Multiple AI chokepoint issue

Alright so I'm in a massive 10 player FFA with 9 AI. 6 are normal and 3 are hard. I'm at a point where neither fleet and possibly both can not get past a chokepoint I've set up. The problem is that they've got a cease fire agreement and are babysitting the planet just beyond me.

They each want me to kill the other too. It's ironic that they won't just vamouse because I obviously want to get in that  system.

Both of the AI at this point are agressive if I jump in. Last time I tried, I lost 3 level 5-7 cap ships trying to bone out. Seeing as how alliances break the "3 or more hard AI" achievement, how do I get past two fleets? I'm considering baiting them in and just sending my cap ships with regeneration batteries to help them out. The problem is at this slow kill speed they often replenish their forces quickly enough that I can't get past...especially if I'm fighting with my fleet for the next system.

So...anyone got any suggestions? I'm currently playing Vasari. #1 economy and planets for the moment.

I've considered a culture bomb at my choke point but I'm not sure if that'll get their fleets to leave because they currently fear me as the #1 threat in the game.

5,632 views 7 replies
Reply #1 Top
Suggestion: split your attack fleet in two, with one smaller and faster than the other. One goes in on the LEFT side of the phaselane and then moves off to draw away the attacking forces. The other then goes in to the RIGHT side of the phaselane, and then penetrates to the other end of the gravwell and jumps beyond the chokepoint while the first scrams. You might lose the other fleet but you'll be able to dislodge the choke point at least.

-- Retro
Reply #2 Top
The easiest way I cant think of is to culture bomb them until the planet becomes neutral again, then send your fleets in.

Also, I have had a lot of good runs using a fleet with about 8 of each frigate and cruiser, and 1 of each cap, and then had the rest be carriers made up completely of bombers (im talking 80-90 squadrons).

the bombers if micro'd can take out the cap ships within a min or two, while your non-carrier ships stall the enemies frigates. then just let the bombers do their thang...

worked 9 out of 10 times for me.
Reply #3 Top
Thanks for the responses. I'm going to try a blockade run first. I set the game on a relatively big map but small fleets. All this did of course was set the supply level on ships larger, the AI still rolls in gigantic fleets. I might toy with a scout or two and see what I can manage though. It was wrong to put small fleets in a big setting but heck...I like the challenge!
Reply #4 Top
You could also try putting bounties on 1 of the races. This can work even if pirates are inactive.
Reply #5 Top
Well if you can establish a base in the planet before the planet you want to strike heres a plan.

1) Have all the tactical slots of the planet be repair stations having their effect area overlap to speed up repair rates. And have many ship factories as logistical slots

2) 2 or 3 (3 recommended big to middle sized fleets.
Big:
3-4 Caps
20 skurmishers
15 - 20 Assailants
20 Enforcers

Medium:
2 Caps
15 skurmishers
10 - 15 Assailants
10 - 15 Enforcers

(so three of them)

3)Phase one fleet into the the combat zone.

4)If there are any inhibitors take them out first no matter the cost. If you don't it will leave your fleet destroyed in thte next parts.

5)As soons as one of the captial ships shields have been destroyed or more than 20 frigates or cruisers have been destroyed order every remain ship of that fleet to phase back to the planet with the repair stations. The Assailants can cover your escape. (If you didn't take out the inhibitor your screwed for your escape)

6) Just as quickly phase in your second fleet. To replace the ones that jumped.

7) Move your previous fleet into the repair stations have them repaired. Any missing ships rebuild them.

8) When the fleet that is in battle has a cap ship with shield down or 20 ships gone, repeat the cycle.

9) It works best with 3 fleets cause having 3 you have more time to rebuild and repair.

Works for me so far...it might be tedious and if you lack attention you might lose too many ships.



Reply #6 Top
What just occurred to me is possibly sending in a small fleet of colony ships first (10 to 20?). The enemy will go berserk trying to chase and kill them. After they enter the enemy system order your fighting fleet(s) to go in. Once in the enemy system, send them along a path on the opposite side of the system. Run like heck. Oh yeah, maybe have 20 or so heavy cruisers dedicated solely to taking out the jump inhibitors, so you can get out of there _fast_. (Btw I would have your fleet set to jump _in_ as one wall of ships, then on the way out have them set for jumping out as individual ships. I believe this will be faster.) And if you try any of this let us know how it goes. :-)

Btw, what map are you playing?
Reply #7 Top
It was a random large size map. I ended up baiting them in after a culture bomb. Then I skipped the planet in question and jumped to one of the system "arms" and started taking a couple planets. This effectively split the teams from making a 2x large armada to come after me. I had to pretty much wait until I was at max fleet size to do it though :( It was a lot of waiting and building with no action.