Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. Send your ships to the left most hyperspace gate. (the one that can warp you to the area with enemy destroyer)
2. Kill enemies there then capture the gate. (Do this quick!)
- At this moment enemy at other hyperspace gate will start to send their force to the hyperspace gate you just captured so do the following things quickly.
3. Warp some of your force to other side of the gate.
4. Capture an enemy destroyer. (Send some ships ahead to distract it first so it won't fire at marine frigate )
5. Warp captured destroyer back through the hyperspace gate. It can easily kill those frigates ships enemy send at you.
The rest of mission should be a lot easier with a destroyer.
Second, I can recommend my strategy. First, I build all but four frigates as torpedo frigates (the rest marine frigates for capturing the hyperspace gate, and the enemy destroyer), then 3 parts pulsar gunships to 1 part gunship corvettes, and the rest are fighters. I fill up my fleet capacity with this. I'll usually have 2 bomber squads acting alone on stand by somewhere nearby.
I stack them all into the "fighter screen" formation with a neutral combat stance (should be three groups), aggressive engagement rules. This way the group will travel as one when out of combat, and break up to pursue optimal targets when engaged in combat. They'll take losses in the initial engagement, but usually more than half the group remains alive by the end. I use this mix, along with destroyers thrown in later on, as my main fighting force in the campaign.
Now, that does factor in me already having researched the upgrades for those ships available by this mission. And if you don't like sending in units blind you can always just launch a probe ahead of time.
Oh yeah, if I remember you get minelayer corvettes in this mission right? Lay down a wall of mines, lure in the enemy frigates, and watch the fireworks.
I have 7 interceptors (well squadrons), 7 bombers, 6 gunships, 6 pulsar gunships, 5 flak frigates and 7 torpedo corvettes and no matter what, once I think I dealt with the enemy to take care of the inhibitor and steal the portal (thanks to Sabaithal above, his tips for formations work really well), another wave, more important, comes out of nowhere and wipe my fleet in no time before I can take care of their carrier.
I play with the Player's Patch 2.23 with the difficulty a bit turned down (I'm not really good at RTS) and it still feels impossible :-/
That said, I read in another thread (I don't know if the patch fixes this issue) that it seems linked to...saving/ reloading, with the AI sending more ships after a reload than if you complete the first part in one sitting, can anyone confirm if this is true ?