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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 whe
    4 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 mov
    4 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 the
    2 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... dangerous
    17 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 A
    2 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 fl
    3 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 local
    2 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 bre
    2 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 ad
    2 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 infor
    1 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, and
    3 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 II
    1 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

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