Subtle.
I can do subtle. When I have to. Honest!
Suggestions? Just more health, or heavier anti-champion defenses, or what?
I don't know. It's mainly the fact that I can ziz-zag and take only a tiny fraction of its lance's dps. Maybe give it a bonus against champs only (Structural would work for against shields only).
You mean the small-base-death spawns, or what?
Yeah, that was what I meant. I expected ridiculous carnage, and I got the same brawl as always.
Thanks for the feedback, as always.
No problem.
===Operation Mad Hacker====Buffed the hacking response, eh? We'll see.
First, I will hack the ARS three hops away for teleport raiders, because the idea of remotely sieging the HWs appeals deeply. Killing the core posts with endless waves of teleraids leaves my fleet available to deal with those mini-exo things that have me paranoid.
Nothing went wrong during the hack. Response reads at moderate.
Fleet deals with a couple waves, then commences k-raiding.
I can handle two hackers at once for the first 5. The AI keeps spawning huge groups of gravity and zombie guadians, which just isn't scary. They die before they get into weapon range.
During hack 6, I start to take some significant casualties, so I dial it back to one hacker. Colony rebellion (on an archive world I was going to take anyway) and CPA (12,000 ships) declare near the end. Gametime 8:55.
I like hacking on spokes, where the response is limited to one planet.
Unlocks: bomber/siege/leech starships III, grav turret 1 (for the grav module, for the raid groups), bomber IIs, engineer IIs, and warp jammers.
I'm not near the limit of what I can hack yet, though.
Now, the CPA.
===Operation Gulp====Hmm, 12,000 ships. In threatfleet behaviour. I know my fleet can handle up to 3000 ships with virtually no casualties, and the CPA will have to come through my 3 modular fort system (plus a normal fort and ion IV), but I do not want to engage them all at once.
I call in the reinforcements: the 5 mk-caps each of infiltrators, eyebots, munitions boosters, and sentinel frigates, along with the complete cap of merc fighters, and 22 reclaimed gatlings that usually reside on my homeworld, safe.
Naturally, I have 6 lightning Is under cloak, as a fallback.
Wave declared, 2000 ships to my central hub. In 6 minutes? Oh, right, waves can synchronize with CPAs now. Well, I should be able to take care of the wave, and then get my fleet in position before the CPA arrives, because carriers are slow.
Wave killed, fleet coming to the far hub. The CPA has resolved into 9000 ships in one carrier hammer, pondering its way closer (still 3 hops out), 2000 ships attacking the HW hub, and 1000 on the other three hubs that are too scared to attack.
Enclaves, rebels, and turrets are dealing with the 2000 attack handily.
I send the Negotiator to pop carriers, hoping the fleetships will arrive first, thus breaking up the group. It succeeds in popping three, then politely exits the conversation, returning to my fortress.
The AI then redeploys the ships back into carriers, which resets them to the HW, about 2 and a half minutes of travel time from the other 6, which aren't moving.
I pull my mobile fleet out, hoping to bait the threatfleet into attacking. Which works.
The 6000 ships kill my ion cannon, and inflict moderate casualties on my fleet.
I healed the fleet, then hunted the other 3000, then scoured the remaining 1200 or so, dealing with a couple waves as well.
CPA survived at the cost of an ion cannon (and some of the merc fleet, including 2 gatlings). Threatfleet is harder to deal with, and I imagine would be even nastier on open maps. And I doubt this will be the last cpa. Gametime is 9:20.
===Operation Archival Rebels====I colonize the Archive+Rebel world with the Negotiator, accepting the two warp counter waves mkII (which somehow end up at my HW, despite being 8 hops away). I prefer the counterwaves unrestricted, but every single one of them has headed home this game, and it's kind of harrowing.
Anyway, I then extract the k, build the rebel fleet, then abandon the system, because I can't reasonably expect it to hold against threatfleet nemeses without a bigger garrison than I'm willing to use. I left the champ, the zenith and spire starships, and two riot IIIs to protect the archive while the rest of the fleet (now with rebels) protect the HW.
Unfortunately, the AI decides to get cute, attacking the ACS with threatfleet nemeses, forcing me to split my forces further. I lost the home forcefield to the two waves, but nothing important.
Archive extracted. Unlocked shield bearers III, fighter II.
I also conquer the other archive, because a cpa was reasonably recent, I want the planet, and I emphatically do not want a cpa to happen while I'm extracting k. This was no problem. Unlock bomber III, missile frigate II.
AIP is 161.
Gametime 10:50
Time to resume hacking.
===Operation Mad H... What is that?====Another k-raid, no problem, though interrupted by two waves. Unlock missile frigate IIIs.
And then I got a warning:
16,011 ships massing for a cross-planet attack.A quick check of the galaxy stats shows the AI is not bluffing; accounting for the strategic reserve, it can definitely pull 16,000 ships together.
I have warheads on standby.
Wave (2400) declared for my far hub. No problem, my fleet needs to be there anyway.
CPA and wave arrive. By the time the wave is dead, the CPA has settled into two main thrusts one from each HW, of 8 and 6 thousand, with the 6000 set to arrive about a minute before the eight, if I left it alone.
1000 enemies are hanging in a big group around my HW hub, and 1000 are scattered in tiny fleets which won't attack.
I send my fleet out to meet the 6000 group, and have it down to about 2000 when a wave (3000) declares for my HW hub. Uh-oh. Most of my rebel patrol died against the last cpa, with no replacements, and the enclaves are over with my fleet.
And the 8000 group is less than a minute from crashing against the fortress world.
Negotiator scrapped home, but my other ships (including the merc fleet, which usually protects the HW) are too far away. I send them back to the fortress hub, carrying about a thousand of the remaining 2000 ships left from the first AI thrust. Riots are awesome.
Wave arrives, and it's mono bombers. The resistance, alarmed, spawn 160 ships to meet them. The marauders, apparently not wanting to live in an AI controlled galaxy indefinitely, contribute 80 of their ships. The AI, scoffing, and joined by the 1000 ship threatball I mentioned earlier, blows them, my fortress, and my turrets to smithereens. The wave was quite resistant to Negotiation, as well.
The remaining bombers (about 1200), finally retreated from my surviving turrets (protected under champ shield). Unfortunately, they took out the command station, and decided that "retreat" would mean "attack" for a little while.
Meanwhile, 8000 angry ships took issue with my advanced starship constructor. 2 warheads, and a lot of kiting, tackle drones, and riot awesomeness killed them, but couldn't save the constructor.
My fleet then rallied, and killed the remains of that evil, evil wave, which had been joined by those other tiny threatballs and thus steamrolled across 2 systems after their first kill.
They were squished without issue.
So I lost the ACS and three sytems, took a bunch of casualties, incurred 2 AIP from warheads, and don't have any resources to speak of. But I'm hardly crippled. I don't even care about losing the ACS that much, because mkIV starships are really, really tough. And there's another one.
Anyway, I plan on a rebuild and more hacking madness next session.
State of Empire: