Author Topic: AAR Tetrapus  (Read 3502 times)

Offline zeusalmighty

  • Full Member Mark II
  • ***
  • Posts: 151
AAR Tetrapus
« on: March 24, 2019, 06:50:49 pm »
Factions enabled:
Swarmer AI 8 ; Cloaker AI 8 ; Royal AI 8 ; One-Way Doormaster 8
Hunter/Wardens 8
Dark Spire 7
Astro Trains 8

Bonus ship: Grenade launchers
Ark: Thantos

Map type: Octopus with 4 arms; my HW in middle, AI HW’s in each arm respectively

Part 1 (.815): Flying under the Radar

My strategy for part 1 is decidedly low AIP hit-and-run raids. I avoid taking adjacent planets because these will be available later and the AIP incurred is counterproductive to my early game strategy of using my HW for salvage from weak waves. Instead, I prioritize key choke points—in this case the planet(s) that block the arms from the rest. I go about this by investing in mark 3 raid starships (will upgrade these to mark 4 later) and destroying all tachyon on sentinels to open up scouting. Each arm has one planet in particular where a sentry starship affords 6 planets worth of scouting, so I prioritize carving a path to these.

My overarching goal this game is to sit back while the dark spire assumes the power to crush the AI overlords, so my other purpose of raid starships is to find the HWs and kill the dark spire wards present. Unfortunately, the placement of vengeance generators isn’t ideal since only two AI HWs had one within 3 hops, but I do my best to provoke the dark spire into attacking the AI.

The early part of the game—raiding with low AIP—takes a couple hours (but I speed things up on occasion). At the end of this stage I have effectively scouted the entire map and have decided what planets are essential to capture. I invest the rest of my tech, spreading it out between grenade launchers, ambush turrets, area mines, Thanatos, mark 2 metal harvesters, and some miscellaneous things.

The planets I first target, while my AIP is still low, are ones with schema servers and mercenary beacons. I’m in good shape to take several planets quickly, using my raid starships to focus powerful guard posts, eyes, ion cannons, OMDs, etc. The rest of my fleet is pretty disposable other than Thanatos, so I take control of the “head” of the octopus. This had the unexpected benefit of cutting the wardens/hunters from each other and the former in particular became effectively MIA the rest of the game. The hunters suffered from indecision paralysis, as my static defenses intimidated them. (Late game, this negatively affected performance as they just continued to build up without using them—adjusting stacks addressed this pretty well.)

I chose this map type and my position because I hoped (and was vindicated) that the AI hws would spawn in each arm respectively. This had a cool consequence of making each arm predominantly owned by the AI HW. The revised AI types was really noticeable here. Swarmer bases were just that—so many drones all over the place. Raiding these was my go to strategy, as the drones were just keep coming and even my grenade launchers were having problems keeping up. The cloaker bases were frustrating (in a positive sense) since I needed to have sentry starships on-planet in order to clear them out. The dark spire seemed to struggle against this AI type more than the others (they would sometimes “fizzle” out during their strikes and just go back and forth or idle). The Royals were cool and noticeably more powerful than their counter part guardians. Zombfiying these units was particularly satisfying. The only AI type that didn’t really feel that impactful (like vanilla) was the one-way doormaster. I can only recall one time where my units got trapped, but this was because my game style revolved around units that were immune. Transports ships effectively countered this without needing to kill the blackhole generators.

Astro trains were much more impactful in the early game, although I don’t think enough trains ever arrived at a depot to trigger their ability. Because of my layout, trains would often intersect my territory and provided a great boon in metal (early game, metal was hard to come by—late game I had so much the trains became irrelevant).

The dark spire was pretty quiet in the early game.

I have to choose which HW to go after first, and I choose the swarmer because there were no vengeance generators anywhere near it. I carve my way toward this HW, skipping many planets along the way.

I take control of the planet adjacent to the HW (without actually killing the command station) and use this as my staging ground. The AIP is still pretty low, about 180 (I killed all data centers and co-processors with my raid starships), and I crush this HW without too much grief.
« Last Edit: March 24, 2019, 06:52:54 pm by zeusalmighty »

Offline zeusalmighty

  • Full Member Mark II
  • ***
  • Posts: 151
Re: AAR Tetrapus
« Reply #1 on: March 24, 2019, 06:51:28 pm »
Part 2 (.816): Revenge of the Dark Spire

During my break, .816 was released and this definitely impacted my game. My forces are as far away from my HW as they can be, still on the former Swarmer AI’s HW. I had a negative timer for a vengeance strike, some 8 minutes late from .815. The first thing that happens when I load this game is that the vengeance strike goes off and sends a MASSIVE exo strike towards my HW.

