Wow, I just realized I didn't build Mark III Reactors anywhere! Well, that would be why I'm having power problems. I quickly rectify that problem. A stock Ropije up with 150 offensive turrets and almost 120 mines right along the "threat corridors" waves will be taking.
Wave Warning: 990 Zenith Polarizers + 1 Starships @ Vegiodi (Anti-matter)
Unfortunately Vegiodi isn't as well set up as Ropije and it has two possible incoming warp points for the wave. That means I need to double defend since I want to avoidi unlocking Advanced Warp Sensors this game. As I begin building I see one of the warp points is red. Odd, that normally only happens if you have an Advanced Warp Sensor, which I don't. I look around the system when I figure it out: Logistic Command Stations have Advanced Warp Detection. Nice! With the ability to defend against the incoming wave I carefully place 29 Lightning Turrets (x2 vs Polarizers) and back that up with 20 Missile, 30 MLRS, and 20 Sniper Turrets. Along the path to Shunu I place 14 Gravity Turrets (a little overkill) and just in case I drop 8 Tractor Turrets covering friendly warp points to prevent escapees. Between my fleet and the Lightning Turrets the Polarizers are massacred. They barely reach the second Gravity Turret.
Next I kill the Warp Gate in Kalcaveael with three Raid Starships. That leaves only the two Warp Gates leading to Vegiodi, conveniently located on my next targets. Once I take them only Ropije will be a valid target for waves.
My first target Youdon. It is the easier of the two Mark IIIs. Taking it puts only a single Mark II planet on alert. I pack my Raid Starships into a Transport and kill the Mark I Ion Cannon. Surprisingly everything makes it back out alive, although the Transport almost died to Bombard fire. Youdon will be an inner system so I don't really need the Ion Cannon for defense and the resources I'll get will be less than the cost of the ships it will destroy while I clear the system. I pick up 40 extra threat, but once I go in I'll be kicking a Mark III bee hive anyway so I'm not concerned. I only have 83 total threat at the moment. I am concerned about an attack from Aosbul, the other Mark III. It appears to have a fair amount of threat. The 5.021 patch messed up the galaxy map drop down lists so I can't actually change to view threat amounts on individual systems at the moment.
Youdon falls easily with minimal loses in terms of the number of ships. However, I do lose 4 of my reclaimed Bombards due to a reinforcement cycle. I had them back at my warp point in relative safety when the reinforcements spawned right next to them. And that included a couple of Zenith Paralyzers so I couldn't duck all of them back out immediately. Sadly, I lost my only Mark III Bombard.
In addition Youdon has a Mark II Fortress, but it is well out of the way so I'll just wait until it is out of supply to remove. It is right next to a Special Forces guard post so I send in the Bombers to remove that. A reinforcement cycle adds some more enemy ships which helpfully stream into my fleet ball and I score a good chunk of reclamation on them, including another Mark III Bombard! Then suddenly, I hear the AI taunt me as a Command Station is destroyed.
I pause and check the map. Everything looks fine. I go back to Youdon and realize he just killed my freshly build Command Station there--right under nearly 800 fleet ships--with a single freaking Vampire Claw! Out of that entire stream of Mark III ships, that one thing slipped through and got the kill. I reclaimed it for the annoyance of rebuilding the Command Station. While I'm messing around with this, a wave warning has popped up but I was so focused I didn't notice.
Wave Warning: 470 MLRS + 2 Starships @ Vegiodi (Leech, Light)
So this wave spawns in Vegiodi and I don't even realize it for a good 20-30 seconds. Only two things saved me from serious damage. One, my entire fleet was next to a warp point directly into Vegiodi, and two, Vegiodi has a Logistics Command Station backed up by almost 100 offensive turrets including those Lightning Turrets which were perfectly placed from the last wave of Zenith Polarizers. I send my fleet through and thanks to the Logistics Station they absolutely crash into the MLRS which are already below a third health from the Lighting Turrets and crawling slowly down a path dotted with Gravity Turrets. The MLRS get decimated so fast some of my fleet was still streaming into the system when it ended.
