Author Topic: A Homeworld Defense Challenge  (Read 1699 times)

Offline Minotaar

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A Homeworld Defense Challenge
« on: December 01, 2012, 01:50:49 pm »


So in my attempt to get revenge on the Astro Trains, it looks like I've hit a brick wall. With titanite spikes.
The attached save is right before the first "shipment" hits the homeworld. I took several stabs at it and thought it would be fun to see others suffer try it as well :)
You'll have to Utilize Micromanagement (TM) but you'll die anyway to survive!

The setup is the following:
10/10 Train Master/Train Master, 10/10 Astro Trains, 10/10 Spirecraft Hard
Game time: 49 minutes
Your relevant units:
 Fighters mk1
 Bombers mk1,2
 Impulse Reaction Emitters mk1,2
 Frigate mk1 (74/96 built)
 Raid mk1 x3
 Riot mk1 x4
 Cloaker mk1 x2
 Spirecraft:
  Siege Tower mk1 x5
  Implosion Artillery mk1 x8
  Ram mk1 x16
  Martyr mk2 x3
  Jumpship mk1 x1
 60 Missile turrets
 150k/100k resources

Opposing forces:
two consecutive waves of
(
  Hugger-Kisser mk1 x1
  Golem x2 (first wave has Armored+Artillery, second has Black Widow + Artillery. Hint: you'll have exactly enough Rams for all of them if you soften the first wave up a bit)
  Core Starship x5
  Guardians mk5 x10
)

Try to go out in a blaze of glory and inflict maximum damage on the enemy forces! Good luck and have fun :)
My best result so far was the AI being left with a HK on 34% and all ten Core Starships.

Offline Varone

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Re: A Homeworld Defense Challenge
« Reply #1 on: December 03, 2012, 04:37:18 pm »
Best result is 5 core starships remaining only before they blow the home command.

Offline Minotaar

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Re: A Homeworld Defense Challenge
« Reply #2 on: December 03, 2012, 05:02:48 pm »
Oh wow, that's pretty impressive  :)
Are there any specific tricks, or was it just the implosions being able to do that much work? I couldn't keep all of them alive, but I could definitely try harder.
I also lost my fleet way too quickly to be able to finish off the core starships.

Offline Varone

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Re: A Homeworld Defense Challenge
« Reply #3 on: December 04, 2012, 06:18:41 pm »
Using the auto-kite feature helped keep the fleet and the implosions alive. The hunter killer has quite low range.

Some tips for a possible success:

Place all your mines in lines near your command center, it eats up quite a few hunter killer salvos.
Use the artillery to soften up the armoured golem to around 200mil hp before switching to the hunter killers.

Use the fleet to defend the implosions from fast ships.

Research beam cannons and place all twelve outside the shield and a little back and left. Should aid with killing the hunter killers.

Build all your shields on the home command ;)

If your implosions do enough damage the first hunter killer will target your implosions instead. Kite them so it stays in range of your beam cannons. Protect the fleet from the hunter killers and use the fleet to target guardians and core starships. Only target the hunter killers when they are in range of your command station.