So, uh, obviously our first priority is better spaceships. Controlling the orbit of a planet is what really matters, after all.
Interplanetary Makeshift Warship (Mk I): Take the design of the ITC. Strip out unnecessary civilian systems. Replace them with launchers capable of launching guided explosive missiles. We also reinforce the hull to the point that it is at the very least resistant to small arms fire.
These 'Warships' will be capable of destroying any Amoakian ships that get in their way, allowing us to control interplanetary space. They will not have any transport capacity, as all available space is given over to military systems.
goddamnit
The Interplanetary Transport Craft's individual weight limit makes an exception for Units, as that was its original intention - transporting personnel. However, the lack of proper cargo bays on the ITC means large items with individual weights above 1 CU can't be effectively stowed on board.
The ITC is essentially a civilian personnel transport craft that can fit cargo in spaces where people aren't located in. The description of the ITC will be updated to reflect this, as the omission of an exception for Units in the description was an error from editing the posts.
Does that mean we also cannot take our radios anywhere, since they take up 2 CU?
So anyway, about our tactics. As it stands, our current transports can move two units each- but those two units would be entirely unarmed. If I'm reading it correctly, a unit with a Printed Pistol and X112 spacesuit takes up
2.3 2.43 CU.
We could use two ships to transport 3 units at a time- the first ship with two unarmed units in it, the second ship with one unit and all the equipment (4 CU and 3.3 CU)
As I see it, what we should do tactically is move three units in two ships to capture a resource-bearing world- preferably one we reckon they might also attack, because if they send 1 unit and we send 3, we win- and 1 unit to capture the 'worthless' planet of B2. If they choose to go after resources only, we can capture B2 uncontested, after which it will take them a minimum of 4 turns to retake it. Having a planet right next to their homeworld will put pressure on them, making them act recklessly.