Academy

From Cadet to Admiral — Learn by Doing

Skip the manual. Learn Netrek through scenarios, tactics, and bite-sized lessons.

01
Basics
02
Combat
03
Roles
04
Scenarios
05
Mastery
01

The Basics

Everything you need to survive your first five minutes.

Netrek in 30 Seconds

Fly a starship on a team of up to 8 players

Dogfight enemies with torpedoes, phasers, and plasma

5

Conquer planets by bombing armies and dropping your own

!

Take all 10 enemy planets to achieve genocide and win

Your Ship at a Glance

SHIELDS TORPEDOES [t] 8 shots, straight line PHASERS [p] Instant hit, auto-aim FUEL 70% SPEED [0-9] W6 Higher = faster but harder to turn CLOAK [c] Invisible but burns fuel fast TRACTOR [T] Pull enemy toward you PRESSOR [y] Push enemy away

The Speed vs. Turning Tradeoff

Each warp level halves your turning speed. This is the single most important thing in Netrek.

Warp 2
Tight turns, easy to dodge
Warp 6
Standard combat speed
Warp 9
Almost no turning — use for travel only
Pro Move Slam to warp 2 to make a sharp turn, then boost back to combat speed. Veterans do this constantly.
#1

The Golden Rule of Netrek

Planets win games, not kills. A pilot who takes 3 planets is worth more than one who gets 20 kills. Everything — bombing, escorting, ogging, even dogfighting — serves the planet game.

02

Combat

Three weapons, two beams, one goal: don't die.

Torpedoes t

  • Your bread and butter — primary damage dealer
  • Fire volleys of 8 toward cursor
  • Splash damage in 350-unit radius
  • Unguided — travel in a straight line
  • Enemies can detonate them early
  • Miss if target changes direction
Fire where the enemy will be, not where they are.

Phasers p

  • Instant hit — never misses
  • Auto-targets nearest enemy to cursor
  • Great for finishing damaged ships
  • Damage decreases with distance
  • Max range 6000 units
  • Less total damage than a torp volley
Use phasers to finish off enemies after torp hits, not as primary damage.

Plasma f

  • Massive damage (100-150 depending on ship)
  • Homes in on target
  • Terrifying psychological weapon
  • Slow-moving — can be outrun
  • Can be detonated by phasers
  • Not available on all ships
Fire plasma at close range for maximum effect. Pair with a tractor beam to prevent escape.

Dogfighting Survival Guide

Distilled from guides by Charlie, Lance, and generations of veteran pilots

Do This

Change speed constantly

Vary between warp 3-8 unpredictably. Predictable speed = dead pilot.

Use tractors aggressively

Tractor an enemy, fire a torp spread, then release. This is the #1 dogfighting technique.

Det incoming torpedoes

Press d to detonate enemy torps near you. Burns fuel but saves your life.

Keep shields up in combat

Shields absorb damage. Only lower them briefly for repair.

Fight near friendly planets

You can orbit for repairs and fuel. The enemy can't.

Don't Do This

Don't fly in straight lines

A straight-line course is a torpedo magnet. Weave constantly.

Don't cloak while dogfighting

Cloaking burns fuel, disables weapons, and experienced players can track you anyway. Save it for planet runs.

Don't chase enemies deep

Chasing into enemy space means fighting near their planets. They repair, you don't.

Don't ignore the galactic map

Check it constantly. A surprise carrier at your back is worse than losing a dogfight.

Don't waste fuel on long-range phasers

Phasers at max range do almost no damage. Close the distance first.

The Tractor-Torp Combo

The most important technique in Netrek. Master this and you'll win most 1v1 fights.

1
YOU ENEMY TRACTOR

Lock tractor beam on the enemy. They start getting pulled toward you.

2
TORPS!

Fire torpedo spread directly at them. They're being pulled into the volley.

3
BOOM

Multiple torps connect. Enemy shields shattered. Follow up with phasers.

03

Team Roles

Netrek is a team game. Every player has a job. Here are the five battlefield roles.

10

Carrier

The most important player on the team

tap to expand

The carrier picks up armies from friendly planets and drops them on enemy planets. This is how you win. Everything else on the team exists to support the carrier or stop the enemy carrier.

