Beruflich Dokumente
Kultur Dokumente
Sajuukthanatoskhar
Leader of +10 Squad, Stratop Commander,
Sovola Containment Officer, RusRus Containment Crew
December 7, 2015
Contents
0.1
Update History . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1 Windrunner Tornados
1.1 Skill Requirements . . . . . . . . . . . . . . . .
1.2 The Fit . . . . . . . . . . . . . . . . . . . . . .
1.2.1 Generation 2 Standard Fit . . . . . . . .
1.2.2 The Wind Master . . . . . . . . . . . .
1.3 The Fleet setup . . . . . . . . . . . . . . . . . .
1.3.1 Supporting ships . . . . . . . . . . . . .
1.4 Flying WR Tornados . . . . . . . . . . . . . . .
1.4.1 Default Scripts . . . . . . . . . . . . . .
1.4.2 Bookmarks . . . . . . . . . . . . . . . .
1.4.3 Scouts! . . . . . . . . . . . . . . . . . .
1.4.4 Supporting Tackle . . . . . . . . . . . .
1.5 What can you engage? . . . . . . . . . . . . . .
1.5.1 How WR Tornados die . . . . . . . . . .
1.5.2 Sneaky Stealth Bomber/Blops Scramble
1.5.3 Bombs . . . . . . . . . . . . . . . . . . .
1.5.4 Command Destroyers . . . . . . . . . .
1.6 Special Moves . . . . . . . . . . . . . . . . . . .
1.6.1 Sobana Overrun . . . . . . . . . . . . .
1.6.2 Snapback Maneuver . . . . . . . . . . .
1.6.3 Bandsaw Mode . . . . . . . . . . . . . .
1.7 Acknowledgements . . . . . . . . . . . . . . . .
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15
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2 Windrunner Claws
17
2.1 Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . . . . 17
3 Windrunner Hurricanes + HFIs
3.1 Skill Requirements . . . . . . . . . . . . .
3.2 Fit . . . . . . . . . . . . . . . . . . . . . .
3.2.1 Windrunner Hurricane . . . . . . .
3.2.2 Windrunner Hurricane Fleet Issue
3.3 Defense of the fit . . . . . . . . . . . . . .
3.4 Supporting Ships for fleet . . . . . . . . .
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18
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20
21
22
3.5
3.6
3.7
3.8
Fleet Setup . . . . . . . . . . . . . . . . . .
3.5.1 Jobs! . . . . . . . . . . . . . . . . . .
3.5.2 MJD Timer . . . . . . . . . . . . . .
3.5.3 Dscanner . . . . . . . . . . . . . . .
3.5.4 Local Watcher . . . . . . . . . . . .
What can you engage . . . . . . . . . . . .
3.6.1 Tackle Fleets . . . . . . . . . . . . .
3.6.2 EWAR Frigates . . . . . . . . . . . .
3.6.3 Interdictors . . . . . . . . . . . . . .
3.6.4 Cruisers . . . . . . . . . . . . . . . .
3.6.5 Battlecruisers and Battleships . . . .
3.6.6 Bombers and Command Destroyers .
3.6.7 Assault Frigates . . . . . . . . . . .
3.6.8 Lachesis . . . . . . . . . . . . . . . .
Special Moves . . . . . . . . . . . . . . . . .
3.7.1 Sobani Trample . . . . . . . . . . . .
3.7.2 Evasive Maneuvers! . . . . . . . . .
3.7.3 The E-bait-ive Maneuver . . . . . .
Acknowledgements . . . . . . . . . . . . . .
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24
Abstract
In which we learn how to fly Wind Runner Tornados. But its really hard.
And now I have to impart my wisdom on the subject before I become the latest
lawn ornament in the French Alps at the hands of a suicidal jet-liner pilot.
0.1
Update History
Updated on the 3rd December 2015 for incoming changes to EVE regarding
command destroyers.
Chapter 1
Windrunner Tornados
Wind Runner Tornados are a particularly special breed of the 1400mm fit that
is known to most EFT warriors and theorycrafters as the particularly old and
venerable alphafleet doctrine, one of the oldest strict ship doctrines known to
EVEkind. The fit goes back to the roots of alphafleet battleship doctrines used
by the then Clusterfuck Coalition, utilising the amazing alpha strike capabilities
of the 1400mm howitzer artillery turret. It is then evolved into the current
and expanding meta of tier 3 (attack) battlecruisers, where the hulls can fit
battleship guns for maximum damage. The racial agility of the tornado is
then exploited for fast aligns using inertia stabilizers with the final touch of
hyperspatial warp speed rigs to increase its base speed from 2.7 to 4.69 or 5.07
AU/s with 8% warpspeed implants.
The fleets that they go into are seen as a support fleet doctrine with definite
shock doctrine elements added in. The hit and run tactics combined with powerful alpha enables them to headshot key ships and persons with ease. Their
warp speed allows for special abilties such as snapback and bandsawing.
1.1
Skill Requirements
The fit has several variants for different reasons. This is mostly to do with skills
affecting align speed.
The minimum skills required to fly the Wind Runner Tornado in a fleet is
Minmatar Battlecruiser 1
Large Projectile Turret 1
Evasive Maneuvering 4
Spaceship Command 4
This allows the align speed of a WR Tornado to be 5 seconds in a fleet with
Skirmish Warfare trained to level 5. Wing Command 3 - 5 is recommended
for the fleet commander as they need to give those agility bonuses to their fleet.
Of course, to use all 8 guns without Reactor Control Units, Advanced Weapon
Upgrades is needed, but guns can be turn off or not fitted at all - with reduced
alpha as a result. The skills listed above do not list the necessary prerequisite
skills and need to be trained as a result.
1.2
The Fit
The standard fit is the 2nd Generation Fit which improves on the versatility
of the first fit by adding non-combat modules to the huge cargohold. These
include cloaks, microwarp drives and reactor control units. Historically, the fit
used Gallium meta 3 turrets but these were seen as irrelevant in the face of meta
4 Scout turrets.
1.2.1
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Scout
Artillery
Artillery
Artillery
Artillery
Artillery
Artillery
Artillery
Artillery
I,
I,
I,
I,
I,
I,
I,
I,
Domination
Domination
Domination
Domination
Domination
Domination
Domination
Domination
EMP
EMP
EMP
EMP
EMP
EMP
EMP
EMP
L
L
L
L
L
L
L
L
Figure 1.1: The Tornado has a warp speed of 4.69 AU/s, 5.07 AU/s using the
implant
Protip : You dont need Astronautic Rigging to 4 to fit the tech II
Hyperspatial rigs, you can do this without skills.
1.2.2
Howitzer
Howitzer
Howitzer
Howitzer
Howitzer
Howitzer
Howitzer
Howitzer
Artillery
Artillery
Artillery
Artillery
Artillery
Artillery
Artillery
Artillery
II,
II,
II,
II,
II,
II,
II,
II,
Republic
Republic
Republic
Republic
Republic
Republic
Republic
Republic
Fleet
Fleet
Fleet
Fleet
Fleet
Fleet
Fleet
Fleet
EMP
EMP
EMP
EMP
EMP
EMP
EMP
EMP
L
L
L
L
L
L
L
L
having an increased alpha. Because of the reactor control unit, the need for
Advanced Weapon Upgrades is null and void, but Large Artillery Specialization is required in its stead for the Tech II turrets. Overall this is a
longer train for those with not much skillpoints in projectile weapons but have
trained up for Heavy Assault Cruisers.
1.3
The fleet setup for a basic wind runner fleet is simple. The FC must have
Skirmish Warfare trained to level 5 or all of the squad commanders having
trained it. The Squad Commanders must have Leadership trained to 5 to
spread the bonuses to their squads. In addition, the Fleet Commander must
have Wing Command trained to the how many squads they have of Tornados.
If the fleet is bigger than 50 people in Tornados alone (1 Wings worth), the
fleet commander will then need Fleet Command to how many wings they are
going to use.
This seems simple to remember, but people often forget, because that shits for
nerds
1.3.1
Supporting ships
Supporting ships includes triple target painter Vigils and small tackle. Interdictors maybe used for advanced grid control but can have an adverse effect to
a fleet commander with too much on their plate.
The Vigil fit is displayed below
[Vigil, Windrunner]
Signal Amplifier II
Signal Amplifier II
Target Painter II
Target Painter II
Target Painter II
Sensor Booster II, Targeting Range Script
1MN Microwarpdrive II
[empty high slot]
[empty high slot]
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Wind Runner Tornado Fleets are exemplary at supporting other ship doctrines, especially the current 2014 - 2015 meta (Pre-Carnyx). With the way
CCP is going, I expect this to be the case for remainder of the year. However,
this irritates everyone because it takes people away from the mainline doctrine
and puts them into another one that is different from the Meat Grinder meta.
1.4
Flying WR Tornados
Flying Windrunner Tornados is easy. You find your target, you move it into
optimal and know what ammo you will use (TEST uses Republic Large Ammo
by the way). You make a call and you kill what you broadcast. One target is
only needed for the most part.
For Fleet members : You dont need to align unless the FC says so (because
they might be spooked). And it could kill you if you do as you land first before
the fleet does and could put you in jeopardy of being shot.
1.4.1
Default Scripts
Normally, sensor boosters are unscripted and tracking computers are optimal
range script fit. Faction EMP or Titanium Sabot is fitted to ensure a decent
alpha is supplied at a moments notice.
Below are the ranges for the sensor booster scripts. Fleet Commanders must
remember what ranges they are going to and should call the most appropriate
ones.
0-70km Double Scan Resolution Scripts Sobana Overrun and Close Range
Drive Bys
70-135km Unscripted Sensor Booster Flexible
Up to 205km Double Target Range Scripts Killing Intercepters with no transversal
Ammo Types used
All ammo used is Republic Fleet. This is in the fits and is stressed that its
use be made at every opportunity. It is also used for structure bashing
Close Range Ammo Phased Plasma, Fusion, EMP (20 - 110km) 9.5k Alpha
Tracking Mid-Range Ammo Nuclear, Titanium Sabot (90-160 km) 7k Alpha
Sniping Ammo Proton, Carbonized Lead (150-240 km) 3-4k Alpha
1.4.2
Bookmarks
Many Bookmarks around stations will give you an edge in fighting the same
way it gave an edge to an alliance based on its number of supercarriers (circa
2011). Having many bookmarks around the place is a chore but as an FC, you
should make them yourself instead of relying on others to share them with you
- you dont know if the enemy has them as well.
Sobani Death Captain Protip: I use corporation bookmarks to share
this easily between different characters!
1.4.3
Scouts!
Having scouts such as a covert ops alt is almost mandatory but you can use
other people, but this may slow your fleet down.
Scouts can do the job of probing down the enemy, finding what they are
doing, scouting through space at a pace that is slightly faster than the Windrunner Tornado fleet itself.
Sobani Death Captain Protip: I use my alts to do this part! It makes
fleets very quick!
1.4.4
Supporting Tackle
Useful as small ship killers or perch generators for a more static grid position.
1.5
This is closely linked with the next chapter on how you welp Tornado fleets.
Sobani Death Captain Protip: Read all of this. This is information I
have learnt from FCing this doctrine. Some of these are lessons learnt the hard
way.
Battleship Doctrines
Most if not all battleship doctrines are very slow and extremely susceptable to
hit and runs. Missile battleships are extremely vulnerable. Battleships with
short range weapons and scan resolution scripted sensor boosters may be able
to alpha Tornados trying to pick them off at 60-90 km. Triage Support adds
nothing to the lethality of any battleship doctrines but implies the subcapitals
will be heavily tanked and for a small timezone, having around 25+ tornados
will cut through Russian Dominixes.
Sneaky Petes
They have the range and alpha to take out Petes at any range (even Proton)
but are susceptable to return fire. A WR Tornado fleet should not engage a
Pete fleet head on.
Sobani Death Captain Protip: Kill the FC for hilarious results!
Fast Attack Frigate Fleets
With probes, fleets like these are near impossible to kill due to warp and align
speeds with a slight counter being the snapback maneuver, provided an interdictor hasnt bubbled the old position that the Tornados are about to warp
back to.
Sobani Death Captain Protip: You cant run from these very easily.
They align and warp faster than you. You will need support or shelter.
Unsupported T1 Cruiser Fleets
Unsupported means no tackle. The cruisers themselves might have not have
points but can be taken out at range. Furthermore, shield cruisers are subject
to the Sobana Overrun technique.
Sobani Death Captain Protip: Killing these fleets are good fun.
10
Interdictors
Most interdictors arent fit for align and warp speed. You can outrun these but
you have to get individuals to burn to a destination. The shorter the warps, the
better.
Starbases
Small guns will cause issues but bandsawing can eliminate them quickly and
effectively. Bandsawing must be used and setup prior to the fleet landing on
the grid. Deathstars are easy prey to bandsawing.
Manual Turreting versus a bandsawing fleet represents constant retargetting
of individual guns on individual tornados that warp off after 5 seconds, which is
the time it takes for most small guns to lock and therefore represent no threat.
1.5.1
1.5.2
This can easily be done by tracking the warpins of the Wind Runner Tornados
and then sitting a sizeable fleet of insta-locking scrambling stealth bombers or
Black Ops Battleships near it. They will decloak and scramble Tornados as they
warp off, leaving friends to die. However this can end badly for solo bombers as
Tornados, if their warp isnt too long, can snapback and alpha the bomber in a
glorious save from death.
12
1.5.3
Bombs
2 purifier covops 5 EM bombs are enough to take out the entire fleet. Not only
would it be embarrasing, it also means you werent moving the fleet around
as you shouldve. The Windrunner fleet should not be still if bombers are in
system.
1.5.4
Command Destroyers
1.6
Special Moves
1.6.1
Sobana Overrun
This should only be done when the fleet commander is sure the group being
chased will not fight back at close range or with points.
A Sobana Overrun is done by a confident FC who chases down enemy fleets
slower than their own that cant really fight back. This includes T1 Cruiser fleets
and ships with no points. Because of the speed of the Wind Runner Tornado,
the FC can kill a person as they catch up and jump through the gate, wait out
the aggression timer and then keep up chasing the fleet.
1. The Tornados must be fitted up with Scan Resolution scripts on both
sensor boosters.
13
1.6.2
Snapback Maneuver
14
This one of the more subtle maneuvers of the Wind Runner Tornado and is
used in the case of probing enemies.
The fleet is sitting at a bookmark at a station, the enemy probes the Tornados down and warps to them, the FC wing warps somewhere else on grid to
safety. As the enemy lands, they activate another probe scan or are bewildered
at the fleets agility. This is the prime opportunity to snap back by warping
back to the bookmark at optimal and snipe the frigate with relative ease. This
can be done to probing interdictors as they rather not bubble themselves but
this is a high risk scenario as the fleet can get dragged in by the bubble of
the interdictor if the fleet warp and bubble are dropped on the same tick.
1.6.3
Bandsaw Mode
This particular special move has raised eyebrows around many military circles
in nullsec. It is more effective on structures and those who dont have Minmatar Battlecruiser trained up. Essentially, bandsawing seemingly exploits
the resetting of cycle timers on artillery turrets and the very quick warp speed
of the Wind Runner Fleet. The general idea is that the fleet warps between
two points that are spaced at a distance so that they can be warped at 100km
each time. The setup is the same in most situations with large tower forcefields
forcing the increase of this by 10km on each band.
Here is how it is done.
1. Get two frigates (for optimal setup time), select your target and tell them
to setup 130km from this target (Large Towers are 140km due to forcefield).
2. The two frigates must be in a straight line from each other and must be
around 250-260km from each other and not move for the duration of this.
Alternatively, you can bookmark their spots or do this process using a
covert ops. This cannot be done speedily on a Deathstar POS.
3. You fleet warp to the first warp point at 0m. This means that when you
warp to 100km to the second point or ship, you will warp from that first
point in a straight line and not be less than 150km from the next warp in.
Protip: If you are using actual people - you should add to watchlist as
you dont have to wait to come out of warp for the wing warp option to
become available in your right click menu. Be careful, you may leave one
or two people behind.
4. Shoot your target after you land. For the FC: You will wing warp
THEN fire on your target. Your fleet has to survive killing a deathstar
POS without being warpscrambled or alphad by medium guns.
5. You keep doing this until the battlefield changes or your target is dead.
You may need a broadcaster to help you choose targets to do this so you
concentrate on bandsawing
15
The downside to bandsawing is that you will have to force you fleet to F1
the target at each warp but because of the speed of the warp if the fleet warping
is done quickly, the DPS of the fleet will be on par with a sieged dread for every
10 Tornados.
1.7
Acknowledgements
Special thanks to Kenshin Woo and TEST MilDir in March 2015 for letting me
use this as a serious doctrine. Thanks to Naliao Vee for FCing this with me for
the first time. Biggest thanks and credit for the fleet concept goes to Securitas
Protector.
16
Chapter 2
Windrunner Claws
This fleet type is covered on the TEST wiki. I might put something here for
you guys.
2.1
Acknowledgements
Thanks to Pandemic Legion for showing how these worked, Reaver squad from
Imperium for validating their use and Durrhurrdurr, who screeched about their
greatness. Thanks to CCP for Apocrypha.
17
Chapter 3
Windrunner Hurricanes +
HFIs
Windrunner Hurricanes are the bridge between hitler amounts of firepower and
range offered by the Tornado, but the agility, turret signature and tracking
required to deal with fast and small fleets.
3.1
Skill Requirements
These ships have the same requirements as Windrunner Tornados, except you
need medium projectile turrets to maximum level as possible. Since the fit uses
tech 2, Medium Projectile turret 5 and artillery specialisation will help out alot.
3.2
3.2.1
Fit
Windrunner Hurricane
Windrunner Hurricanes have one main fit, spread across 3 different subfits on
two ships.
