The campaign can be beaten!! I have done it. But because the campaign does impose different design constraints on your fleets there are a few tricks you need to know to get started and not get smashed by random fleets.
Chapter 1 - Rolling Thunder
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Don’t move off your homeworld until about turn/week 70.
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Build two fleets, one to hold the homeworld and one to fight headed south. I actually build them the same and vary them as the game goes on (read on).
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My fleet design (remember this is doubled) One tank, one carrier (with AA), as many “line” cruisers and fighters as I can build. My initial game balance is heavy on cruisers and light on fighters.
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At around turn 70 when you have two fleets your going to want to take Rana II and Kasheemun on the same turn. Move one fleet to each planet, and win both battles.
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Leave a fighter on Rana II and move that fleet back to your homeworld (Sullgobah). Spend the next few turns repairing your ships and building more (watch loyalty on Rana II and move ships there as needed)
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Build up for a while.
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Attack Besustine, and, if you can, Argoshka on the next turn (I move my whole fleet from Kasheemun). After you get these two planets, backfill Kasheemun and Besustine to build up your loyalty (to 100%).
Chapter 2 - The Fortress World (Kappalaxx II)
Now that you have a big fleet at Sullgobah and Argoshka, you are ready to expand. One thing the campaign makes you think about is not fighting trivial battles. Don’t tit-for-tat back and forth with the AI, only take a world with enough force to withstand counter attack.
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Take Dayamun, then all the fighters you can’t use there (Sullgobah) begin moving them toward Ryemir to bolster your resources there.
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Take Ryemir (I usually don’t wait for the fighters to get there but welcome them once they do).
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You should pause only breifly here, your force at Dayamun should be large enough to take Sublimion and Secaras IV.
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Now here’s the the trick. You want to take New Darwin so you can build fighters there. You need those fighters to take Kappalaxx II.
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Once you have a solid fleet with lots of fighters at Secaras IV move that whole fleet to Kappalaxx II. Hopefully you win.
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Move enough force back to Secaras IV to hold it, because Kappalaxx II is a fortress world (without shields your fighters make it difficult for the AI to retake) you need less force there.
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Re-enforce Secaras IV. It will be attacked in many ways so it needs a sizeable force.
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Don’t take Yarlvin. This is part of The Southern Push. By not taking it you can hold Kappalaxx II with less force than if you move a force to Yarlvin.
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Ryemir is weak to all frigate attacks be sure to secure it with your own fighters, frigates, and cruisers. A cruiser and fighter only defence can fail (did in my testing often).
Chapter 3 - The Southern Push
Comming soon…
General Principles
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Sullgobah is a “fortress” world because fleets comming from Dayamun cannot have fighters. This gives attacking fleets a weakness.
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Ryemir is also a fortress world because no cruisers can come through. With one minor caveat, there are many all frigate fleets that can eat your cruiser fleets and they will pop through Metagoros to Ryemir (and Abraxanth Prime to Secaras IV, but that is later in the game, usually).
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Do not take Metagoros until you’re ready for “The Southern Push” (which I will describe later).
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Don’t take Ryemir until you take Dayamun.
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Don’t attack a planet because you can beat the fleet that is on it (you probably can). Attack a planet when you can beat the next two fleets that attack you.