House of the Dying Sun

House of the Dying Sun

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How to Purge the Traitor Lords in Challenge Mode
By Vasily Krysov
I've seen most people failing to make it past the "mid stage" of most daily challenges. So I've written this guide to help others.
   
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How to train your be the Emperor's Dragon.
So, are you a bad enough dude to rescue the president slaughter the Emperor's enemies? I'll tell you the best way to do this in the challenge mode.


Interceptors
Shields: You must have them as they are the only thing standing between you and getting one-shot by railguns. Not even Juggernaut + Carapace Armor would save you from that. Also, they recharge which armor cannot do.
AP Ammo: Makes you more effective against the big things you want to kill as this also effects your bombs. Two bursts of Purifier bombs will not kill a carrier unless you have AP ammo! Also, smaller stuff like fighters are already in OHK territory unless they have Juggernaut armor or shields for your...

Long Rifle: The ability to reach out and touch the enemy is something that you must have. It is OHK against fighters, 3HK against corvettes (with AP) and 4HK against heavy destroyers (with AP). So as a result you can make short work of enemy swarms or the escort of carriers. Furthermore, the ability to snipe off the torpedo turrets of carriers from a safe distance will make your life so much easier on your approach for bombing runs. You can also snipe out bridges or simply blast away at targets from max range if you'd prefer too. Don't be afraid to snipe flak or repair drones at range. However if the enemy has shields you are screwed unless you have....

Fury Missiles: Equal against shields and hull in practical terms this is what you will use to crack the shields for lighter enemies. If it's a fighter with shields, you can just dump the magazine and count it as dead. One magazine will take out the shields of a corvette or a heavy destroyer. You can also use it to finish off enemies, pop drones and even distract enemy omniflak from you as they will instead focus on the missiles.

Purifier Bombs: They're simply superior to the Scarab, so use these.

Destroyers
Shields: With shields your destroyers will be two-shot by railguns and Carriers have two railguns at a time. Do the math.
Shield Extenders: Your destroyers job is to (briefly) take the heat off you while they are alive. doubling their shields is the most effective way of doing this.

Torpedoes: Your only form of long-range (7km) shield damage that is actually worrying to a capital, you simply must choose this. They'll also handle all lighter targets well too.
Omniflak: When massed it'll slaughter fighters just as well if not better than the point defense and can shoot down torpedoes, the 2nd greatest thread to your capitals after railguns. A must take.

Frigate
Shields: Railguns are weaker to shields, and the frigate needs the leeway to do it's job. Regenerating HP is also always nice.
Repair Drone: For fixing your fleet up between waves, you only need one drone to do this.
Omniflak: For the same reason as destroyers. Keep your capitals lumped together and they'll live much longer!

Tactics:
  • -If there is a wave with flak drones, snipe them ASAP. They will ♥♥♥♥ your interceptors up faster than you can blink.
  • -Ditto for repair drones, but they are usually lower priority.
  • -If fighting a Carrier wave (four Carriers), take out the carriers with railguns first as they are more dangerous to you than torpedoes that can only do 8.5km, which is much less than your 12km Long Rifle.
  • -However if the Carriers have shields this is inverted. You want to take out the torpedo carriers with purifier bombs ASAP first, as they make approaching to under-shields range much more difficult than railguns.
  • -Another tactic against shielded carriers is to "cross the T" or to attack aggressively from the front of their line as they warp in. The front carriers will block the railguns and torpedoes of the back carriers with their shields which will make your approach for a purifier bomb-run much easier. You should be able to take out one or two carriers in the first minute with this tactic.
  • -Also, do not be afraid of sacrificing your interceptors to get fresh bomb reloads. As such try to only "graze" on escorts in carrier waves as needed so you have enough chaff to keep respawning. An exception to this is enemy frigates with torpedoes as they're simply too dangerous to your fighters. Eliminate them as soon as possible.
19 Comments
NvMe 令 14 Jun, 2023 @ 8:41am 
excellent guide and great comments, i always appreciate when people give reasons why to choose some equipment others instead of just "hurr hurrr just use *insert equipment* cos its op" and then not elaborate
zheeeh 17 Jan, 2022 @ 2:36pm 
if you wanna go real risky, kamikaze chassis and the gap drive mean you can warp on top of the traitor lords, crash into them (preferably on the bridge), and it can almost one shot them. very risky, and takes a lot of practice since you have to survive the build up to the traitor lords with 20hp and no shields, with at least 2 interceptors remaining so that one can crash and the other can shoot the capsule. high risk high reward. if you pull it off perfectly, a traitor lord battle can be over in less than a minute
FiresBullets 16 Mar, 2020 @ 1:41pm 
I personally give my destroyers the healing drones since you have three of them.

