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- ...entirely based on the number of guard posts plus the command station. The wormhole guard posts are indeed not new, they're just now visible. The levels of whe4 KB (551 words) - 00:36, 14 November 2010
- ...ill not be able to assign mobile units to guard a specific location like a wormhole or command station. As soon as an enemy unit appears all FRD units will mov4 KB (579 words) - 13:47, 1 February 2015
- ...can hold 200 ships, and suffer 35% attrition (35% of original health) per wormhole jump when out of supply.1 KB (227 words) - 14:07, 5 March 2015
- ** If I'm performing some command other than "go through a wormhole", cancel all commands.4 KB (530 words) - 14:06, 1 February 2015
- ...ro is to use them to absorb the alpha strike you will receive when cross a wormhole, particularly one that's camped. They have a very high lifespan due to the2 KB (259 words) - 13:27, 30 September 2017
- ...ne up [[Space Dock]]s (or [[Neinzul Enclave Starship]]s) against a hostile wormhole coupled with enough Engineers and resources, then FRD into the other side.2 KB (393 words) - 22:18, 1 February 2015
- ** Has Neinzul Viral Swarmers at every wormhole, making the use of lightning warheads and similar against them... dangerous17 KB (2,826 words) - 19:48, 1 February 2015
- ...tion. They are an awesome addition in ambushes on the friendly side of the wormhole. Alternatively, running battles and exo-wave invasion will tend to string A2 KB (294 words) - 06:05, 16 June 2016
- ...unities and generally good stats, they can survive '''alone''' in an enemy wormhole filled with bad things - something that cannot be said of most ship-types.2 KB (324 words) - 13:09, 28 October 2017
- ...two starships, but worth much more. If necessary, retreat these out of the wormhole while they are recharging. Unless it's safe, never evac the rest of your fl3 KB (424 words) - 12:29, 16 February 2015
- ...will patrol between these two planets by going back and forth through the wormhole linking them. It is advised to connect the Sphere's planet to the players'2 KB (279 words) - 05:42, 24 August 2016
- ...e use of etherjets is siphoning defenders waiting on the hostile side of a wormhole to thin their numbers before a full assault. This works best when the local2 KB (374 words) - 11:40, 16 February 2015
- ...one ship per Ripper (at a lower cap than Fighters, this is not ideal). On wormhole-defence, they will reliably reduce the number of raiding ships that may bre2 KB (274 words) - 10:48, 26 October 2018
- ...maximum damage with this ship. Turrets can be spaced in a line facing the wormhole, while doing this with a fleet isn't very feasible. One can usually take ad2 KB (296 words) - 11:41, 16 February 2015
- If you like to figure out things such as how may scouts will survive per wormhole traveled, see the section on [[AI War:Cloaking|Cloaking]] for further infor1 KB (203 words) - 13:51, 29 October 2018
- ...gates, especially when patrolling neutral systems or sussing out the exact wormhole used by a Raid Engine attack.2 KB (241 words) - 03:55, 21 August 2016
- ...in FRD, it is best to park your snipers in a safe place or near a friendly wormhole for a quick exit.1 KB (221 words) - 12:10, 16 February 2015
- ...ble to predict where most teleporting units will head after they enter the wormhole - they will target either the command station or a target of interest, and3 KB (415 words) - 14:13, 1 October 2017
- ...ields''', and by nature is capable of skipping through all defenses at the wormhole. So the player is highly advised to place Logistics Command Station-Mark II1 KB (194 words) - 12:17, 16 February 2015
- ...on your door). Therefore, a defensive setup can be better conducted at the wormhole entrance than at your Command Stations/Infrastructure.2 KB (288 words) - 12:32, 16 February 2015