Between the wave defense and taking Youdon, I've reclaimed 29 Mark III ships. My threat is down to 14 thanks to random silly attacks by the AI against various systems. While I'm waiting on a few replacement ships, notably a missing Raid Starship, I spread my scouts out setting up pickets in a few new systems. In particular at Tichmatyau I discover a treasure trove: ARS, CSG-A and a Botnet Golem. Sadly it is on the other side of a Mark IV with an AI Eye. The only other way to get to it is to go through two Mark III planets, the second of which has an both an AI Eye and a Gravity Drill. Tichmatyau will have to wait until I finish making myself a nice safe corner to attack from.
With my Raid Starships complete I put my attension to Aosbul. There are two Ion Cannons (I and III) which I plan on destroying with Raid Starships. Again, Aosbul will be an inner system and 14.4k metal and crystal isn't worth the headache of a Mark III Ion Cannon which would be killing one fleet ship per second. I'd already be on the losing side of the deal in just 72 seconds if it only targeted my Mark I Fighters (which it wouldn't since it targets most expensive first).
The Mark I Ion Cannon is practically on top of the warp point I'll be entering from so I send in my Raid Starships and have them attack and retreat. Unfortunately I vastly underestimated the firepower nearby and I lose two of them. Thankfully the Ion Cannon dies as well. My MRS is sitting on the other side of the Warp Point to give me maximum flexibility for raiding Aosbul if needed. If I want to wait on my Raid Starships I'll need just over two minutes for Shunu to replace them.
I make a short raid into Aosbul to reduce the firepower around the warp point. There are actually two Guard Posts sitting on it, an MLRS and a Spire Shield which is also under a Mark III Force Field. I don't want to waste time on the Spire Shield with the Ion Cannon hammering me, but the MLRS can be killed quickly, only with the ships nearby. The raid goes fast and smooth and the warp point looks much prettier now.
I've been pondering what options I have for taking out the other Ion Cannon. I finally decide to use my Cloaking Starship to sneak in Bomber Starships. Unfortunately I haven't used Cloaking Starships much and my first attempt gets one of my Bomber Starhips killed the moment they warp in to Aosbul because they don't receive the cloaking quickly enough and I foolishly didn't power them down. I change my tactics and put 49 Mark I Bombers into a Transport and use that to get them right onto of the Ion Cannon. Although I could have done this smoother (again, I didn't power down my Bombers) I do manage to take out the Ion Cannon losing only 22 of my Mark I Bombers. It is both beautiful and hilarious to load my Bombers into the cloaked transport instantly ending the engagement.
Wave Warning: 1143 Zenith Chameleons + 1 starships @ Ropije (Leech)
I pull back my Grenade Launchers and Fighters to help Ropije. The Fighters because they wreck Chameleons and the Launchers for the AoE damage on 1.1k enemy ships. I also decided to unlock Heavy Beam Turrets. I've already wanted to try them and have heard good things about them. I drop five to defend the warp point. Three Leech and Antimatter Starships round out my defensive force.
Meanwhile, all the ships I've been upsetting in Aosbul keep attacking Youdon, helpfully bleeding threat off for me. They have come in large enough numbers that I've sent some small mobile units to assist. Mainly my Teleport Battle Stations which are again proving how great they are at running down Bombards. I do need to be careful about using FRD in Youdon since there still is a Fortress there. Amusingly my five Sniper Turrets currently have the Fortress II down to 92% health. If I take too long I won't even need to wait for it to be out of supply, it'll die to sniper fire. How embarrassing.
The wave hits and it is glorious. Nothing else can describe watching a thousand ships get ground under the that combined weight of fire from so many sources. The wave walked right up the mine path, detonating the entire line to the Command Station and had less than 300 ships left by the end. At the end of the mines a bank of Tractor Turrets waited to stop the survivors progress. They hadn't even travelled half the distance to the Command Station.
