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[Attack v7] The Aigaion
   
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Tags: map, attack
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10 Jun, 2023 @ 8:23pm
12 Aug, 2023 @ 6:41am
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[Attack v7] The Aigaion

Description
ver 23jul05

Completely reworked from the original legacy v5 version! Expect a new completely experience!

The Heavy Command Cruiser, officially named the P-1112 Aigaion, along with its escort of ECM Kottos and Gyges battlecruisers have been spotted patrolling the edge of our airspace. Normally we cannot approach this fleet due to its sheer firepower. However fortune is in our favour today. Our reconnaissance reports that the Aigaion is in the process of refueling. Our intelligence tells us its radar is almost completely unable to detect any type of movement from the front while doing so. Garuda Team, you will be given a complement of fighters and bombers to assist your attack. This is our best chance to take out this beast in a loving homage to the Ace Combat 6 mission.

Ruleset:
Low Unit Cap (16)
Increased Allied Unit HP (2x)
Limit of 1 Tier 5 unit per type

Higher enemy block health (2x)
Lower enemy unit HP (0.5x)

Units build fast (4x)
Units are cheap (0.25x)
No crash damage

Banned:
Tier 4 and 5 Naval units
Processors
Foreshadow player control

2+ Players Recommended
Playtime: ~4 hours
Popular Discussions View All (1)
1
12 Aug, 2023 @ 4:38am
Cleared in 1:18:52 (multiple t5 bug)
l0colucas1
11 Comments
348joey 5 Sep, 2023 @ 3:57pm 
@hiromi_teija On the off chance that you were waiting for permission to use my partial guide in another thread, sure, go ahead. Just credit me as the author.
R4-D10 7 Aug, 2023 @ 10:37am 
ace combat moment :)
l0colucas1 31 Jul, 2023 @ 5:42am 
My first clear of it showed how well those two work here when I was spamming all t4s. My only attempt so far with 4 attacking unit types tried Velas, but they couldn't handle defending the buffed drones and my defense got shredded. I have messed around with micromanaging one of each t5, it was hard to enjoy with the amount of time it took constantly retargetting the Corvus away from the drones while trying to move them all around. It took a lot of pausing to make the Corvus do what I wanted, which made it very tedious to do.
hiromi_teija  [author] 31 Jul, 2023 @ 12:01am 
I've personally like using T4 spiders and T4 ground support to finish off the map. the 2x unit health makes heal tanking really strong. But I've seen people win the map building one of each T5 and micromanaging them.
l0colucas1 30 Jul, 2023 @ 3:36pm 
Doing this with 4 attacking unit types seems to be possible: Flares & Horizons for the first two ships, Brydes for the second two & wings of the mainship, spam a t5 to clean up the rest. Even t4 spam works as long as you can wait out the buffed drones coming in.

Completed in ~2:17:00 with the main changes being using Minkes to speed up the second ship, and using all t5s for cleanup. Will be trying to complete in under 2 hours as it looks very possible
hiromi_teija  [author] 17 Jun, 2023 @ 2:28pm 
@348joey Thanks for writing the partial guide! I'll likely archive what you wrote in a separate thread for future players if that's ok.
348joey 17 Jun, 2023 @ 12:10pm 
(Continued guide)
Cleared of long-range and AOE ground attacks, send in some Daggers to start tearing things apart, just stay clear of remaining Lancers at the top. Squeeze a few Daggers along the bottom edges once the Copper Walls are cleared. Move quickly and in a group of only 2, and the Lancers's shots will miss until you're on the other side of their defenses. Target the power relays for the menders and power down the Parallaxes. Fully vulnerable to air, take out the remaining Lancers.
The second ship is much simpler. Just make some T2 Risso-line ships. These can even help protect against incoming air attacks on your new base, though a bunch of Parallaxes and Scatters work as well. You could also just use T2 Risso-line ships for the first ship, but where's the fun in that?
348joey 17 Jun, 2023 @ 12:10pm 
The first ship can be taken out by first softening up the bottom-most defenses with a Hail that is as close as it can be without getting in range of either of the Ripples. Once softened up, get a few Crawlers and spread them out a bit to attack the lead supplying drills or those drills' energy supply or output belts. Should only take 2 or three small groups of about 5 Crawlers to do. Now robbed of lead production, either funnel waves of air units in, or just use the Gamma over and over to exhaust any remaining ammo on the Scatters. Carefully position some Flares to take out the Ripples and the bottom Lances and Arcs. You may want to manually control a flare to get <i>just</i> in range of the Wave's water supply router.
Character limit. Continued in next comment.
348joey 17 Jun, 2023 @ 11:47am 
(continued)
Disabling explosion damage means you can't kamikaze units until something breaks, though the menders already prevented that. More importantly, it means you don't need to have all of your defenses and supply lines covered with menders from the constant enemy air waves. As long as you kill the unit before it's in range, it doesn't hurt you.A huge area of land with no resources is available around your starting position to place all the industry and production buildings you desire. Boosted unit build speed, reduced unit build cost, and a limit of one T5 unit of each type at a time encourage actually making an efficient production line to pump out units rather than just sitting back to make one clump and steamrolling with it.
348joey 17 Jun, 2023 @ 11:46am 
Using the enemy cores to dump materials that fuel higher tier production is pretty clever. Taking out either the core or the relays of cores triggers stronger waves, and this is clearly marked by the info boxes next to the mass drivers.

I especially appreciate that you didn't resort to using power, item, or fluid source blocks. You can see the flow of resources and supplies and cripple production and defenses as you see fit.

Menders combined with increased block health make it so you can't just simply 'slingshot' attacks with low tier units to destroy defenses outside of their range. The high tier ship units and manual control of foreshadows are disabled to discourage and mitigate out-ranging cheese.
Character limit. Continued in next comment.