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  • ...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
  • ...tiple caps-worth. Although you won't be chasing down anything in a hostile wormhole, sending these guys ahead of ships that you actually have to ''rebuild'' wi
    2 KB (366 words) - 13:38, 1 October 2017
  • Also excels at grabbing enemy ships around a wormhole. Once it drags them through, they are quite helpless. Repeat until the thre
    3 KB (338 words) - 09:38, 21 July 2016
  • ...d forget a scouting run, as there will likely be a couple hanging around [[Wormhole Guard Post]]s spoiling the fun. Whether to clear out those 400M-HP guard po
    1 KB (202 words) - 03:54, 21 August 2016
  • ...EMP-immune human ships on the planet for a bit -- when it emerges from any wormhole.<br/>Note that this ship is AI only.
    507 bytes (75 words) - 22:48, 13 August 2013
  • ...e. The only efficient way to kill the Eye is by destroying all of the non-wormhole guard posts of the AI on this planet, so you'll need to do guerrilla-style
    2 KB (339 words) - 08:58, 17 August 2016
  • * Spawning on a connected AI World and attacking via a wormhole.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • |[[File:AIWarWormhole.png|100px|left|Wormhole]] || valign="top" | These tears in space allow instantaneous travel between
    231 bytes (25 words) - 22:04, 9 March 2013
  • ...your fleet, so that they will shepherd the last offensive ship out of each wormhole.
    1 KB (223 words) - 13:11, 28 October 2017
  • **[[Wormhole Guard Post]]s
    4 KB (544 words) - 20:20, 15 May 2015
  • ...tire wave of ships taking damage from a single beam as they emerged from a wormhole before having a chance to spread out.<br/>The Spire Beam Weapon is only mou
    8 KB (1,407 words) - 22:10, 1 February 2015

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