"Commander, 46 minutes on the clock, we need time to setup the colony ship as well."
"Relax, Ensign. Remember, it's only their cloak that'll fail in 46 minutes, as long as we're there protecting them the colony ship can take its sweet time getting to us."
"Yes, sir, but earlier you said..."
"I know what I said Ensign. Now shaddup."
Alright, first thing's first, we need to knock down those Mass Drivers. Best method would be to come in from Hoth, one of them's on the wormhole, and that's the closest wormhole to the other one. Hoth, however, has 3 Ion Is sitting on it. I call for Raid SSs from High Command, and they deliver promptly.
Hoth apparently has been building for a while. The AI designated it a MK III planet, so apparently something important to it is there. Our scouts can't figure out what however. There are around 200 defending ships there, however, so we're gonna have a bit of a fight to get through it. The Raids manage to get two of the three Ions down, and release the majority of Hoth as threat in their wake. The fleet is now heavily engaged in defensive operations on Krupp. They did, however, get 88 ships off of Hoth. These factory ships are very handy for in the field replacement of troops.
At 41:30 on the clock the main fleet invades Hoth. Our purpose here isn't a cleansing, just getting enough control to setup a strike point against Desperado.
At 38:30 on the clock a flight of Bomber Is is broken off from the main fleet and sent into Desperado to get the first Mass Driver. A Beam Starship (My Gods, we HAVE to get one of those!!!) chews deeply into the Bomber fleet, along with local guardian help. They are barely able to cap the first Mass Driver, but they did succeed. I don't have high hopes for them getting at the second one. I get cloaker starships shipped up to the main fleet in preparation for another Raid/cloak assault.
Our new factory ships aren't really able to keep up with significant fleet losses. They help, but they just aren't able to replace ships as quickly as I'd like. 3 seconds for a bomber, 2 for a frigate. This takes time... time we don't have. The Raids just arrived in Hoth at 36:30 on the clock, with a few dents in them. I'm still waiting on the arrival of our cloakers. They're nearby, in Krupp.
That Beam starship is fast and that run to the second mass driver is LONG. I can't reasonably expect a raiding fleet to survive the trip without significant cloaking. I'm intending on sending in a bomber flight with the cloaker starships to get them where they need to be. The only problem with that is the Tachyon Guardpost on the other side is still active. I send through another sacraficial lamb of Bomber Is.
Once again, though, the AI has setup their waves back to back with a 1 minute gap for Blackstone. 574 and 480 ships. We expect it'll hold for now.
At 35:30 the Bomber flight heads in and pops the Tach Guardian. With 37 left they succeed, and I suicide them towards the Mass Driver. Here's hopin' those Rookies can learn to dodge some shots. Meanwhile, 88 of our Freedom Fighter friends have gathered on Blackstone to help the defenses out. I expect little, if any, turret losses.
Even with a Zombie Guardian (and a few buddies) attacking our Bomber fleet they managed to kill the Mass Driver with the last 6 of them. Those Rookies down in Section Q will probably want me take life support off low power for a day as a celebration. Well, they earned it, I guess we can afford the power loss.
With the Mass Drivers downed, the Raids have entered Desperado and are currently doing guard post cleanup. They succeed with roughly 31 minutes left on the clock. Now to figure out the final piece of this plan. How to defend the place.
At 31:00 I order a Colony Ship from homeworld. It'll travel with a small fleet of the MK IIs we can't produce in the field, namly the Bombers and Polarizers, and a spare Bomber SS to replace one we lost. They'll be along here eventually.
Oh gods. We missed a guardpost. Upon entry into Desperado 284 MK III zombies spawn up and chase the fleet. Quickly, we retreat.
We lost one of our factory ships in that debacle. That's not going to help.
None of the reserve fleet made it us through that mess, either. Going to need to figure out a way to help transport a colony ship up here. However, at 28:00, I can announce that the Rebel Colony planet is now a neutral system, and merely needs us to get them back up to speed. I'm bringing the fleet back to misery. We'll just mass-escort the poor thing up here, along with a few spare engineers.
AIP is at 51. I'm informed this is probably going to cause Blackstone a lot of problems. We'll have to see what happens. We still have a small armada of Freedom Fighters supporting us, so we shouldn't be completely destroyed unless they double wave us... again.
21 minutes on the clock, and the main fleet, fully R&R'd at Misery, heads out with 5 Engi Is and a triplet of Colony Ships, in case one gets destroyed along the way. We're coming, boys. Don't mind the static... that's just Section Q's party.
