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Double Doom

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Astilious:
Take your bets! How many times will I savescum on the double exo?

Nomad 1 is rolling back in to my space by now, so I have the hive golem clear a couple of nearby planets. This gets my scouts far enough to spot another ARS on Hexi, 4 hops out from the HW on the same branch as the armoured golem. I also find a sniper turret V controller and the eye bot backup 4 hops out on Etcaqa. The artillery golem finishes repair, so I take Mato. Instead of working on its regen golem, I start on the nomad beacon in the hopes it will help with my Nomad 1 defences when it's complete.

However, my focus is on the Exos. They come in with 50k strength, but new groups just keep spawning after that. I'm completely overwhelmed on HW. Savescum 1. That was way worse than I expected it to be, based on the first exo and CPA. Second attempt I make sure to bring my newly completed artillery golem over to help out. A cursed golem spawns and solo kills me from the edge of the map before the artillery golem can bring it down. Savescum 2. This time I bring EVERYTHING to homeworld, even though it leaves my other planets exposed. The AI apparently notices this and sends some of the exo to take out Wohagarran's ZPG. It hardly matters, as 2 arty golems spawn and snipe my home command anyway. Savescum 3.

At this point I'm feeling like the only way to get through this would be to roll super lucky with the AI golem spawns, which would feel cheap. I need a better strategy. I unlock mk IV turrets and grav IIs. There isn't enough time to get them all done, but I do get turrets done in time on HW and Roquontus. The AI manages to barge through with some raids and end this attempt early. Savescum 4. Next attempt I try the same thing, but the AI notices Nomad 1 is a little weaker and takes it out instead. Savescum 5. I leave the fleet on Nomad 1 to discourage the AI, so it just crushes the defences on both HW and Roquontus. Savescum 6.

At this point I'm getting desperate, so I apply the only other strategy I know: Use more warheads. The idea is that I should be able to take out all the fleet ships and small starships with warheads so that the turrets only need to DPS down the big stuff. The careful application of 5 AIP of warheads does just this, while the spire penetrators maul a HK IV to <25% hp (why are those immune to artillery golems?!). The turrets are then JUST able to pop everything before they reach the home CC, though that HK still got alarmingly close.

With that done I consider my next step. As far as I'm aware Exo waves do not scale with AIP, and currently Exos > AIP in terms of threat. So I need to grab golems. I move on the armoured golem on Bingosqu. The planet is already cleared, bar a fortress, ion cannons and orbital mass driver. I make a brief bid to keep the OMD by using only fleet ships, but that ends when the special forces show up. I pop the OMD and kill the special forces with the hive golem and fortress with the artillery golem. The golems then head out to secure Hexi's ARS with wasps, which proves no challenge. I take it (spire rams) and clear the adjacent planets. The regen golem is completed, so I get the armoured golem underway. Also, the AI unlocks blade spawners. Damn.

One of those adjacent planets has a protector starship V fab, which I decide to hack. The first attempt the AI tachyon bombs and kill the hacker, so I savescum and do it again, this time putting down a grav turret and FF to prevent such a loss. During the hack the AI announces another CPA at 19k ships. There really isn't much breathing room on diff 10.

Toranth:
Warheads are the solution to all of life's problems.


--- Quote from: Astilious on April 09, 2017, 06:49:15 am ---With that done I consider my next step. As far as I'm aware Exo waves do not scale with AIP, and currently Exos > AIP in terms of threat.
--- End quote ---
If I remember correctly, the strength of the Exowave is determined by game time, but they come more often at higher AIP.
There are some older notes about how they work, but I think there're mostly accurate.


--- Quote from: Astilious on April 09, 2017, 06:49:15 am ---One of those adjacent planets has a protector starship V fab, which I decide to hack.

--- End quote ---
Protector Vs?  A lucky Fab for you, especially with your chosen starter.  I love getting these.  A full set, properly equipped, can almost shut down an H/K.


--- Quote from: Astilious on April 09, 2017, 06:49:15 am ---There really isn't much breathing room on diff 10.

--- End quote ---
Nope.  That, there isn't - at least, until you survive the first 8-10 hours or so.  At that point, unless the AIP is too high, the CPAs have used up almost all the available fleetships.  You get the Reserve portion, and that's it.
Of course, you turned on Exowaves, so you're stuck with them forever, so, yeah.  No rest for you.

Astilious:

--- Quote from: Toranth on April 09, 2017, 09:41:55 am ---Protector Vs?  A lucky Fab for you, especially with your chosen starter.  I love getting these.  A full set, properly equipped, can almost shut down an H/K.
--- End quote ---
I'm planning on building up my protector starships a bit more soon. I think I've gotten so focussed on the golems I haven't been taking full advantage of them.


--- Quote from: Toranth on April 09, 2017, 09:41:55 am ---Nope.  That, there isn't - at least, until you survive the first 8-10 hours or so.  At that point, unless the AIP is too high, the CPAs have used up almost all the available fleetships.  You get the Reserve portion, and that's it.
Of course, you turned on Exowaves, so you're stuck with them forever, so, yeah.  No rest for you.
--- End quote ---
I was wondering if that still happened eventually. Weaker CPA would help at least.

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