---[Operation Doomsday Clock]---I rapidly flick from planet to planet, routing warheads around like packages at Christmas, to be delivered to all the naughty boys and girls who trespass on my planets. I'm also meticulously optimizing my rebuilding. With the clock around 13:30 and an impending CPA (sure to be gigantic at this AIP) so close I can smell the rocket fuel, I have little margin for error in how I handle the next 30-60 minutes.
I could potentially wait until the last moment when I have as much of my fleet rebuilt as possible, and bet it all on taking Kochab in one last attack. But if that fails, I'm likely not going to get a second chance.
The better choice is a one-two combo, with each punch staggered about 20 minutes apart. The first wave will be a fast-moving, low-cost suicide squad of Bombers, Teleraiders, and Infiltrators, supported by warheads. Their goal will be to eliminate the Raid Engine, last Arachnid post, OMD, and if possible, the Core Muni post before losing structural integrity. Between the warheads and their speed, I'm hoping they'll be able to evade the partially-rebuilt SF and Reserve. If that fails, then I have no choice but to wait for the heavy-hitting starships to rebuild and bet it all on one final strike around the 14 hour mark.
If they succeed, I'll have time to rebuild them in time to coincide with the critical starships being ready -- namely, the Mk.II+ Protectors, Corvettes, Plasma Siege, Heavy Bombers, and Neinzuls. I'll squeeze anything else in that I have time for, but those will be the core of my final strike, a battering ram powerful enough that it should smash through the Core FFs sitting on top of White's home command before whatever defenses the AI can call up can destroy them all. There will also be another trio of Armored warheads and a final Nuke. There is no such thing as overkill, only "insufficient force" and "target destroyed".
The Nuke will destroy most of the SF, which will likely be rebuilt fully by the 14 hour mark. One of the Armored warheads will take the H/K if it has one. The other two will accompany the fleet onto Kochab, where one will bypass the two Core FFs guarding the Muni post, finally stripping the last source of immunity from the command station. The last warhead will bypass the FFs parked on the station, and potentially do enough damage to peel them back far enough that the station is exposed. If not, the starship hammer backed by fleet-bombers will flatten whatever's left with overwhelming brute force -- I have zero concern for subtletey at this point.
The suicide squad is ready on Alioth. Te morituri salutamus!
The raid is as brief as is it violent, but they achieve every goal aside from the Muni post, which they do manage to damage. Acceptable.
The Knights respond by shifting the rally point of the SF to Kochab, castling their remaining king on the board. I will nuke you again.
Cychreides is down.
A Massive AI Ship Is Inbound To Your Planets (3960) -- oh man that better not be what I think it is.
Hadar is down. It better not keep going towards Antares, if it takes out supply and shuts down that ZPG I am going to have a problem. I strip shattered mines, Grav turrets, and Tractor turrets from my fallen planets and shift them to Antares, Iota, Nekkar, Pi, and Vega. The fallen FFs are also reallocated similarly. I also station a warhead on Antares for additional deterrent. It is nonnuclear, if you were wondering. Yes, I did consider the alternative, but I can only have two Mk.I nukes on the board at a time and require the ability to deploy them at will. Mk.II is too expensive. (Disappointment.)
Another exo fires from Kochab somewhere in here and smashes itself on either Nekkar or Pi Mensae. A wave hit Pi Mensae somewhere along the way as well. Wezen was attacked by threatfleet but barely held it off thanks to my last warhead parked out here, manual turret control, and piling Engies on the FFs.
Speaking of FFs, something somewhere in here counted coup on my home command on Vega -- the 6-7 FFs are all damaged into the yellow, but the command station underneath is untouched. I am singularly unpleased. Also puzzled.
I presume it was something from the Exo, because nothing else should have tried to skip combat on the chokepoints when fired upon. But I have 4 layers of undestroyed FFs sitting on top of the wormholes to Vega on both Nekkar and Pi Mensae, which should have kept anything other than Vampire Claws and Raidstars from coming through. I also have Mk.II Military command stations on them, plus the matching module on Vega, which will decloak anything stealthed, which should have revealed and punted either of those two FF-bypassers. None of those three command stations were harmed also, which makes no sense if it was Raidstars in Exo-based "hunt the CC mode".
A single note on the Wiki mentions Teleraiders "due to their nature" can skip defenses on wormholes. Having exhausted all other possibilities, whatever is left, no matter how improbable, must be the correct answer. Apparently I just encountered a very specific edge case interaction between FFs, wormholes, and Teleraiders. I mentally add them to the list of things to immediately go corrupt no matter what it takes if seen in enemy hands along with Spire Railclusters, Eyebots, and Zombards.
Anyway...
The southern Doomfleet turns around to chew on the harmless wreckage of the turrets on Hadar and Alpha Centauri some more. I'm actually holding off scrapping them purely because they're serving oddly well as bait to keep distracting this now 40,000 strength nightmare.
A Massive AI Ship Is Inbound To Your Planets (small number) -- that's got to be another Spirecraft Siege Tower.
Iota Persei is under attack, it looks dicey. I throw two dozen Engineers on the missile silo, you have 18 seconds to finish that Armored warhead guys, I order you not to die until that is finished. I pause other construction and pop the last two Distribution nodes to squeeze more blood out of my beefy but overloaded economy.
It takes some manual focus fire on the big guns, and the turret wall is half-destroyed, and the FF needed triaging, but the attack is destroyed. No, Threat still isn't out of the high four digits. Each one of these 2-5000 ship attacks is replaced about as fast as I can destroy it, and then some.
Meanwhile, things are on fire on Nekkar. I catch the terrifying silhouette of an H/K emerging from the wormhole (this unit is just 110% pure intimidating-looking, love the design). I can't spare an Armored warhead this time, but I do have a Lightning III on here and a Cloaker. I carefully pace the approaching mechanical eidolon of extinction and hurl my thunderbolt. It survives, but with only about 35% health. ALL TURRETS FIRE!
A lot more focus fire happens as this combo Sharkwave is heavy on Dire Guardians of different flavors and that Siege Tower. The BNG's paint gets scarred up but it does a splendid job -- the AI seems to especially hate it when you turn its own Zenith Siege Engines on it, it will drop everything to kill them ASAP, trashing the overall organization of the attack.
Incidentally, this continual onslaught on all fronts is proving to be an excellent live-fire demonstration of the power of mines. As the majority of my defenses are per-planet, and i have a juiced-up economy sufficient to grant me the luxury of fortifying everything nearly at-will, the biggest difference between a more heavily-secured planet and a lighter one for me is whether it has mines and how many. Iota Persei, a non-chokepoint system with only zombies for fleet assistance, has held against everything that's come at it so far, including attacks of north of 10K strength, while the low to no mine planets elsewhere have mostly been ground down by now.
A junior Doomfleet is forming on Hugin and keeps creeping towards the wormhole to Pi Mensae, but the zombies pour out onto the lawn and keep tying the carriers up. I patrol the BNG between the two planets, not sure which way it will break when I finally run out of zombies to distract it with.
Yed Posterior finally goes down. I pull the plug on it to make sure it doesn't potentially get a stray Remains Rebuilder on there to feed the command center to the camping hostiles -- no double-dipping on Sharkwaves. I also want to cannibalise the per-galaxy capped defenses and further reinforce my core worlds. Sharkbite on Nekkar again, but the line still holds.
AIP crossing
670 right around now.
Yes, I can
still do this -- and it's go time!
---[End Transmission 16]---