Requirements

  • Need at least 2 kills to pick up armies (each kill = 2 army capacity)
  • Friendly planet must have 5+ armies
  • Best ships: Assault (20 army capacity), Cruiser (10), Galaxy (10)

How to Carry

  1. Get kills in combat (2 minimum, more is better)
  2. Fly to a friendly planet with 5+ armies
  3. Orbit (o) and beam up (z)
  4. Cloak (c) and fly to the target planet
  5. Orbit and beam down (x) to conquer
Pro Move Don't announce you're carrying. The enemy watches team messages. Cloak and go silent.

Escort

Clear the path for the carrier

tap to expand

The escort flies ahead of or alongside the carrier, engaging any enemies that threaten the army drop. A good escort makes planet-taking possible; without one, carriers die.

Key Principles

  • Stay between the carrier and the enemy
  • Engage anyone who heads toward the carrier
  • Don't chase kills — your job is protection, not glory
  • Best ships: Destroyer (fast, good weapons), Cruiser
Pro Move Use your pressor beam to shove enemies away from the carrier. Even if you can't kill them, keeping them at distance saves the drop.

Ogger

Kill the enemy carrier at any cost

tap to expand

The ogger's job is simple and brutal: find the enemy carrier and destroy it before it drops armies. This is often a suicide mission. Trading your ship for a carrier full of armies is one of the best trades in Netrek.

Ogging Technique

  1. Watch the galactic map for enemy ships heading toward your planets
  2. Intercept at max warp — head-on approach
  3. Fire everything: torps, phasers, plasma
  4. Use tractor to prevent escape
  5. Dying is acceptable if the carrier dies too

History

The term "ogging" comes from Terence Chang, an early Netrek server admin who logged in as robot slot "Og" and pioneered the suicide-attack strategy. Before Og, nobody deliberately suicided. It changed the game forever.

Pro Move A Destroyer at warp 10 closing head-on gives the carrier about 2 seconds to react. That's not enough time.

Bomber

Destroy enemy armies on planets

tap to expand

Before planets can be taken, their armies must be eliminated. Bombers orbit enemy planets and destroy armies, preparing targets for carriers. This is often done with Scouts for their speed.

Bombing Mechanics

  • Planet must have 5+ armies to bomb
  • Orbit the planet (o) then bomb (b)
  • Each bomb tick kills ~4 armies
  • Stop when planet has 4 or fewer — carrier finishes the job
  • Best ships: Scout (fastest, gets in and out), Assault
Pro Move Deep-bomb behind enemy lines with a Scout. Bomb a planet, run when chased, circle back to bomb another. Keep the enemy reacting to you.

Starbase Pilot

The team's fortress — repair, refuel, defend

tap to expand

The Starbase is a massive, nearly immobile station with enormous shields and firepower. Allies dock to repair and refuel. Losing your starbase is devastating — 30-minute rebuild timer. Requires Commander rank.

Starbase Operations

  • Park near the front lines but not in enemy territory
  • Teammates dock with you to repair/refuel (4 docking bays)
  • You carry 25 armies — can be a mobile army source
  • Devastating plasma (150 damage) and phaser (120 damage) at close range
Pro Move If you're being ogged, call for help immediately (F1 distress). Even one escort can save a starbase. Don't try to be a hero alone.

How a Planet Take Works

1
Bomber

Bombs enemy planet down to 4 armies

2
Carrier

Picks up armies, cloaks, heads to target

3
Escort

Clears defenders around target planet

4
Drop!

Carrier orbits, beams down armies — planet taken!

Meanwhile, oggers hunt the enemy carrier trying to do the same thing to your planets.

04

Tactical Scenarios

What would you do? Test your Netrek IQ with these real game situations.

Situation

You have 6 kills and full fuel. Two enemy planets nearby are bombed to 4 armies each. An enemy Destroyer is patrolling between them. What do you do?

Think about it, then tap to reveal the answer

Best Play

Pick up 12 armies and take both planets. With 6 kills you can carry 12 armies in a CA. Beam up, cloak, take the farther planet first (while you're at full strength), then take the closer one on your way back. The DD will struggle to catch a cloaked CA that keeps moving. Two planets in one run is a massive swing.

Situation

You're in a Scout and see an enemy Assault Ship heading toward your space carrying armies. It has an escort. You're alone. What do you do?

Think about it, then tap to reveal the answer

Best Play

Ogg the carrier, ignore the escort. Fly straight at the Assault Ship at max warp. Fire everything. Use tractor to hold it. Even if you die, killing a loaded Assault Ship (potentially 20 armies) is worth 10 of your Scouts. The escort can't save it if you close fast enough. Call for help with E distress so teammates know to converge.

Situation

Your team's Starbase is being attacked by 3 enemies. You're in a CA nearby with 4 kills and 8 armies. The starbase pilot is calling for help. What do you do?

Think about it, then tap to reveal the answer

Best Play

Drop your armies first, then help. Your 8 armies are more valuable than the starbase fight. Beam them down at the nearest friendly planet (takes 10 seconds). Then go help the starbase. If you die fighting with armies, your team loses both the armies AND the starbase. Never risk armies in combat you can avoid.

Situation

You're dogfighting a Battleship 1v1 in your Destroyer. You're both at half shields. The BB fires a plasma torpedo at you. What do you do?

Think about it, then tap to reveal the answer

Best Play

Phaser the plasma, then disengage. Phasering a plasma torpedo destroys it before it hits you. A BB plasma does 130 damage — enough to kill you at half shields. After killing the plasma, you've won the exchange. A half-health DD vs. a half-health BB is a losing fight because the BB's weapons and shields are much stronger. Warp out, repair, re-engage on your terms.

Situation

It's early game. Both teams have all their planets with full armies. No planets are bombed yet. You're in a CA. What should you be doing?

Think about it, then tap to reveal the answer

Best Play

Bomb. Early game is all about army attrition. Refit to a Scout and bomb enemy planets. Don't waste time dogfighting in the middle of the map — those kills are meaningless until planets are bombed and ready to take. The team that gets bombing done first gains initiative. Every minute spent dogfighting aimlessly is a minute the enemy might be bombing your planets.

05

Netrek Glossary

The language of Netrek. Tap any term to learn more.

Ogg +
To suicide-attack an important target (usually a carrier or starbase). Named after Terence Chang's robot character "Og." Trading your ship to kill a loaded carrier is almost always worth it. The most feared word in Netrek chat.
Scum / Scumming +
To take planets. Not derogatory — it's the core objective of the game. "Scum" can be a noun (a planet-taker) or a verb. A good scummer is worth their weight in gold.
Genocide (Geno) +
Taking all 10 of an enemy team's planets, eliminating them from the game. This is the ultimate victory condition. The eliminated team's surviving players must join another team.
T-Mode +
Tournament Mode. Activated when enough players are online (usually 5v5, 2 teams). Only stats earned in T-Mode count toward rank. This is "real" Netrek.
Clue +
Skill and game awareness. "Having clue" means understanding tactics, team play, and the planet game. "Getting clue" is the long process of becoming a competent player. A "clue guide" teaches strategy.
Armies +
Ground forces stationed on planets. The currency of conquest. Planets generate armies over time. You pick them up to take enemy planets. Losing a carrier full of armies is a catastrophe.
Det +
To detonate torpedoes. Press d to det enemy torps near you (defensive), or D to det your own torps (to damage cloaked ships). Detting is a key survival skill.
Doosh +
The satisfying sound/feeling of landing a full torpedo volley on an enemy. "I dooshed him" = multiple torps connected for massive damage.
Refit +
Changing your ship type at a friendly planet. Orbit a planet with repair facilities and press r then the ship letter. Useful for switching between combat and bombing roles.
LPS +
Last Planet Standing. The desperate defense of your team's final planet to avoid genocide. Some of the most intense moments in Netrek happen during LPS defense.
INL +
International Netrek League. The competitive league format with organized teams, captains, drafts, and formal matches. Where the best players compete.
Bronco +
The standard game mode in Netrek. 4 teams, 40 planets, classic rules. The most commonly played format and the one you should learn first.

Standing on the Shoulders of Giants

The tactical knowledge in this guide was distilled from decades of community wisdom. The NeoNetrek Academy honors the original authors whose guides taught generations of pilots:

Kevin Smith Creator of Xtrek (1988)
Terence Chang & Scott Silvey Creators of Netrek (1989)
Charlie Beginner's Guide to Dogfighting
Grey Elf Guide to Planet Taking
Lance Lance's Dogfight Guide
Jan "KIA" Sandorf KIA's Clue Guide
mifiq Team Strategy Guide & Ogging 101
The Netrek Community 35+ years of open-source development

Original guides available at netrek.org/clueguides and netrek.org/beginner

Time to Fly

The best way to learn is to play. Jump in, make mistakes, and get clue.

Launch NeoNetrek

Practice against robots first, then join a real game when you're ready.