While the fleet travels, I have a chance to evaluate a few options. It's not going to make the eggheads overly happy but I inform them to use our research resources to upgrade the Basic Turrets, develop Beam Cannons, and to get me a better version of our current forcefield on a different command circuit. We've run out of how many we can deploy of the base model. I have no idea WHY a forcefield needs a control frequency, but the boys downstairs tell me they don't phase adjust properly without constant reattunement. When they can explain what the hell that means to me, I might be able to help them with a solution.
I tell our Factory ships to begin production of their Needler Drones as well for additional support and firepower. Let's see how good flying guns really are. they are... not that impressive. A flight of them couldn't handle a single Fighter MK III. However, these appear to be best against Frigates and Starships, so that might be a poor test. I'm informed when we can build MK II and higher in the field, I'll be able to use upgraded versions of these drones as well.
A problem arose at 16 minutes on the clock when the fleet arrived. We attempted to build our first station and it was popped, almost immediately. We're not sure by what, but there's 46 cloaked ships here on the planet. We can only assume we've got Raptor problems. I send for the Scout Starships back and home and hope we can ferret them out.
With our Military station setup on Desperado, we immediately look to communicating with our new friends while we build up some defenses for them. They don't have much to say, just that they're willing to offer us a portion of their pilots and will construct us some ships for them to pilot if we can provide the resources. Having seen what their freedom fighters can do defending our turret wall, we happily say yes without pushing the issue further.
Meanwhile, we start getting them defended with a few forcefields over the Command Center and the Mil I base that we built next door to them. Also, we bring online a new energy collector here in this system to feed the network. Hopefully we can shutdown a few of those matter converters soon and get better resources going.
Because of the layout of the wormholes in Desperado, and the fact that the Colony is basically stuck between them, we elect to do a shorter range defense for now, placing 2 HFF Is and 28 Basic IIs with 4 HBCs near the colony/Military station. It's not much but for the moment the fleet's here. We'll eventually need to get them some longer range firepower to help out.
With the full fleet on defense and with the factory ships standing by to replace losses for now, we're as strong as we can be defending our new friends while they get their own fleet operational. We also took down two matter converters and still have a positive energy flow, as well as improving our resource consumption. This may be very beneficial for both parties.
I'm leaving the fleet in the hands of SubCommander Jenkins for now, while I report to High Command and discuss the situation. We don't have enough to truly leave them independent of the fleet yet and that will need to be corrected.
--- END LOG ---
Gametime: 10:30. Rebels saved, with about 15 minutes to spare. Next up I need to get those mirrors from Hacker, get defenses in place there, and then go grab me my Blade Spawners by hacking. Meanwhile, the Rebels will be out making a significant nuisance of themselves so I can see what the hell's going on out there. The map really hasn't changed, and I still haven't found that last CoP...
I grabbed 20 Sniper Turrets off of homeworld to help support them here, but really, it's going to be Rebels vs. Waves up here. The smattering of turrets is really just to deal with bleedthrough. I'm waiting on a wave to hit me so I know what I'm actually going to be dealing with here.
The first wave announces about 10:35 for Blackstone, 932 ships. The max-time vs. non doesn't really look like it kicked in yet. The logs show it as a 2.4 time multiplier, and that's about right with single choke, so my guess is it just hasn't 'caught up' with the two-target thing yet. However, finally, I'm not dual-waved. I've also got roughly 90 Freedom Fighters left hanging around so they're good to go, since another wave of them came in from nowhere to give a hand.
However, 1,235 ships announced for Desperado shortly after that, and the Rebels are still far from ready. The fleet will have to handle the majority of this defense. I tuck the Maws under the base shield and protect the Rebel fleet. They're taking a while to build and I really don't want them suiciding right now, I have plans for them.
Immediately upon entry, some 800+ ships (including the carrier!) just U-turned and ran for it. The rest stayed and fought. I think they were running right for the homeworld, but they're running at either that or Blackstone.
Eventually, I find the majority of them went for Blackstone, and got chewed on due to the spacing distances. The carrier, however, was heading for Misery. Also, with the Rebels building... yeah, I was ahead of myself taking down the Matter converters. Had to build a new one. Damn those buggers are power hungry... alright, two of them (after doing some math...)... I'll build the other one when I need it.
The Freedom Fighters intercepted a majority of the carrier troops on Green Lanter for me, thinning the herd before it got to the turret defenses on Misery. I need to find a better way to deal with escaping waves. Economy's in the gutter again, too, particularly from fleet rebuilds on top of trying to get the rebels online.
