Ok, time to crack back into this...
FYI, wound up not dropping the detail level much; it helps me think through what I'm doing so I'm more efficient. I did try to leave out uninteresting details
Steam updated to the 6.000 official, but that won't change anything in-game.
Going to try for some section headers and formatting to prevent eye-glossover.
=== (end of) The First Battle of Waydarkael ===Resuming cleanup of the marauders, they've had to wait long enough in mid-firing.
1:01:00 Wow, those marauder frigates really do take a lot of punishment to kill. I thought sending in my bombers to counter their Artillery hull would about handle it... not really. But my casualties were low anyhow.
1:01:24 CSG-E on planet is down
1:01:34 Sending fighters and bombers against the SF post, with the accountants giving the fighters a headstart before group-moving, to cut down on bomber losses.
1:01:45 SF post down,
AIP 77=== The First Battle of Ipquienan ===1:03:00 Positioning fleet for invasion of Ipquienan (mkIV). Firing the scout shotgun to ensure intel coverage for threat eval.
Let's see:
Stealth Guard post; not a threat but something to bear in mind.
Very low fleet ship presence (maybe 1 cap between all the types)
11 MkIV guardians, including 2 zombie guardians. This will require careful handling.
Ion Eye. combined with low fleet ship presence: Lovely
Ion Cannon MkII. Just in case I try to stay under the threshold.
8 non-WH guard posts, including the stealth post and SF post. No spireshield posts. 2 command station protector posts.
Fort III Right Next To The Command Station
No CSG or other thing that would provoke a Special Forces response to my attacking it
Hmm, ok:
- First the ion cannon's got to go, shouldn't be hard with raid SS.
- That eye's got to come down, I can't afford the kind of fleet ship losses it would generate.
-- Shooting through 400M health is out of the question, so that means guard post kills.
-- Guard post kills would be pretty easy, since no shield posts, but that stealth post is a wildcard, I have no idea where it is.
-- But if I shake up the planet enough I can probably spot the decloaking-by-moving-out-of-range bomber/fighter/etc the planetary summary is reporting. Unless the cloaked ships choose not to move, of course.
-- There are a few things we can do about reluctant cloakers, but we'll cross that bridge when the water gets to it.
- After that, start my ff on the wormhole, bring the fleet in, fight what I need to fight
- Then build some missile turrets out of range of the fort so I can bring the command station down without enormous casualties (or could just send the bombers in if there's nothing anti-polycrystal in there)
-- I am going to go ahead and take this, incidentally; it's good resources and on 7.3, what's 20 AIP between bitter enemies?
- After that clean up and prepare to move towards the ARS planet
1:04:12 Zombie guardian on the other side of the wormhole, let's try to assassinate it with my 4 flagships (bonus vs medium). I'd also like some Raids in there for extra oomph, though I'll probably transp-
1:04:13 Dispatch Terry to give Accountants a pep talk about their not authorizing Raid reconstruction.
1:04:26 Flagships are super effective (relatively speaking), zombie and tachyon guardian down.
1:04:56 Not wanting to wait for the raids, I load my combat starships into a transport to go assassinate the ion cannon and last zombie guardian (parked conveniently nearby)
1:05:24 Targets Destroyed, moving on to guard posts... I wasn't watching for decloaking fleetships so I may have missed that opportunity
... actually I do think I saw one just now, will confirm by trans-dropping my scout starship on their neinzul regen and see if that's it. Actually, yea, there's a resource spot next to the regen too, with nothing else.
Very Suspicious.
1:05:48 SF post down,
AIP 781:06:00 Scout Starship paints red laser dot on stealth guard post. Peekaboo! Scout starship is fine there with no enemy tachyon coverage, so withdrawing the car.
1:06:24 several guard posts down from trans-hopping, but transport is at 45% so pulling back for repairs or switching
1:06:43 starships unloaded, patched up, thrown in the other car. Once more unto the breach.
1:07:39 244 Anti-Armor wave announced for my homeworld, 2:50 on the clock. Hmm, this could require
a tetanus shotmore turrets. The accountants will get over it.
- I saturate the sole possible wormhole with tractor turrets and place a FF to further protect them from damage (picking an angle such that the AI ships will displace to a location within tractor and turret range)
- I build the rest of my MLRS (anti-light-hull) turrets in range of the wormhole
- Good enough for gov't work.
