Difference between revisions of "AI War:Dire Guardian Lair"

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== How to counter when in the AI fleet ==
 
== How to counter when in the AI fleet ==
The lair itself is easily destroyed, but the three random dire guardians that then emerge from it aren't. A sizeable army positioned in range of the lair is advised, but some nasty combinations of guardians can ruin even a homeworld-ready army (like a widow, a shield and a hard-hitting guardians). A beachhead with powerful turrets (MkV are nice) can greatly soften the fight. As lairs are permanently alerted when an adjacent planet is taken by humans, using that supply for a beachhead might be a good idea.
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The lair itself is easily destroyed, but the three random dire guardians that then emerge from it aren't. A sizeable army positioned in range of the lair is advised, but some nasty combinations of guardians can ruin even a homeworld-ready army (like a widow, a shield and a hard-hitting guardian). A beachhead with powerful turrets (MkV are nice) can greatly soften the fight. As lairs are permanently alerted when an adjacent planet is taken by humans, using that supply for a beachhead might be a good idea.
  
 
Also, the spawned guardians (on build's completion or lair's destruction) are picked randomly at spawn time. Players can save just before spawn (or before destroying the lair) and reload if the guardian (or combination of guardians) doesn't fit them. However, this is nearly a bug-abuse and might be considered cheating.
 
Also, the spawned guardians (on build's completion or lair's destruction) are picked randomly at spawn time. Players can save just before spawn (or before destroying the lair) and reload if the guardian (or combination of guardians) doesn't fit them. However, this is nearly a bug-abuse and might be considered cheating.

Latest revision as of 17:21, 28 January 2019


Dire Guardian Lair
Sits dormant unless its own planet is put on Alert or taken.

While awake it will gradually construct fearsome Dire Guardians that can wreak havoc on human forces.
You can destroy the lair to prevent this gradual production, but be aware that three of these Dire guardians will immediately spawn when the lair is destroyed.

When a Lair is awake, it accumulates one build point per second. The total build points accumulated so far is displayed in its ID card, after its name and its controlling AI. After 4800 BP, if the Lair is under Intel coverage, a 10 minutes countdown is displayed in the top-left panel. At the end of that countdown, the Lair reaches 5400 BP and a random Dire Guardian emerges from it. The BP count is reset to zero and a new Dire Guardian construction begins.

In other words, while alerted a Dire Guardian Lair produces one Dire Guardian every one hour and a half.

Base Stats


Ammo Type Armor Type Immunities Damage Bonuses
Ultra-Heavy Fusion Cutters, Minor Electric Ammo, Attack Boosts, Armor Boosts, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs

Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Abilities
sec 40,000,000 0 0 Inf -- dmg/sec

How to counter when in the AI fleet

The lair itself is easily destroyed, but the three random dire guardians that then emerge from it aren't. A sizeable army positioned in range of the lair is advised, but some nasty combinations of guardians can ruin even a homeworld-ready army (like a widow, a shield and a hard-hitting guardian). A beachhead with powerful turrets (MkV are nice) can greatly soften the fight. As lairs are permanently alerted when an adjacent planet is taken by humans, using that supply for a beachhead might be a good idea.

Also, the spawned guardians (on build's completion or lair's destruction) are picked randomly at spawn time. Players can save just before spawn (or before destroying the lair) and reload if the guardian (or combination of guardians) doesn't fit them. However, this is nearly a bug-abuse and might be considered cheating.

Alternatively, if you enabled the Spirecraft Minor Faction, and you have access to Spirecraft Asteroids, then cloaked Spirecraft Rams are probably the easiest way to deal with the guardians. You may need 6 to 8 rams, depending on their type.

Hive Golem is also a good choice, as 200 Wasps suffice to kill off the three Dire Guardians. However, having your Hive Golem present while opening the lair is a Bad Idea.

When breaking the lair, it is strongly recommended to bring a ship to reveal cloaked ships.




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ScoutFighterBomberMissile Frigate

Bonus fleet ships: Acid SprayerAnti-ArmorArmor BoosterArmor ShipAttractor DroneAutocannon MinipodBulletproof FighterElectric ShuttleEtherjetEye BotGrenade LauncherImpulse Reaction EmitterInfiltratorLaser GatlingLightning Torpedo FrigateMLRSMunitions BoosterNeinzul RailpodNeinzul ScapegoatNeinzul Youngling CommandoNeinzul Youngling FireflyNeinzul Youngling NanoswarmNeinzul Youngling ShrikeNeinzul Youngling TigerNeinzul Youngling VultureNeinzul Youngling WeaselParasiteRaiderRaptorSaboteurSentinel FrigateShield BearerSniperSpace PlaneSpace TankSpider BotSpire Armor RotterSpire BladeSpire Blade SpawnerSpire Gravity DrainerSpire Gravity RipperSpire MawSpire Mini RamSpire RailclusterSpire Stealth BattleshipSpire Teleporting LeechSpire Tractor PlatformTachyon MicrofighterTackle Drone LauncherTeleport Battle StationTeleport RaiderVampire ClawVorticular CutlassZenith Auto BombZenith Beam FrigateZenith BombardZenith ChameleonZenith Electric BomberZenith HydraZenith Medic FrigateZenith MirrorZenith ParalyzerZenith PolarizerZenith ReprocessorZenith Siege EngineZenith Viral Shredder

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Dire Guardians Dire Guardian LairDire Artillery GuardianDire Disassembler GuardianDire Gravity GuardianDire Implosion GuardianDire Infiltration GuardianDire Laser GuardianDire MLRS GuardianDire Munitions Boosting GuardianDire Needler GuardianDire Raider GuardianDire Shield GuardianDire Sniper GuardianDire Spider GuardianDire Tractor GuardianDire Widow Guardian
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