This killed me outright three times in a row, but I had a nice amount of science accumulated which I experimented with. Getting my ambush turrets to mark 5 was the way to go, as I was able to focus fire the Eidolons pretty quickly. I would do this in all my intervening planets and this would eventually soften the dark spire enough that I was able to kill them off, even while my fleet was still trying to come home.

My AIP is pretty high now, incurred 130ish from the HW alone (*this may need to be toned down with multiple AIs enabled—I had like 800 by the end of the game). A significant portion of my science is static defense: mark 3 area mines, mark 5 ambush turrets, mark 5 MLRS turrets, and mark 3 fortress.

(The MLRS turrets were pretty fantastic in my playthrough. These would hit all dark spire targets, which didn’t do much damage but prevented them from regaining shields as they moved planet to planet towards my HW. They were pretty effective at cleaning up units my ambush turrets couldn’t kill outright, particularly the massive numbers of fleetships)

My AIP is concerning me, so I next prioritize the super terminal. There is dark spire ward on the adjacent planet (and thankfully not one with the super terminal). I decide that the dark spire hasn’t been as impactful as it could be, so I decide to hack this for the ship you can steal. Between the ambush turrets and my OP Thanatos, these hacks also give me a huge zombie army of dark spire.

Once I feel satisfied, I move on to the super terminal. I clear everything out and set up my static defenses and use all the mercenaries I have available—with my high AIP I got an extra 90 strength of reinforcements, not to shabby. The fight is glorious (I put pictures on the discord but I’m not savvy enough to integrate these here.) It was actually quite a beauty to behold. Thantaos did great work zombifying units as they spawned in. Alas, eventually the flood became overwhelming and I had to bail. The 300+ strength moved on to kill the bases I had setup in this arm, eventually eyeing my whipping boy.

This fleet would certainly crush my defenses but good fortune! A vengeance strike goes off and the AI runs straight into it and they both take heavy losses. The dark spire eventually turns towards me but I had sufficient time to shore up my defenses and end up zombifying the units as they trickle in and now my whipping boy has 1.4K strength of zombie dark spire supporting it.

I’m realizing that the vengeance strikes seem to really only focus my hw, and not the AI. This is disappointing for my plan of sitting back and letting the dark spire win for me. So I pretty much just blitzkrieg the remaining AI HWs the old fashioned way, although I did get some support killing the last one with zombie dark spire, so that counts in a fashion.


« Last Edit: March 24, 2019, 06:56:02 pm by zeusalmighty »

Offline BadgerBadger

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,229
  • BadgerBadgerBadgerBadger
Re: AAR Tetrapus
« Reply #2 on: March 24, 2019, 10:46:24 pm »
The Dark Spire should be willing to go after the AI too. Do you have a save game or two where the DS is only ever going after you?

Offline tadrinth

  • Hero Member
  • *****
  • Posts: 507
Re: AAR Tetrapus
« Reply #3 on: March 25, 2019, 12:16:16 pm »
Can you post a screenshot of your map?  How many planets? 

How do you feel about being able to split the map and divide up the Warden and Hunter fleets?  Is that currently too easy if you start in the middle?  I intended that map type for exo-heavy Fallen Spire games, so I'm interested to see how it plays out in other circumstances. 
« Last Edit: March 25, 2019, 12:25:50 pm by tadrinth »

Offline BadgerBadger

  • Arcen Volunteer
  • Hero Member Mark III
  • *****
  • Posts: 1,229
  • BadgerBadgerBadgerBadger
Re: AAR Tetrapus
« Reply #4 on: March 25, 2019, 12:28:15 pm »
Dividing the hunter/warden fleets is going to be much harder in .900; each AI is going to get its own Hunter/Warden, so each branch of the octopus with an AI home command station is going to have independently working hunter/warden fleets.
« Last Edit: March 25, 2019, 12:33:50 pm by BadgerBadger »

Offline zeusalmighty

  • Full Member Mark II
  • ***
  • Posts: 151
Re: AAR Tetrapus
« Reply #5 on: March 25, 2019, 10:39:52 pm »
Not savvy with using pictures on this, but the files are the galaxy map views right after I killed the first HW and the dark spire released its giant horde

After watching the save related to this game, I see some dark spire ships heading towards an AI hw, but these may get diluted being split between the AI to the point of insignificance