Introduction
"You are the last Star Fleet Commander deep in space battling for 25 planets. Navigational and battle options, spyships, ground forces, fighters and a range of weapons. Stop the invasion of Earth and destroy the Battleglom from Vragus IV."
You beat the Zurgs by destroying their home planet or by capturing and keeping 25 other planets.
You lose points by destroying enslaved planets and losing your own ships. Don't lose your command ship.
Navigational controls are Star Jumping, Orbiting and Attacking. Battle options are Break-off (f0), dense fire (f5), dispersed fire (f6). Battles start with a dispersed ire pattern, the concentrated fire pattern allows you to fire at a ship of your choice. Breaking off the action creates an emergency star jump to a random planet. Displays show energy levels; the screen turns blue when the Zurgs are firing back.
In orbit around a planet options are Bombard, Assault, Retire. Remember using up all your energy has its drawbacks. Assaults are started by an air attack followed by a land battle. If the planet if friendly it can supply recruits and fighters etc. Garrisons are essential if you are to hold the planets captured. They will also need changing.
Status reports include information on energy and force deployment. Scouts can operate independently of the main fleet. Intelligence is vital. The Zurg fleet has heavy and light cruisers and they seldom operate with more than 20 ships. You will need an industrial base to build fighters and watch the energy levels.
The best of luck.