The Heavy Beam Turrets did well, but only scored 67 kills. I expected more, but they didn't have a hull advantage and since they do AOE damage, their actual effectiveness is harder to measure. They could have done a very high percentage of the total damage and just lost out on killing blows. I lost 45 and 31 Mark I and II Fighters respectively, 47 and 55 Mark I and II Grenade Launchers respectively, and one Leech Starship. I captured 22 Mark I Zenith Chameleons. I used a Mobile Rally point at my Command Station to peel all the reclaimed ships out of the fight.
Right before this wave hit I also unlocked Flagships since I had about 500k metal built up and nothing to build. For a measly 2k Knowledge I figured them well worth the investment. I am now at 7,750 Knowledge. I'll probably want to be unlocking additional Force Fields soon. I'm not certain I want to open up Hardened Force Fields because of the Zenith Polarizers. If I do I'll want to make certain to keep a mix of normal and hardened Force Fields around my Command Stations.
Now it is time to finish off Aosbul. But first, while I'm replacing my loses I use my Raid Starships to take out the Warp Gate on Yoleaet to avoid having Youdon open as a wave target. Although Yoleaet is only a Mark II planet and hasn't been on alert long, the distance to the Warp Gate is very long so I use a transport. With Bombards able to reach from all over the system the Transport takes punishing fire and dies before even reaching the Warp Gate. The Raid Starships are faster and tougher however, and they assassinate the Warp Gate and escape with minimal damage. The AI is displeased and with the help of a Raider Guardian launches a small counter-attack on Youdon. After fending off 30-40 ships from Yoleaet with the few turrets in Youdon, my Leeches provide me with ten new recruits, including three Mark II Bombards.
With that done, my shipyards have finished returning my forces to 100% and they are ready for Aosbul. I notice there is a Stealth Guard Post there so I build a Tachyon Drone to reveal it and my fleet moves in. While I'm taking out Aosbul, I realize the Warp Gate there can actually allow a wave to target Youdon so I detour my Raid Starships to kill it just in case another wave pops. With five Guard Posts left (excluding WHGPs) something does pop up.
Incoming Exogalactic Strikeforce Detected (50%) (Broken Golems - Hard)
There is no way I can get the Botnet Golem before it hits. That's okay though, because even if this Exo is twice as strong as the last, I don't expect any difficulty. Ropije is proving to be well defended.
I decide not to mess around and risk some enemy units fleeing by popping the Command Center and move to clean up whatever is foolish enough to stay and fight. Until I recall there is a Warp Counter Attack Guard Post near the Fortress II. I swing up and kill that and let my Bomber Starships take out the Command Station. I then begin pulling back to the Vegiodi warp point so I can build a Command Station. But there is too much long range around for and I lose my Command Station almost the moment I start it. The Bombards next to the Fortress II and under the Spire Shield Guard Post can just barely range the Vegiodi Warp Point. And then a wave warning pops up.
Wave Warning: 959 Bombers + 3 Starships @ Ropije (Antimatter, Leech, Light)
Counter Wave Warning: 562 Fleet Ships + 1 Starship (III) @ Shunu (Beam)
I keep hearing a warning about Youdon's Command Station being attacked. And it keeps being an Astro Train. A fact which I personally consider a bug since they do nothing to Command Stations except trigger the "CS Attacked" alert constantly which is extremely annoying and reason enough to turn Astro Trains off. But I hear it trigger a lot, and just happened to notice my power drop a bit recently so I peek in and surprise, there is a Vampire Claw III crewing up my Reactors and Command Station. I redirect my Sniper Turrets to the Vampire Claw. Apparently they felt the Fortress II was a bigger threat. But they aren't killing it fast enough. In fact, I'm going to lose my Command Station because that Vampire does so much damage and is healing just enough. Teleport Battle Stations to the rescue!
