Ok, Here's an idea. It will only work if you are only a few jumps away from your enemies HW but if you do it right, you'll be in good shape. The main idea here would be to rush Timed explosives and take out your opponents means of either production (factory), or production of Lrms(labs). Start out by building 2 military labs a Marza and a good deal of scouts (8-12). Don't forget to get a colonizer frigate after a few scouts have been produced. Soon as the Marza is done scuttle the cap ship factory and build a 3rd Military lab. Research timed explosives. By now the first couple of scouts you've made should have found your opponents hw. You have to mircro manage them to find it, don't let them wander out to the rest of the system by engaging auto explore and try to keep them together in packs of 2 or 3. Locate your enemies hw and roid. Once you find his roid, immediately attack constructors, same at the hw. Keep a close eye on your scouts because when timed mines research is finished it will start out on autocast on all your scouts, so you'll want to turn it off so they don't use it on something undesirable. There is actually a hotkey to select ALL scouts, it will be beneficial to find it and use it to turn off autocast on all your scouts. Your marza should be colonizing your roid during all of this and then heading towards your opponents roid, if you feel you can kill the militia at a planet in between you and your opponent quickly do so and move on, if not have a scout that's used T.E. already run circles around the well to keep the neutrals busy while your Lrms pass through to the front lines, you DON'T want your ships to be any kind of damaged before they reach the battle. Soon as timed explosives is finished start researching LRMs and building them along with more scouts (make sure to turn off autocast on the scouts when they come out. Once your scouts destroy all constructors target VALUABLE buildings with the scouts, frigate factories and labs should be your first targets, and then repair bays if you weren't able to kill the constructors before one went up. Respawn time for constructors isn't too terribly long so keep an eye out for them. 4-5 scouts should be able to handle any 1 structure, but you may need 1 more per building if there's a repair bay present. T.E. takes around 15 minutes to cool down, so its not very likely you'll have a ship able to use it twice, making scouts that haven't used it more valuable so keep that in mind. When your Marza reaches his roid start bombardment immediately if there's no enemy ships in the well. Your LRMS will likely be outnumbered if your opponent is Vasari, but you can use your scouts to help bring them down. Be sure to keep an eye out in both wells (roid and hw, and check to see if there's a 3rd colonized planet so you can send scouts there to kill constructors) for constructors and kill them immediately with scouts, you cannot let him build anything. Without reinforcements your Marza, Lrms and scouts, and a few flaks (for damage soaking and carrier counter if you need them) should be able to overpower the enemy fleet, and if you can keep his constructors from building, it won't matter how much feed the guy gets. That is the KEY to the strategy though so be ever vigilant. Learn and use the hotkeys to select ALL cap ships and all scout ships to make managing them easier. It'll take some practice, but you can be pretty deadly if you do it right.
Against Vasari I would recommend going after his frigate factory first, since Assailants only require 1 lab and your opponent will likely have at least 2 when your scout fleet arrives. It is more difficult to pull off against Vasari because of this and the fact that space eggs colonizer makes building construction faster.
Against Advent, use your best judgement about targeting priority, but DO NOT let an advent player produce too many Illuminators and keep any production of drone hosts to a minimum.
Its not difficult to counter this strategy, but in order to do so you have to see it coming and be decent at micro managing. The easiest thing to do to counter is build a few static defenses and a repair bay, but generally people don't do this (ai does so it probably won't work as well) and it won't really work if the scouts are already in the well killing stuff. Repair bays will keep constructors and building alive while static defenses (maybe 2-3 turrets) will be able to blow a scout or two away before they can set charges. A carrier rush could also potentially counter this strategy, but you can adapt to a carrier rush simply by building flaks instead of lrms. You'll most likely see an Advent player attempt this so keep a look out for it. 3 or 4 drone hosts can ruin things pretty quickly.