Sitrep I: Holding a gravity drill situated above a hostile wormhole. Friendly Wormhole is at the far end of the system. Marauders are attacking. Marauders are very fast, immune to gravity affects, and have radar dampening. My gravity-immune Golems are too slow to catch them. My Bombards cannot attack them due to the dampening. All other ships have no hopes of catching them due to their speed being cut to 8. And turrets do not have sufficient firepower to outlast the marauders.
Sitrep II: AI Eye in system. One spire shield guard post remains to keep it alive. Below the guard post sits a gravity guardian. The Guard post is radar dampened, obviously. The problem is probably self-explanatory.
I require solutions. Warheads are not an accepted method.
What in the world is a sitrep?
Anyways, about number one, I think Keith has expressed a desire to remove the marauders and the resistance fighters' gravity immunity, to help prevent nasty cases like that. Other than that, I don't have anything. Just chip away little by little, and they should eventually die.
I would like to say this again, it would be nice if it could be made such that no ship has a radar dampening range less than their weapon range (remember, smaller radar dampening range is better). It just doesn't seem right that the marauders can shoot at stuff and have very little risk in return because of their radar dampening. If a ship is going to shoot at something, it seems like they should at least be close enough to be at some sort of risk. (Guard posts seem like one of the few things that deserve an exception to this rule)
For number two, you could try transports full of bombers and bomber starships. The transports will be slowed down too, but at least they will keep the bombers alive a little longer. Send in some empty "lure" transports up front if you want to increase your chances further. Those golems also seem like a good way to chip away at the spire shield guard post.