1:07:45 Just as my transport closes in on the last guard post, I see the Blades Of Death speeding across space to chew up my car. It would appear the Special Forces Have Arrived.
Terry: "
Jumping Jehosaphat!"
Yep, I unloaded too close to the Fort-III. Back in the car! Back in the Car!
I make a run for the wormhole to my space.
1:07:58 my transport dies to blade, but I've got another empty one coming in to meet it. It's low enough that it might not make it too, so I send in the third to bridge the gap.
1:08:08 yep, second transport died, picking up with third
1:08:15 starships make it home! No casualties, except the two transports. Terry encourages Accountants to see the bright side.
Those blades are rough in numbers (7 spawners), but nothing my fleet couldn't handle if it could operate freely (i.e. no eye).
Actually... idea!
Unlocked Grav Turret Is. 7750K remaining.=== The Second Battle of Ipquienan ===1:08:35 starships fixed up, loaded in a newly built transport while the other self-repairs (can't repair it directly) Also loading Terry in to scatter the enemy fleet ships a bit.
1:08:40 last of blade spawners (if not blades) seen exiting enemy system, so I give the re-invasion order. The threat fleet will presumably turn right back around, but we'll see.
Engaging guardian pile on other side.
1:09:14 Unexplained drop of my selection count from 23 to 19. I don't have any cheapies, and my lowest ship was at 49% with everyone losing only gradually, so something is very wrong! Hop in the car and retreat.
Post-unload analysis reveals the loss of
3 flagships, 1 bomber-star, and 2 riots. Accountants are beside themselves. Looking at the MkIV planet I don't see anything other than the Fort that could have wrought such havoc in a single salvo, let alone anything in range.
Could those AI Area Mines have done
that? Hmm, will have to bear that in mind.
=== The Third Battle of Ipquienan ===Change of plans, done playing games with those guardians, loading up the rest of the starships in one transport to kill the last station-protector (which is also the eye-supporter) and my bombers and fighters in another transport to take out the command station (bombers, really, fighters for cannon fodder if the need arises).
1:09:36 Deploying again. My budget shall be avenged!
1:10:14 Protector destroyed, Eye is down! Unloading fighters from bomber transport, rushing the bomber transport through fort field of fire to the station, calling in spider Is to clear the minefield the old-fashioned way.
1:10:19 wave of 205 Tigers announced for my homeworld in 2:48; 10 seconds left on the anti-armor wave clock
- I'll drop some more laser turrets to ensure rapid detigerization
1:10:29 anti-armor wave hits (I wasn't actually paying attention)
1:10:39 Ipquienan station is down,
AIP 981:10:42 anti-armor wave has already sustained 29% casualties and inflicted none in return on either tractors or MLRS, so I'm disregarding the remainder
Calling in the rest of the fleet to secure the wormhole on my new planet, bringing the builder+ScoutStar through to set up the FF+grav while I build a colony ship (forgot to do that)
1:11:18 new command station dies in construction; I underestimated the need to have the ff up first
1:12:28 taking a break for dinner, but I've got the beach-head up and siccing all my bombers+bomberStars on the fort to whittle it down while the TDLs and stuff clean up the rest of the planet.
Ok picking back up. Adding grav turret to homeworld incoming-wave wormhole because tigers will hit in about 40 seconds.
Deploying scout coverage to Marbulrex, my next target, the ARS planet adjacent to the former MkIV.
Placing turrets (notably, missile turret covering fort position) on new planet. Hope to be able to move the fleet out soon.
1:13:08 Tiger wave hits HW
1:13:39 Wave is holding up much better than the anti-armors did, but still no contest. Disregarding its fate.
=== The First Battle of Mabulrex ===Anyway, need to threat-evail Mabulrex...
46 mkIII fleet ships. Mostly immaterial.
10 MkIII guardians, not worried about the combat, but there's a starship disassembler guardian and 3 zombie guardians, so some care is required. Thankfully the starship-disassembler is way out of the way.
Counter-attack-post. No threat to the attack, but I need to bear in mind the impact of a mkIII counter wave at this AIP.
Barracks (155 ships) 155 mkIII ships will require some deliberate processing when it goes. Terry has a grin on his face.
There's another stealth guard post out there somewhere.
Bomber-V fab: actually, the stealth guard post is probably right on top of the bomber-V fab because it's otherwise out in the middle of nowhere. That would hurt if the post were not dealt with first.