From Aosbul, I pull 16 TBS out and almost as fast as I can click on Youdon, they appear and wreck the Vampire Claw in the blink of an eye. If you are a RTS player and good with micro, these things are amazing. At the same time, I've pulled my Fighters and Grenade Launchers back to help with the Bombers.
The wave is destroyed even faster than the Chameleons. I actually tracked the kills for all my units in the battle. Notice the massive kills earned by the Fighters. Proof that bringing the right counter-unit is extremely important. The mines also preformed extremely well, and clearly the Heavy Beam Cannons are pulling their weight on a per turret basis. I'm still not sold on their knowledge cost though.
Mobile Units Kills Kills/Unit
Fighters 186 336 1.81
G.Launchers 186 53 0.28
Turrets
Lightning 20 25 1.25
Missile 30 76 2.53
Heavy Beam 6 36 6.00
Laser 50 168 3.36
Flak 20 34 1.70
Sniper 30 89 2.97
Basic 30 54 1.80
MLRS 20 14 0.70
Other
Mines 32 76 2.38
Final cleanup on Aosbul is going slow. The Bombards are making things difficult. I used a Transport and Bomber Starships to clear the Special Forces Guard Post that was near the Fortress. However, the Spire Shield Guard Post is still protecting those Bombards. Although there isn't a Reinforcement Warp Gate to add to the existing 21 enemy ships, nine of them are still Mark III Bombards and they can nearly one-shot a Bomber Starship. I wouldn't really begrudge the time to clear Aosbul except the counter attack on my home system is only six-and-a-half minutes away. I suspect I will need to leave colonizing Aosbul until after I deal with that. Great.
Wave Warning: 831 Zenith Mirrors + 1 Starship @ Ropije (Dreadnought)
Ok, enough. I tested the exact range of the Bombards and manage to stick my Command Station just outside their reach. While it finishes I send my Missile Frigates and Grenade Launchers to Ropije to assist with the wave. Once my Command Station completes, I destroy the CSG-D and begin building a Force Field to cover the Command Station. Apparently either moving my forces out or completing the Command Station angered the AI because he attacks. I move my Riot Starship up to shield my Command Station and send in my Bombers to kill the Bombards that are still within range of the Fortress. The nine Mark III Bombards blast through the Riot's shield module and the Command Station in a single volley.
After the fall of my Command Station the AI redirects its ships for Youdon. An Astro Train Speed Booster arrives in time to allow them to rocket out of the system before my Bombers can reach them. Not a huge deal because my Youdon defenses can, and do, deal with 21 ships. I send my Bombers and Bomber Starships up to knock out the Spire Shield Guard Post just for completeness. The Fortress I'll destroy later, possibly once it drops out of supply.
My estimation of Youdon's defenses proves a bit short. That, or Bombards just do a metric-ton of damage. Youdon's Command Station falls despite its Force Field. I redirect some ships to deal with the problem. I was distracted making sure the wave fell with minimal loses (which it did, beautifully). I don't actually know what the Dreadnought was though. I never noticed it, but that's what the debugging logs say was part of the wave. Youdon is rebuilt, Aosbul is finished and Science Labs in place. My fleet moves to Shunu to defend against the coming counter attack. I queue up additional Riot Starships to help control the incoming threat.
Yet again Vampire Claws sneaking around cause me problems. Aosbul is the victim of a Vampire Claw attack, all my ships are in Shunu two hops away, and the counter attack hits in only 30 seconds. Again the Teleport Battle Stations bring it, and in only 8 seconds have destroyed the Vampire Claw and returned to Shunu. They make excellent firefighters. While that is taken care of, I drop a few more Sniper turrets in Shunu to make sure I have coverage against Raid Starships although honestly I've not seen any in a wave so maybe they aren't present at difficulty 7.6 waves.
Exogalatic Strikeforce Status: 71%
Current AI Progress: 217