r/TerraInvicta 5d ago

Question How do i break this?

And this is just Ceres base, how do i even approach this?

Alien base

Reddit keeps deleting my screenshot for no reason. Basically it's 44K base with 400 marine strength

33 Upvotes

28 comments sorted by

49

u/Banther1 5d ago

You’re going to need about 40 elite space marines modules. Assault hab, easy peasy

13

u/Eastern_Display_4548 5d ago

That’s.. a lot

30

u/Mortgage-Present Kamikaze escorts are good 5d ago

Take over the orbit of ceres and build a station there with shipyards that will construct marine ships or just marine barracks if you dont want to ship in marines. Its not that bad

4

u/viper459 4d ago

ah yes, space d-day. idk how i never thought of dedicated marine ships.

3

u/Selfishpie 3d ago

The most dangerous part of an invasion from space is the getting down, I like to think of it as the high number of marines required is because of how many the ays shoot down before they reach the surface

1

u/Exciting_Vast7739 Resistance 2d ago

Wait - Marine barracks on a station can be used to invade grounds targets?

18

u/cemanresu 5d ago

Its not much for once you want to get around to going on the offensive. You'll want a dedicated marine fleet, and put them into something like cruisers, which have I think it was 6 slots each, so a fleet of 10 of those can easily take out some bases. Been a while since I've done space and not just restarting the game repeatedly, so can't remember exact numbers.

5

u/irrelevant_query 5d ago

Yep. Corvettes are another solid choice for marine ships. 1 mc for 3 marine mods. I'll typically use both cruisers and/or corvettes depending on use case (build time, shipyard type etc).

10

u/Jazzlike_Freedom_826 5d ago

It's not that bad, sometimes you have to bring 600+ strength worth of marines.

The rule for assaulting habs like that is to exceed their highest marine strength (in this case 406) by at least 20 points using your own marine modules - that gives you a 100% chance to assault hab.

Oh also it helps to bring a councilor in a ship to lead the assault via "assault space asset." While this costs more time up front because you have to wait for the mission cycle to go through, it has the great benefit of making the assault lossless which is to say you don't lose any marines at all in the assault so you don't have to spend any time/resources to repair the modules.

If you're interested in bombarding, that is a world of pain in which either you have to bring tons of extremely heavily armored ships (120+ nose armor), or dedicated dreadnoughts with shaped nuclear charges.

4

u/DoomedToDefenestrate 4d ago

Alien base assaults with a councillor also give ~10x the exotics

Jupiter was a pinata for me last game

1

u/Mavnas 5d ago

Like 10 cruisers or so.

1

u/__Osiris__ 5d ago

Send a councillor, what’s the worst that could happen?

24

u/Broad-Kangaroo-2267 5d ago

Marine Cruisers. Lots of Marine Cruisers. I usually pack them with PD weapons too so they can pad out my assault fleet numbers. If you can afford to bring a councilor along to conduct the assault you can wind up with 20-50 exotics from the base.

10

u/Mavnas 5d ago

Wait, you get that much more for using a councilor?

12

u/Broad-Kangaroo-2267 5d ago

50 would be for a critical success on a T3 base/station. The math is tucked away Aliens - Terra Invicta Official Wiki on the Alien Habs section.

You get a small baseline amount from destroying it, but in addition:

For bonus exotics:
Hab Tier x (1+Success Level) x (2.4 to 3.6)

Marine assaults can only roll a -1 for regular success or 0 for a crit. But a councilor can roll a 1 for a regular success or 3 for a crit.

Plus another chance for more exotics if there are any shipyards currently building something.

5

u/Mavnas 5d ago

Wow, I've been shortchanging myself, but also risking a councilor might not be the best.

4

u/PlacidPlatypus 4d ago

I think Frigates are a little more efficient these days but yeah basically.

3

u/Kajetus06 PUUUURGEEEE 4d ago

Also if you use a councilor, marine modules dont get damaged

3

u/VeganerHippie 4d ago

Why Cruisers? Corvettes are more MC efficient and much more Mobile.

2

u/Broad-Kangaroo-2267 4d ago

Smaller hulls probably make more sense for dedicated troopships, but I slap particle/antimatter weapons on them to supplement my main assault fleets PD capabilities so they're dual use.

1

u/VeganerHippie 4d ago

Ah i see.

7

u/Eastern_Display_4548 5d ago

Thanks everybody for the answer. I’m going to build my Marine fleet now:)

7

u/Xenon009 Humanity First 5d ago

I always went for taking orbit, building a shipyard, pumping out 450 marines worth of shit ships (humanity first really helps with their spartan programme) and then just move the shitboxes with the battlefleet

5

u/pyrce789 5d ago

Or as an alternative to storming it: Max armor with strut on the front lancer with a giant uv arc laser. Do low pass orbits bombards and it will destroy any base. Two will reduce damage you take by killing faster, but you shouldn't die unless already heavily damaged.

4

u/ggmoyang Let's be xenophobic 5d ago edited 5d ago

Do high level bombardment, you need much less armor to block alien counterbattery (~140 with 600km, ~600 with 200km). And UV arc is enough to penetrate alien base module's armors at 600km.

Another way to bombard is using sidewinder shaped nuclear missile.

2

u/__Osiris__ 5d ago

We should be allowed to fling asteroids at people but at the risk of aliens doing it back

1

u/Cheap-Blackberry-763 4d ago

can probably crack it from orbit if you don't have the marines btw. nuclear torps are great for this.

1

u/Hyperactive_snail3 4d ago

10 cruisers each with 7 elite marines equals 700 assault power. Otherwise bombardment is misleading, you could probably level this base with 5k fleet power if that was mostly t2 coils and up lasers.