Though I have to say: riding an ST to the AIP floor on the homeworld on Diff 9.3 would be rather hardcore.
Heheh, you're readin' my mind.
The story so far. I was trying to long range raid Kirk out for later while the AIP was low. It was working at meh levels with only Raid I/II. Waves looked like so:
I'd drop the fleet back to Craps and try to bait the wave into Kerensky with it's now 50 snipers (stole a few off the Whipping Boy), 2 Fortresses, and Ion V. It worked for about half the raid, then I'd have to go out and finish the job with the fleet. Rinse repeat. After 3 tries I decided it's not working until I get Raid IIIs.
However, at that point, I've got most of a wave sitting on the doorstep to Kerensky that just WON'T commit. For anything. A 600 ship CPA announces, I figured that'll push 'em in. Nope. Really guys?
Gah. Threat's been building in Macross so while the fleet's in the back I go clean it up, hoping these guys will eventually commit. I get done with that (10 minutes of travel, Craps is a LONG system) and head back, still no love. Fine.
KOWABUNGA!!!!! Ow. Nearly 80% of my fleet is wrecked and I only halved the 800+ ships (420 or so MK IV, rest MK II) on the wormhole. I retreat in utter tatters. However, a Human Rebels attack spawned at the system while I was in there. Once they drag off the majority from the wormhole I send the tattered fleet with a few reinforcements back through to deal with the rest. It's carnage. You could build a Spire Dreadnaught with all the dead ships in that region of space, it's a flight hazard at this point.
So, I pull back, and start re-evaluating my options. I can't raid out Kirk yet, so it's time to look at what has to happen. The CSG map looks like this. The purple worlds are worlds I will HAVE to take. The only CSG-D is on Jumping Jax, I tried but there's nothing enroute to Riker so I'll have to take a random world. Liao is on the east and while the Dyson would have a better chance of stopping/slowing whatever goes after Canopus, Liao lets me get one world deeper without deepstrike on the Riker arm.
That's 100 AIP + time + random silliness like SF posts. Then I still have to drill my way through to Riker, as Three Kings is a little better but still rather ugly.
However, that gives me some K-Raid opportunities. The yellow dots are the K-Raid targets.
That's 5 standard worlds of K + 8 worlds of K-Raid for 39000 K to hit Riker with. I'll also have added two ships to the arsenal, even if I do have to put Kirk on permanent alert, and I'll have a MK IV factory to work with from Liao.
What can you do with 39k?
The only way I can take Earth is to get BEHIND the wave and deal with the Eye in the system. I know of only one way to replace troops on an enemy world. I'll be spending 11000 K on Engi IIIs and Neinzul II/III craft builders. Another 6 for Maw III. Another 9 on Frigate II/III. 13k to work with. If ARS's go as usual that means I'll get Bulletproofs and Autobombs. Neither of which I consider good choices for significant upgrades.
Which means my best choice will be to harden the shield that protects the homeworld. 9k on Mil II/III. Mil III into Kerensky, Twycross, and Liao. SolarMoon and Jumping Jax will be disposable, but they'll get some Mil IIIs just to help tie up Earth Raids as well. The last one will be for the wild pony ride on Riker. The last 4k will go into Basic IIs, Lightning IIs to harden up the shield edge.
Once I can take Riker, I'll also take Three Kings. There's a Spire Archive on Three Kings that will give me another 12k to work with after I drain Riker's K too. This will most likely be invested into the Neinzul IV builder.
Then we go to Earth. Most plans don't survive contact with the enemy, but that's where I'm going to take this for now.