CSG; immaterial to the combat, but indicates probability of SF intervention.
ARS; no threat, but need to scan with science ship to see if hacking is indicated.
2 Forcefields; will slow things down, but I have the plasma sieges.
Plan:
1)
- Trans-drop a scoutstar on the fab to see if my suspicion is correct.
- Briefly trans-drop a science II to check the ARS tab
- Trans-drop fleet ships to kill the counter attack post and adjacent starship disassembler
- Chain-trans-drop fleet ships to kill the zombie guardians
2) Use fleet to clean up guard posts
Remainder of plan depends on the hacking-desirability report.
1:15:00 autoprogress,
AIP 99transports transit to Marbulrex
1:15:10 ARS scanned: Spire Railcluster / Zenith Chameleon, MLRS
Honestly, given what I've heard about spire railcluster performance lately and my growing predeliction for a separate "starship fleet" combat component, this is a nobrainer: no hack.
The command station will be terminated as soon as the more threatening ships are out of the way.
1:15:31 ScoutStar scans area around Fab, no stealth post discovered. Hmm
Zombie guardians are nearing my fleet ships attacking the starship disassembler. Disturbing. Bringing in starships to intercept the z-gs.
1:15:40 z-gs too close for comfort, loading the fleet ships back up
Apparently the starship disassembler died in their last salvo anyway.
1:15:50 z-gs terminated by starships,
unloading the fleet shipsscratch that, you're already in the car, go after the station, the starships will have that counter post down soon.
1:16:01 9 spire blade spawners spotted. The Special Forces Have Arrived.
Time to clean 'em up.
Actually putting the TDLs in stand-down until I get the blade spawners, don't want them sprayed all over the backend of Mordor (in an intact condition, at least).
1:16:23 all 9 blade spawners down, reactivating Terry.
1:16:47 most of the SF is dispersed... then the sniper component shows up, powering Terry back down.
1:16:55 Trans-dropping the 4 MRS's that I stupidly forgot again...
1:17:16 The MRS units have done wonders bringing all those numbers in my selection display up. I appear to have lost a flagship in the fracas, but no other expensive casualties. Time to mop up the snipers.
1:18:48 Snipers down (why didn't I think of using the raids earlier?), Terry back on.
1:19:35 Counter post down to the raids, counter wave of 110 mkIII assorted ships to Bingbing in 13:58. Not too bad.
More spire blade spawners show up. They appear to be focusing Terry, so I send in a transport to extract him.
1:20:08 Marbulrex command station down,
AIP 119. The SF should stop trickling in eventually, no longer considering this a valid defense target. Unless the CSGs presence is enough; I forget.
1:20:33 Blade spawners down, redeploying Terry
1:21:20 About to start construction of FF and then station, just noticed that somewhere in there the barracks popped (probably with the station). Good thing Terry was there to keep 150+ MkIII ships off my back.
1:22:09 was just about to complete station but thankfully remembered that the bomber-V fab would be DEAD MEAT if I did that now, and scrapped the station
14 rebels showed up to help me; good, that will save me some casualties cleaning up here.
1:23:23 a bunch of sniper turrets online on the new planet to help clean up
1:25:04 I notice a zombie guardian under a forcefield that I'm approaching, and happily have time to call off the assault; I should just pick it off with raids... apparently all my raids died. I wish I knew how that happened. Send in the sieges, armtwist the accountants into authorizing the raid rebuild.
1:28:57 SF post down,
AIP 120 The last resistance on Marbulrex has been crushed; and the only cloaked thing with a gun is the stealth guard post positioning fleet on top of fab and starting FF and colony ship on top of the fab
1:30:00 autoprogress,
AIP 121And gonna stop here for now, about to capture Bomber-V fab and ARS for railcluster I and II, so not bad in terms of getting more muscle. Not to mention the 12k+ knowledge I'm sitting on, with a bit more to recover from the planet. Also sitting on way too much m+c but I've used manufactories to keep from hitting the m cap, and once I have the aforementioned new ship types I'll burn through that fast. How fast can a Core Bomber cap be built? We're about to find out! The Accountants Shudder.
Got some more targets for next time, but I really need to step up the scouting (I periodically send the free cap after a planet adjacent to what I've scouted, but they're getting bogged down) so I know where to hit when I have a proper hammer.
(No animals were harmed in the making of this post, but regular expressions were employed in the formatting)State of the galaxy: