The fight continues, and things are getting better and better.
My follow up group is on the way, bringing with it some new colony ships. I've made doubly sure of the safe passage, because I really can't afford another AI progress hit. Here's a happy snap of it.
The planet I take gives me Bulletproof Fighters. I've never used them before, but it gives me more ships to use against Impulse Reaction Emitters, which have the habit of being immune to tractor turrets and destroying my resource points. More ships is never a bad thing. Even if I don't decide to upgrade to Mk2 or so, I use all of my Mk 1 ships for defence on important planets, so their addition is quite welcome.
Here are some more happy snaps of be going about my business. First is my MRS doing its thing. The recent boost to the MRS repair range has made using it a real joy, especially as they form a big part of my playstyle. Just as well, because at 2000 knowledge they are a big investment and a big decision on 40 planet maps. Knowledge raiding has become very important on this map, taking well connected planets is key, as well as hitting hard and fast so as not to increase the size of the AI, which in turn limits your knowledge spending.
Here are my FF Bearers in action. Unfortunately, their use has been severely hampered by an AI that insists on putting Planetary Shield Boosters and Inhibitors in its planets. On the inhibitor planets, my FF Bearers might as well be useless. A real shame, because I quite enjoy using them.
So my next move, apart from constant knowledge raiding, is to take the P9 planet in the bottom right. Suprisingly, there isn't much to talk about. The only real drama is a Mk 3 Leech Starship, and that blows up very quickly against my main attack force. There's also a planet with an Attrition Emitter to go through on the way there, but the distance between the wormholes is so short the emitter hardly does any damage. For those who don't know, Attrition Emitters damage all enemy ships on the planet. So I quickly take the planet, and unlock Planes in the process. Cloaked ships should make a fine addition to my fleet.
Here's a map with my updated scouting. I've found an AI homeworld in the bottom middle (left of the Mk 4 planet). Whilst I haven't found the next one via scouting, I know where it is. It's somewhere on the bottom left in the row of three planets ending in a dead end. I'm able to determine this as all the planets top left have nothing of value on them. The only notable things are some Golems, but I don't really use those. That cluster of P9 planets is still extremely inviting. On them are, an Advanced Factory, two Starship Fabricators (Beam and Bomber), two Core Fabricators (can't remember the other one, but one is a Zenith Electric Bomber) and four(!) Experimental Fabricators. The only catch is that I'll be taking on the first AI homeworld without Mk 4 ships, but I think I can manage. Maybe.
So the idea is to take the Mk 4 planet to the right of the AI homeworld. Whilst there is nothing to capture there, it's abundant with resources and will give me a good launch point against the AI homeworld. I'll be able to build up my fleet there and conduct deep raids against the homeworld, which will help keep reinforcements on that planet down. That's the idea anyways, but first I have to take this planet.
The Mk 1 Ion Cannon can be safely ignored. It only instakills Mk 1 and under ships, and I don't use them in my main fleets, only for defensive purposes. The only real damage it will do is engine damage. Besides, I can't even scratch it due to the planetary shield booster (am I sick of typing that). I also leave the special forces post alone for similar reasons. Besides, I haven't had any trouble with them in the past. Right? (Ominous music) So the idea is quick raids against guard posts, with retreats back to my planets for repairs via the MRS and reinforcements.
Before I forget, I think somewhere around here is a 450 strong cross planet attack. However, it turns out that almost all the ships involved are Tachyon Microfighters, not exactly a good ship for raiding. They're all blown up pretty quickly and it's over almost as soon at it begins. Not much to say about it really.
Anyway...
It's a tough task. The real difficulty in taking on a Mk 4 planet is keeping your ships at correct ranges to minimise damage. Fighters are especially at risk, due to their weakness to lots of long range weaponry. Mk 3 Laser Turrets have a habit of tearing large groups of fighters to shreds rather quickly and there's quite a few of them, plus Mk 4 Frigates which do much the same thing. The Planetary Shield Booster doesn't help much, but through repeated raids I slowly empty the planet out. The destruction of a data centre on the planet provides some much needed AI progress relief.
Here's some happy snaps of my ships at the wormhole. No reason, I just thought they looked nice.
So after blowing up the command station and dealing with all the newly freed AI ships (which isn't really a big deal) I start to clear out the planet in preparation for capture. After the capture, I'll have the Mk 1 Ion Cannon and be able to easily take out the Special Forces post, which has been unusually quiet. So I get my bombers and frigates to start clearing out the planet. As bombers are faster, they go for the distant stuff and my frigates hit the closeby stuff. My fighters get to sit and watch. Unfortunately, I manage to screw up capturing again, and lose yet another command station as its being built. I've tried to rush the capture in order to minimise the damage done by the Ion Cannon and ships from the command post, but in the process (and I can't quite remember how) it's been blown up, negating any relief I got from blowing up the data centre.
Almost right after I take this screenie, the AI decides that it's time to put a stop to my meddling and add insult to injury by really putting the Special Forces post into action. So out of the post come a Spire Starship, complete with Mk 4 platoon escort.
Right. Okay then. Not so good. (This is the nice version
)
This would be especially bad if it decides to go through the wormhole to my planet. It might be able to stand a mk 4 assault, but I'm not prepared for a Starship, let alone a Spire Starship. I suppose I should be fortunate that's not the target, but instead my lovely frigates are in the firing line.
Luckily for me, I've got a full platoon of Mk 2 and Mk 3 fighters ready and rearing to go. They hit the starship hard, my 250+ fighters tear into the hull, doing significant damage. In the process, I start moving my frigates away to get some clearance. During the battle, I notice the looming Mk 4 force getting closer, so I pull my fighters back in the hope the Spire Starship decides to move away from the escort, protecting my fighters from his Mk 4 frigates. It works, and with 150 fighters left the Spire Blows up. After clearing the escort, I decide to rush the special forces post with bombers and frigates because I'm not sure I'll be able to do that again. It works, and the special forces post goes down before more ships come out and I don't take too many hits.
Eventually I cap the planet, and in addition to the Planetary Shield booster, I also get a Mk 1 Ion Cannon! I'm eager to test it out, having never capped an Ion Cannon before and it isn't long before the AI sends in some Mk 1 ships. Joyful explosions ensue.
So I've got myself a launchpad against the first homeworld. I'd like to say that things are looking up, but I have a feeling it's going to be a tough fight, especially without an Advanced Factory. I've made it this far though, and with the promise of a truckload of advanced technology on the other side, I think I might just be alright.