While the 'neer trick is one of the best weapons in the game, it can backfire if the opposition knows it's coming. This is exactly what happened in this game. Pel'Nor opened the jump from his Home World to Rabbit Hole and I was there waiting for him.
We had the early map advantage. OZ quickly captured what became Jabberwocky, giving her the opportunity to allow me to colonize Rabbit Hole for a stargate jump point. While OZ held off tranix I was able to explore as far into Pel'Nor's territory as Bandersnatch. Pel hit BR-2 before OZ and before I could get ships up there, so was able to nuke Jabberwocky.
Pel'Nor hadn't made any of his forward planets builders, so I could tell by the ships coming that either his Home World or another builder was the unexplored planet below Bandersnatch. With the gate landing area right below there I was thinking of my own 'neer trick from early on in the game, so when he explored Tin Man and could see the link west I suspected he would try it himself.
I therefore left a BR-1 science ship sitting in Rabbit Hole just waiting for him to open the link. He tried it first from his hw to Jabberwocky, but when my fleet destroyed his ships he quickly reclosed that link.
That left Boo Jum exposed. Instead of falling for the bait and sending my whole fleet up to nuke it, though, I sent a single ship and moved the rest back to Tin Man. Sure enough, the next turn he opened the link to Rabbit Hole. I sent that BR-1 sci through the jump, moved my fleet over to kill his exploring sci, and gated in a few more ships for the attack next turn.
This caught him with his pants down. He cleary wasn't expecting my whole fleet to come pouring through at him, and he didn't have nearly enough ships to defend. My fleet destroyed his and nuked him the next turn.