I also outfit my executors with autocannons and gap drives so you can take out enemy ships with long range capability, like carriers with artillery, out surgically before they pound your caps away

I also don't give my caps any orders per the tab menu but instead just give them movement orders to positions far from the enemy where they can act as long range fire support and as a healing base for my interceptors you can jump to via the gap drive

Luckily you don't need the gap drive reset because the recharge time with 20s is pretty short.
Max Charisma 27 Feb, 2020 @ 11:08am 
Flak drones on your interceptors make you immune to torpedo spam and you can help with the flak screen provided by your capitals if they are getting hit hard by capital and fighter torpedoes. They also have the added benefit of slaughtering enemy repair drones and sometimes even flak drones if you catch the wave just as they are deploying them. Unfortunately they are very lazy about targeting enemy ships and provide very little damage on the occasions that they do so. Kamikaze and gap drive are situationally useful. I mostly stick to either flak drone or AP rounds.

ECM takes down shields faster than missiles and you can lob them far past the range that they provide a tone. Use the target indicator window to adjust your fire in these situations.
Max Charisma 27 Feb, 2020 @ 11:05am 
Stay behind and under enemy corvettes to avoid their flak cannon and front facing gun and you can fight in a thick of them unscathed, though it is still better to pick them off with the long rifle when/if you have the chance.

Your greatest enemy is the friendly ai armed with the long rifle. Even with diligent micromanagement you will frequently find your wingmen dead in the water many km away from the action or locked in never ending dogfights that can drift very far off grid. With no asteroids to suicide on, that fighter slot is wasted until they make it back.k.
Max Charisma 27 Feb, 2020 @ 11:05am 
Drop your purifier bombs on the carriers bridge for a quick take down. Alternatively you can pick the bridge off on your approach which will leave you with a larger surface area to choose from. Sniper carriers tend to migrate to the extreme edges of the field so it may be useful to take out the engines before you approach from above so they cannot turn the guns to face you. Use the flight direction indicator to aim bombs and break off from the target quickly. This is useful for cleaning up 4 frigate waves.

Without AP rounds: destroyers, especially those with juggernaut armor, can be a pain to deal with. One good destroyer group approaching in a mob can wipe out your capitals. Focus on taking out their bridges to quickly bring them down to half health and their engines while their guns are still out of range of your capitals.
Veritas 4 Oct, 2019 @ 8:03am 
Worth mentioning, while the gap drive is very very good in the campaign missions, the AI gets too jump happy in the challenge mode and will get themselves killed jumping straight into flak drones if you don't constantly micromanage them. Even the "cover me" order can tell them "hey i should jump to that carrier in the middle of all that flak.That's a big factor in why the long rifle is the go-to choice, you don't get to project your interceptors wherever you want, and they're the strongest ships in your fleet- downtime gets your destroyers deleted, and then there's no flak screen for your frigate and it goes downhill
KajiTetsushi 21 Jan, 2019 @ 9:50am 
Last thing I can think of:

Shoot the (Carrier) bridge
All capital ships have bridges. Sniping the bridge off with the Long Rifle will chop a capital ship down to below 50% hull and strip its shields clean off. The only bridge that really matters is that on a Carrier.

If you're desperate to conserve Purifier Bombs, especialy in "3+ Carrier, 2+ Frigate" fleet runs without carelessly saccing your Executors just because you let your guard down, then try this alternative.
Feynrik 11 Apr, 2017 @ 6:46am 
Carriers with artillery can shoot 20.000 m. At the fight to death arena there is almost impossible with the Longrifle with its 12k m range to get into action before a barrage of counterfire as there are three carriers and two frigates at about level 9-12. My best suggestion is to when you realize this composition of enemy appears you go straight into where they will appear (as they have about 30seconds localisation time to where they are after hyperdrive) and take out immidiately the two frigates at the end of column. Then in the order of who carrier got the artillery guns as well as you fire upon the incoming yours capital artillery fires!
Hobo Misanthropus 14 Sep, 2016 @ 3:55pm 
The one thing I'm really still experimenting with is Destroyer setup. I can't really seem to find any use for those Long Range torpedos, despite them on Paper being better than the cannons. Omniflak definitely seems the way to go though, I don't even think I've seen the Point-Defense guns fire at anything. No light craft, and certainly no capitals ever get close enough for that.