Inherited turn: Ok, I think we have waaay too many Ion fighters, and not nearly enough bombers.
The fleet we have built up should be capable of taking worlds, but only one planet at a time. Blah to that! We want to be progressing on multiple fronts simultaneously, and we certainly have more than enough fighter power to do so... at least against the Sakkra and Darloks. However, the Humans now have Scatter Pack VII missles, so we will now need a new bomber design to be effective against them, and more than one instance of it; that is, one bomber stack to dodge missle base fire, and one stack to move in for the kill on them. I don't want to build too many more ships as I would like to come up with new designs soon, when Impulse Engines comes in or shortly thereafter. I increase research to Propulsion and Weapons. I plan to scrap just about everything but our massive Ion 3.0 fleet once our new bomber design is ready, and replace them with new designs.
2481: I moved our bombers to take another shot at Quayal before the Darlok fleet arrives, and bomb 66 out of 75 pop off the planet. Destroy about 500 Human smalls and a dozen mediums at Tau Cygni, at the cost of a few obsolete missle boats. They have a new design, a large with a bunch of antimatter torps on it. Fighter bait! However, they can actually hurt our missle bases...
2482: Speaking of which, a small Human fleet containing those new larges (named Escort) is inbound at Altair, so I send the Ions from Kholdan there. Impulse Drives come in, select Ion Drives next.
2483: We steal Battle Computer VI from the Humans, and ECM Jammer III from the Sakkra.
2484: Capture Nazin, at the cost of about half our small bombers. We get Repulsors, Energy Pulsar, Merculite Missles, and Bio Toxin Antidote. Vox and Phyco send troops to Romulas in anticipation of our fleet moving there.
2485: Autoblasers come in, we start Hercular missles next. Steal Graviton Beam from the Sakkra.
2487: Capture Romulas, at the cost of our remaining bombers and some of our obsolete Hyper-X boats. I scrap our warp 3 bomber and Hyper-X designs, and will start production of new designs this round.
The bombers are pretty straightforward. I design two stacks of them so we will be able to dodge missle fire with one and hit the bases with the other. The fighters get upgraded with the much-maligned-by-Maniac Graviton beam. I find that it's not a bad fighter beam once it gets miniaturized a fair bit. Megabolt is better, but requires even more miniaturization.
2490: Still building lots of fighters/bombers & dealing with incoming fleets. Nothing threatening so far. I have the planets set up to build what I think are good amounts of ships, trying to aim for roughly even numbers of AMB 5.0 and AMB 5.1 ships. Vega is set up to produce Grav 5.0 fighters, but needs to max first (with some pop inbound from Incedius this turn.) It'll be able to start production next turn.
Since vmxa says he's not used to using small bombers
I'll provide some additional suggestions about numbers with which to attack. You'll probably want about 200 of each kind of bomber before you start going on the attack with that fleet and starting to build another one. (That is, you want enough bombers to destroy all the bases on a planet in one salvo.) Use the Grav fighters and our remaining Ion fighters only to protect the planets you intend to hold until the tranports arrive and shields + bases are up. We shouldn't need to actually invade all that many human planets to get all their tech and have enough range to reach their remaining worlds, so choose the planets that will help most in that regard. If you use the bombers to attack planets where the human fleet is weak or absent, you should be able to glass their worlds with no problems, even without fighter cover for the bombers. Let me know if you don't understand what I mean by distracting the missle bases with one bomber stack while the other stack moves in for the kill, though I expect you do know what I mean.
And the save:
http://www.civfanatics.net/uploads10/rbo7a_2490_save3.zip