First thing I do is dismantle the shredder-farm, a warpgate guardian spawned on it. Then I need to finish Dempe off. I take out the two EMP guardians on the first run. A 1.8k frigate wave to Tetherges, and there are virtually no defenses there yet. I use my martyr/riot tractor team to drag the first 1k frigates into Raeiuschr, where they get burninated by forts and HBCs, cleaned up the rest of them with the fleet. Then make another run for Dempe, using tractors to remove the fleetships and once again drag them into the chokepoint defenses. Still lost most of the fleet and it's only down to about 150 ships. The next attempt finally breaks it. Just the guardposts left to clean up.
What do I do about waves onto Tetherges? Well, I could I suppose gateraid Tuneuo. Why do I not have scouts on that? I know I sent some several times. Let's see...
So much for gate-raiding! That's another hybrid stack. Great. I could gate-raid it with jumpships, but I'll still need to defend against hybrid attacks, and there's even a warpgate guardian, so might as well just create another chokepoint on Tetherges. Another 1.3k wave of frigates to Tetherges, deflected with the same tractor shenanigans.
So Tuneuo is basically where the AI chokepoints
YOU!!, what are we going to do in terms of strategy? With the north blocked off, I decide to scout out the bottom and try to find some Golems there. My jumpships are ready, I load up the scouts.
Turns out, Attrition Emitters damage Jumpships and it's actually kind of painful. And there's really not a lot of mk2 planets to travel through. Will have to be careful, I don't want to waste too many asteroids on this, and I only have (well, had) 1 Xampite.
The first find is an Artillery golem on Boomistic. Not exactly what I'd hoped for, but should be good regardless. A fact IV found on Samomoat close by as well.
Armored golem and the Dyson on Killneiye, now this is somewhat exciting. Let's find out what else is around the Dyson, maybe a Dyson-protected enclave could be created. Let's say I didn't really think through the implications of this for the FS campaign at the time.
What I find around the Dyson is 3 Data Centers. Not bad. My jumpships are running out, so for a final mission I send them over to Murdoch. They do not make it back, but deliver 20 scouts. Managed to find a planet with an ARS and another Armored golem, and also very luckily the rest of the Co-Processors. A wave of 1.2k fighters announces for Tetherges, but 2 fortresses are already up there. I get a 120-strong resistance fighter spawn from that as well.
In the meantime, Tuneuo up to 1.9k and 57 hives. Maybe we'll nuke'em later.
Actually I'm kind of interested in what is left of a hive after a nuke, except its hull. That's kind of a philosophical question in our current situation, though. What I can do is raid all of the AIP reducers, free the Dyson and acquire the golems. I smuggle some Raids, Cloakers and Enclaves onto the Dyson world. There's a counterattack post on it, can't be too bad, right?
927 MK 3s? Oops.
It is next door from Raeiuschr, so I could once again use the tractors. We'll see. Raids pop the shield guardpost and head to the CS, trying to avoid the Neinzul-Vs-Dyson battle that is happening. 8 minutes till the counter hits, I just build some turrets around the CS so it doesn't get destroyed, but the actual defending will happen on Raeiuschr. 0.7k fighters and 2k raiders also happen just for fun, the cleanup of those finishes 45 seconds before the counter. It spawns from exactly the side I wanted, as the Raeiuschr wormhole is in their way, I'll just have to scoop them up. The raiders which are immune to tractors I'll have to fight with the fleet. That turns out not to be a problem. All 4 of my Martyrs survive at about 10% hp, they still have work to do... Having survived that, it's time to focus on the deepstrike. I need to get some engineers over to repair my Raids... CPA, 1.3k in 13 minutes. Thank god for only 2 chokepoints. There should be a Hybrid attack, though, so I need this amored golem right now. Get some more engineers and a colony ship in there. Only a couple minutes needed for the rebuild, didn't even drain the whole bank. Let's get this Golem back home to defend. (What actually happens is "The Golem tramples through the two planets in the way to get to the mainland on its own.
) 441 MK 1's and 900 MK 2's freed n CPA, defense mode ON. The defensive Hybrids are NOT mobilizing though (does this only happen when advanced hybrids are enabled?)
Threatballs are stacking up, Tuneuo is up to 3k ships. Tempted to hurl a Martyr into it. I just have one with 0% HP lying around. Not now. Wait for more. Wait for more... Can't wait anymore.
The only things that will be left after the nuclear war are apparently cockroaches and Honeycombs.
The other threatball is also easily cleaned up, let's keep raiding and claim our other Golem. Soon all the scouted DC's and CP's are down, AIP is 101. The Artillery golem planet falls to the Armored with some nanoswarm and Raid support. There is also an Engineer V fab on it, which is like the best thing EVER. Immediately 2k raiders head to it though, and the DysonBall (tm) isn't up to speed yet. I scrap half my fleet and turbo-rebuild it with all the engineers. The golem for some reason decided to instantly pop the carrier, nothing too scary came out of it, though, just more raiders. What was really weird is that all the Raiders focusfired the golem the whole time. It tickled. An eyebot wave announces to the same planet, and they ALSO focusfire the golem. At least it works nicely as bait. While that was happening I raid some hive spawners. I get three, the last one is on Chraidzup, but I lost the Raids... and I'm also out of time.