Cheap Invasion Glitch

(NOTE: I just got the recent patch, not sure if this has been fixed, but from the notes i don't think it has)

Even had a well developed, high-pop planet you want to capture while leaving most of the buildings intact?

As of now, a little glitch lets you do it relatively easily. Damage to planet quality and loss of buildings is only calculated when you successfully capture a planet. So, bring two transports. The first one used Mass drivers and devastates the pop but (ideally) fails to conquer the planet. Then the next one goes in with either traditional warfare or mini-soldiers, rolls over the few remaining colonists, and captures the planett with most or all of its structures intact.

This should probably be fixed.
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Is this a bug?, cheese? or a legitimate tactic?

I just tried this and it works on beta 3 . If you send one transport 1000 troops and do core detonation and mass drivers they can sacrifice themselves but kill 4x5 times the defending troops because of the mass driver/core detonation bonuses. After they can kill of most/some of the defending troops, but still loose, the planet doesn't suffer any penalty (because you haven't conquered it), But then you can just fly in a new large invasion fleet using tradtional invasion tactics and beat up on the greatly reduce garrison and conquer the planet. You get to reduce the garrison using the MD/CD tactics but don't suffer any penalty unless you misjudge and you sacrificial MD/CD attacks are misjudged and you actually conquer the planet by mistake?

Is multiple invasions per turn a legitimate tactic?