Near perfect or Perfect Navigation skills fit
This is for those who have Evasive Maneuvering to 4+ and Spaceship
Command 5
[Hurricane, WR Hurricane]
Gyrostabilizer II
Gyrostabilizer II
Inertial Stabilizers II
Inertial Stabilizers II
18
19
Inertial Stabilizers II
Reactor Control Unit II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Medium Micro Jump Drive
Sensor Booster II, Targeting Range Script
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
720mm Howitzer Artillery II, Republic Fleet EMP M
Rapid Light Missile Launcher II, Caldari Navy Mjolnir Light Missile
Medium Hyperspatial Velocity Optimizer II
Medium Hyperspatial Velocity Optimizer II
Medium Hyperspatial Velocity Optimizer II
Hornet EC-300 x5
Hornet EC-300 x3
Quake M x900
Republic Fleet EMP M x900
Republic Fleet Nuclear M x900
Republic Fleet Phased Plasma M x900
Republic Fleet Proton M x1020
Republic Fleet Titanium Sabot M x900
Republic Fleet Carbonized Lead M x900
Republic Fleet Depleted Uranium M x900
Optimal Range Script x4
Tracking Speed Script x2
Targeting Range Script x2
Scan Resolution Script x3
Caldari Navy Mjolnir Light Missile x200
3.2.2
3.3
The fit for this is almost parallel to the Windrunner Tornado. However, the
differences are that they have half the range, half the damage but about 5x
the chance to hit against small targets due to signature radius and tracking
speed. The MJD allows for fighting against fleets with bubblers at the expense
of extreme ranges that the medium artillery cant reach anyway. The Hurricane
and HFI have about 4x as much tank and are not fragile like the Claw or
21
Tornado, but if caught by a scrambler, cant move very fast anyway, even with
a MWD or MJD.
The FC can manage the timers of the MJD by being smart where the exit
point of the micro jump drive will be. This is easy to govern with aligns. The
fleet linemembers in hurricanes need to be on their toes to ensure they can do
the thing and give people, like FEIGN Alliance, the juice at 100km with proton.
The EC-300s are a last resort for when the Hurricane pilot is tackled and is
trying to escape the inevitable death that comes to all Windrunner ships.
Sobani Death Captain protip : The fit I use on my 10 year old Main is
the junior fit. The other fit, despite having the same EFT measured align of
the HFI fit using my skills, is still one tick slower.
Useful fitting tip: Meta 4 Guns can be used in place of T2. They do slightly
less damage.
3.4
Windrunner Vigils are excellent still. Regular Tackle is also good to have.
3.5
Fleet Setup
The fleet is setup like a Windrunner Tornado fleet but is more interactive for
its members.
3.5.1
Jobs!
3.5.2
MJD Timer
The FC cant keep track of the Fleet MJD that is sometimes needed. The best
person for the MJD Timer role is the person who knew he was last in the cycling
of their MJD.
3.5.3
Dscanner
This is probably most of the fleet when they have nothing better to do. Watch
out for Scanner Probes!
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3.5.4
3.6
3.6.1
Local Watcher
Scrambling Tackle fleets are a nightmare. Disruptors are hilarious but dont
forget that they can reach out to 25km overheated. Be cautious and watch for
their mainfleet. Engage at long range.
3.6.2
EWAR Frigates
Fragile and can be shot at with from whatever range is easiest, depending on
their main fleets position.
3.6.3
Interdictors
With or without probes, interdictors lose alot of their shine when placed against
a WR Hurricane fleet. Engage with zeal. A double MSE fit sabre will die quickly
to 10-15 Hurricanes using proton at 100km.
Logistics frigates might hamper your progress alot.
3.6.4
Cruisers
Cruisers can be shot at quite easily, escaping them is harder if you are close
range. Some cruisers will be quite tanky and in the presence of logistics, can be
impossible to kill. Stragglers are fine to deal with.
Heavy Assault Cruiserss are out of the question unless caught isolated from
their fleet.
3.6.5
3.6.6
Priority Targets. They lack the EHP to tank artillery effectively but need to
spotted quickly, as their roles allow for total fleet destruction.
3.6.7
Assault Frigates
These are slow and easy to kill. Some fleets, like Harpies and their railguns, are
to be shot at long range with, due to their own range. You might still get hit.
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3.6.8
Lachesis
This, in lieu of your MJD timer, is your arch nemesis. Most will not be scramble
fitted but have enough tank to deal with your DPS until support arrives to grind
your health down.
3.7
Special Moves
3.7.1
Sobani Trample
This is exactly the same as the Tornados Sobani Overrun, but the micro jump
drive gives you the ability to evade bubbles you land in and continue to chase
your prey down. Be mindful of your MJD cooldown.
3.7.2
Evasive Maneuvers!
The WR Hurricane fleet is fitted with a micro jump drive. The FC will instruct
you when to use this.
3.7.3
3.8
Acknowledgements
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