Resuming the neverending struggle against the AI overlords.
Dunwall is now firmly under my control and has been fortified to a great extent. Fortresses of both regular and miniature variety, mines, all manner of turrets. With my fleet present, it is unlikely that the AI will be taking this one back anytime soon.
The line tool, which I just discovered thanks to Kahuna's guide, is very useful.My next goal is to secure the second shard and get the resulting Spire Colony Ship. It's going to be a little tricky, though, since Dragonforge and Cenar (the two planets in my way) are stocked with some nice AI toys. Dragonforge is a pretty easy job, for a Mk. IV world, however. Once some starship raids eliminate Ion cannons, my fleet goes in and mops up the rest. The only tough part was losing an entire cap of Imperial Spire Frigates to a Mk. IV anti-starship guard post. That hurt.
Cenar proves to be more difficult. I initially attempted a full assault with my entire fleet, but quickly discovered how poor of an idea that was. A Translocator Eye executes some sort of divide and conquer strategy, immobilizing vast swathes of my fleet while Ion cannons pick off the stragglers. The losses are expensive, but survivable. Perhaps I ought to have payed more attention to the scout intel.
My plan B is to use a starship Vanguard to clear out the Guard Posts ahead of my main fleet. This works, for a little bit. One or two posts fall before I quickly realize how good Sniper guardians are against Imperial Spire Frigates. There is one survivor.
Plan B2 is to replace those Frigates with Raids. They're not so good at clearing out the guard posts themselves (the remainders of which are under the cover of a Mk. II Fortress) but they kill the Sniper and the Ion Cannon.
Clearing out the remaining posts, though, is an interesting tactical problem. Small numbers of starship raiders (of just about any type) will die to the fortress. Sure, I could win in a war of attrition here, but it's not worth it. I'm spending most of my resources on mercenaries and don't want to have to switch to rebuilding starships. The radar dampening on the guard posts prevents any form of long-range bombardment, and any substantial number of fleetships will trigger the Eye and get cut to pieces.
Then I remember something that I often forget. Spirecraft. I can build rams and break things with them. This is a good idea.
My flock of ramsI don't think I needed to build that many. Everything worth destroying goes down with three rams remaining. Maybe I can use them to take out any big things that might come in the inteception waves.
Well, with the planets neutered, I can begin the survey operation. A CPA hits with ~500 ships, but it doesn't even make a dent. I'll need to watch out for later ones, though.
I destroy a helpless wormhole guard post in the mean time.The retrieval goes well. For some reason, the interceptor fleets seem more intent on throwing themsleves at my defenses than actually, I don't know, intercepting. In any case, I got the colony ship pretty easily.
Nomnomnomhttp://i.imgur.com/c9ZXZnR.jpgI place the colony on Dunwall, since that's the most fortified position. An exo timer appears, which is scary considering how much damage the last one did. I'll have more Imperial Spire ships, though, so It might be easier.
I'm glad that the exos still warn you even with No Wave Warnings enabled, since the FS exos would be a pain given how often they hit if they arrived unannounced.