Kalls are opportunists. If they don't ally with the Morgruls they won't turn against you by themselves.
Putting TL's on Hunters takes them away from the more useful fighters, that's why I only arm Hunters with basic lasers. Remember that the size of your navy is entirely dependent on your TL production, and that Starfighters are maybe 20 times better than Hunters, so it's 20 / 4 = 5 times better to use your TL's on Starfighters.
Either the "sow dissention in the League" mission trigger has a random element or I don't know exactly how to trigger it. I've played through twice more, and although I got full intel (spy sat + ship + manned visit) on all alien colonies I was never offered the mission (or able to offer the mission).
It takes 6 groups, total 181 tanks, to have a reasonable chance of winning against 8 aircraft. You can do it on 4 (121) if you keep reloading until you get lucky. (The single leftover tank is a decoy -- move it behind the others and the enemy will likely charge your line of 30-tank groups to get to it.)
Here's an exploit if you hate trucking minerals around all the time: if you hit the clock accelerator while on the "transfer" screen, mineral production gets supercharged. You can get a full load of Energon from Russel in a very short time just by spinning the clock while the transfer screen is up. I don't so much use this feature to cheat as to avoid the boring, completely pointless supply runs that take up so much of the mid-game.
Destroyers are easy targets for ground-based defenses. You need a few for their hyperdrive, of course, but you might consider keeping the rest you build in New Earth's defense fleet or only using them in engagements in open space. (Actually whoever said not to build them was right. Who wants to build a TL-armed ship that's only useful for defense, when you could use the TL's on fighters good for everything?)
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