Difference between revisions of "AI War:Dire Guardian Lair"
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|[[File:AIWarDireGuardianLair.png|100px|left|Dire Guardian Lair]] || valign="top" | Sits dormant unless its own planet is put on alert or taken.<br/> | |[[File:AIWarDireGuardianLair.png|100px|left|Dire Guardian Lair]] || valign="top" | Sits dormant unless its own planet is put on alert or taken.<br/> | ||
− | While awake it will gradually construct fearsome | + | While awake it will gradually construct fearsome [[AI War:Dire Guardians|Dire Guardians]] that can wreak havoc on human forces.<br/> |
− | You can destroy the lair to prevent this gradual production, but be aware that | + | 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. |
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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. | |
+ | |||
+ | Also, the three guardians are picked upon destruction of the lair. Players can save just before destroying it and reload if the combination doesn't fit them. However, this is nearly a bug-abuse and might be considered cheating. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 08:13, 9 July 2016
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. |
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 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.
Also, the three guardians are picked upon destruction of the lair. Players can save just before destroying it and reload if the combination doesn't fit them. However, this is nearly a bug-abuse and might be considered cheating.