Safe(r) for the moment, the fleet (sans factory ships and Rebels) heads to Hacker to go get my Mirrors at around 10:51 game time. Gods, it's THAT late already? Wow I've been badly stalled up for a long time. I don't mind Epic but it took me FOREVER to get going here. I've got a Transport with a colony and 5 Engi's to help setup.
About 10:55 the Rebels are ready. I pause to look at my first victims... errr... objectives.
I've gotten scouts to see what's up in the Northwest planets I couldn't see into before. There's nothing there of import. On the east, however, there's 3 MK IV planets hosing me up. I send the Rebels over to Hacker for now to stage for striking up into the northern center to see if I can't get scouts deeper up there. I need to see where the final points of this are, and I need to get a Science II onto Arc Royal to see the last ARS.
I've finally got some K to work with again, too, sitting at a nice flush 6,500. Not sure what I'm going to do with it yet.
At 11:00 I'm at AIP 54 due to SF posts and auto progress. 788 ship wave for Hacker is announced. That's good. Time index shows a 2.1 time wave. Excellent. The majority of the fleet's there and can handle this. Meanwhile we're still rebuilding economy while the Rebels play in the area leading to Arc Royal. Hacker has a similar defensive need as Desperado, and they've got 40 Basic IIs, 4 HBCs, and 17 Snipers.
This wave is amazingly raptor heavy, and I have NO Tachy turrets left, the majority of them in use on Blackstone still. Well, that's just great. Add to that again most of the wave escaped into the AEther. Great. 850 threat just floating around out there.
It basically hit everywhere. I probably need to move some turrets near the entry wormholes on Desperado to help with inbound removals that get caught in the tractors, the 20 snipers just really aren't cutting it.
Next wave is 1061 to Blackstone. Even with 3 planets up for targetting I'm still getting pounded on by near max-time waves. This one's a 2.21. I'll have to attach a log after a few more events. However, Multi-Inbound started at 10:35, roughly, in game time.
Arc Royal ARS has Sniper ( MLRS/Mini Ram). That's just perfect, Snipers it is, they'll complement the Blade Spawners as a long range team nicely.
Now, for the next confirmation. Rebels vs. Eye+Mass Driver. Can I replace the Raid SSs?
Oh gods, I forgot they were blind. Crap. I send the Scout SSs over to help out. The answer, however, is roughly yes... FFs of course are more of an issue, but still.
At about 11:15 I sent the main fleet home to prepare to support a drive at Kerensky for the Ship-Hack. The Rebels are nicely handling most of the issues up north.
At 11:26 I get two notifications. The first is I just triggered a core raid engine via Arrakkis. That's 459 MK IV ships. Secondly, I'm getting 887 visitors to Desperado, which means the Rebels need to head home after they pop a few things. I'd previously scouted Arrakkis, but I hadn't noticed it was a coreworld, just another MK IV (there's a few of 'em, you'll see shortly). Oof.
However, I let critical mass get ahead of me on a core world. most of the Rebels died because I was running blind trying to take out mass drivers and tachyon posts. This will get ugly. The fleet's on its way up to Hacker to help protect things and to re-establish Desperado if everything goes pear-shaped.
Desperado, as expected, fell. The Colony recloaked and I'll send over a rebuilder team when the fleet gets to Hacker.
Meanwhile, the Raid Engine's hitting Hacker. Just great. 164 ships and growing. AIP 56 is kicking me in the shins again. The Needle Drones are attempt to help defend, but there's Core Guardians inbound. Luckily, the fleet's not far.
Something on Arrakkis is decloaking my scouts on entry, even though I've popped the Tachyon Guardposts. My guess is he's got Tachyon Microfighters... AGAIN.
Hacker fell as well. 1,200 ships of mixxed MK II-V. The fleet couldn't even slow the onslaught, and the Maws were the first to die.
Savescum. My autosave is from right after I triggered the Core Engine (about 30 seconds) on Arrakkis. I immediately withdraw the Rebels and get the fleet moving. There's about 100 Core ships on my tail. A suicide guardian takes out most of the fleeing rebels. This looks familiar.
This went slightly better, only 1000 of the AI's ships escaped.
My last save is from over an hour and a half ago. I need sleep. I'll argue with it tomorrow, but my guess is I'm savescumming back to 10:00.
Attached find the logs Keith if you're interested.