As far as tactics goes, there is none. I've used thick-as-a-brick "non-tactics" that any newbie would try, to try and maximize the reliability of things. I used maxed II/III/IV ships, because that was a nice stock late game mix and it was easy to explain. The large variability is due to the targeting, for example if most of the lightning turrets get taken out early on, there's going to be less killy, if they're not, there's going to be more.
I expect there to be considerably smaller variance between the test runs when playing with more intelligent tactics. I expect there to be considerably less damage overall using smarter tactics (which is why I qualified the "In Short"). However none of these change the fact that using brute force, dumb tactics, the effect on the ships matches what I said at the beginning, the hypothesis I was trying to prove or disprove.
"Smarter" tactics such as tossing lightning turrets through wormholes reduce the damage significantly, but they come at a cost, and they're available on normal mode as well. Knowing these tactics also comes with experience, which is why I noted that Normal mode is much more newbie friendly; which is logical given that Fast & Dangerous is not named Easy & Safe.
Conveniently enough, I figured I'd take a stab at playing what I suggested. Normal mode on +1 speed (and +1 frame skip to try and keep down the choppyness). And just for the extra challenge, the AI pair I have an absolute pain in the ass time with: one Special Forces Captain, and one Teleport Turtle.
Playing with my usual F&D tactics of course, since I know nothing else.
Random thought log from when I was playing:
Securing the start world was insanely easy. Less then 10 minutes, and I'm done. Compared to 20+ I'm used to having to do against these AIs with F&D. This is possibly just luck though.
It seemed to take a much longer time for the first wave to hit me, happened after 23 game minutes, which felt like it took an age to arrive. Not sure if F&D makes them hit earlier, or if I'm usually just frantically trying to protect myself for the first while (which didn't happen this game), that the time passes quickly.
Taking down a Special Forces Command Post was snooze inducing. Given the massive amount of them in this game I think I'm going to have to rush for Tech II cruisers much quicker then usual.
Taking out a force field so I could take out a gate on an adjacent planet was surprisingly painless. I lost less then 10% of my force, usually I'm down at least a third.
First time I've ever seriously gone over the energy into negative. Took me, like, 15 minutes to work out why my repairers weren't doing much.
Probably due to the fact I don't seem to be loosing as many ships, and the game is taking about 20% longer so far to clear out adjacent gates and take over my first world.
Enemy needs to have less of a fascination for my teleporting engineers. I can bamf them all over the map to keep the enemies out of the hair of my ships who are relaxing and repairing.
Speaking of which, my ships are repairing much faster then they're being damaged. I didn't even click that engineers are essentially a quarter as good in F&D mode since you're taking theorietically 4x the damage...
Taking out a command center then wiping out the ships as they fly towards you is way too easy in Normal.
On the plus side I did have great fun dancing four sets of 50 ships around a floral shape in the middle of the map as the enemy ships were chasing after me being randomly wiped out, and my repair droids were happily running around in circles with me healing up any minor scratches and bumps. It just feels really cheap though; I mean, I've lost 40 ships out of 300, on taking out half of a world that had over 500 Tech I ships on it.
Like really, really despserate for energy. Three of each generator on my two worlds so far. Should have hit new worlds, then cleared out gates, not other way around.
The ships move sooooo slooooooow in normal mode, even though I'm going at warp speed, obviously the clock is ticking over quicker.
Ahh, things are going much quicker now I've got the pace of things. Once I take out half the forces in the sector, I should be sending half my attack force over to the wormhole that leads to the next, whilst I use the rest of it to clear out the current sector. Once it's there and healed, I should be using it to pop in, and clear out the ships on the other side of the wormhole now I don't have to worry about loosing real amounts of ships, whilst I build up my force in this sector. Seems to take something less then 20 game minutes per world with this method.
Tech II Engineers are insane on auto heal when attacking a new world. Currently on my 6th world and I'm loosing at most 5% of my force per world conquering; insane!
Anyway, time for bed, I'll get around to playing further tomorrow after work. Hopefully it gets a little harder.