Author Topic: Breaking a IV planet  (Read 2130 times)

Offline Zathras

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Breaking a IV planet
« on: January 26, 2010, 04:00:10 am »
Well, I just lost my fleet, so I need some ideas.  There is a level IV planet that I have to go through, which is now reinforcing after destroying my fleet  >:(  (currently the AI is at 3000+).  I don't really want to nuke the advanced factory at this planet.

Normally I would just suck it up and rebuild my fleet, but the planet also has a radar jammer, so my fleet of Z bombards and resistance frigates did not last too long.

Also, the radar jammer is under a force field as well, just to make it a little harder.

Any thoughts?
« Last Edit: January 26, 2010, 04:03:23 am by Zathras »

Offline RCIX

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Re: Breaking a IV planet
« Reply #1 on: January 26, 2010, 04:05:23 am »
EMP and fleet rush with whatever you have as fastest!
Avid League player and apparently back from the dead!

If we weren't going for your money, you wouldn't have gotten as much value for it!

Oh, wait... *causation loop detonates*

Offline Kjara

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Re: Breaking a IV planet
« Reply #2 on: January 26, 2010, 04:10:32 am »
Combo of lightning missiles for the wormhole and emps might be your best bet.  Either rush the command center after the emp if you really want/need to capture the radar, or just rush the radar, then work on each bit as you can.

Offline Aegis

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Re: Breaking a IV planet
« Reply #3 on: January 26, 2010, 03:59:56 pm »
If the planet is only a one way between your planet and the next, take out the next planet's command station, then the lvl 4 station.
With no supply, the turrets will stop working, and so will the forcefields. then send in warheads for when enemies get to your wormhole, so you can do some heavy dmg before any cross over to your side.


Offline orzelek

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Re: Breaking a IV planet
« Reply #4 on: January 26, 2010, 06:47:13 pm »
If the planet is only a one way between your planet and the next, take out the next planet's command station, then the lvl 4 station.
With no supply, the turrets will stop working, and so will the forcefields. then send in warheads for when enemies get to your wormhole, so you can do some heavy dmg before any cross over to your side.



Thats a tricky one that can work. And transports can usually get your army across one planet even Mk IV if it's not to crowded.
(Not counting these pesky interplanetary boosters when they are next to 2 more pesky raid engines... I have bad random generator accident on my current game)

Offline Zathras

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Re: Breaking a IV planet
« Reply #5 on: January 26, 2010, 11:11:08 pm »
Thanks :)

I thought of doing the raid against the RJII, but the FF adn SFGP made that too expensive.

Well I got through.  I went in first with an EMP missile, then the stronger portion of the fleet, to distract the beam starships covering the wormhole (and shooting down my lightning missiles). Then a swarm of lighning missiles against the CS, SFGP, and radar jammer II, and a full retreat before 3000 ships woke up.  After dealing with the fleet (and making up 30% losses), I could return to the system.

Riminds me a bit of the stars at wars books.
« Last Edit: January 26, 2010, 11:14:31 pm by Zathras »

Offline soMe_RandoM

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Re: Breaking a IV planet
« Reply #6 on: July 01, 2010, 06:27:20 am »
emp then attack the radar, then wait. (destroy all the force feilds) when they come again if for revenge start to defende asuming you arnt at home planet and losing an planet inst the lost of the re war.
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.