweet, Paul Stovel, John Sierra, John Sickels, Daniel Zimmerman, Sandy Hemenway

(c) copyright by Amarillo Design Bureau, Inc.