Difference between revisions of "Uni Armor Fleet"

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(triying to actually do some work)
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Amarr
 
Amarr
  
 +
<pre>
 
[Harbinger, Close Range Armor dps]
 
[Harbinger, Close Range Armor dps]
 
Damage Control II
 
Damage Control II
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Hornet EC-300 x5
 
Hornet EC-300 x5
 
Warrior II x5
 
Warrior II x5
 +
</pre>
  
 
Job: Apply dps
 
Job: Apply dps
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- optional fit a Medium Neut in Highs for one ANP II instead of an EANM II (when you hunt capital ships)
 
- optional fit a Medium Neut in Highs for one ANP II instead of an EANM II (when you hunt capital ships)
  
 
+
<pre>
 
[Prophecy, Armor Command
 
[Prophecy, Armor Command
  
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Hornet EC-300 x5
 
Hornet EC-300 x5
 +
</pre>
  
 
- drop guns if you have to, you are there to  boost, not to shoot
 
- drop guns if you have to, you are there to  boost, not to shoot
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- When you are the only booster, those two links are the way to go, even a lvl. 4 Guardian is still cap stable with those
 
- When you are the only booster, those two links are the way to go, even a lvl. 4 Guardian is still cap stable with those
  
 
+
<pre>
 
 
 
[Armageddon, Uni Armor fleet]
 
[Armageddon, Uni Armor fleet]
 
Damage Control II
 
Damage Control II
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Ogre II x5
 
Ogre II x5
 +
</pre>
  
 
- It has no ECCM as it is intended for the use in the Logi armor fleet. Enemy ECM ships with amarr jammers have either something better to jam (your Guardians) or you are dead soon anyway
 
- It has no ECCM as it is intended for the use in the Logi armor fleet. Enemy ECM ships with amarr jammers have either something better to jam (your Guardians) or you are dead soon anyway

Revision as of 00:27, 29 September 2012

Fleet Doctrine Navigation Panel
Fleet Doctrine Main Page Introduction
Main Fleet Types: Uni Tackle and E-War Uni Armor Fleet Uni Kiting Shield Fleet
Secondary Fleet Types: Uni Hydra Destroyer Fleet Uni Alpha Fleet

2.1 General description

The Close Range Armor fleet is a setup that revolves around armor tanking ships that are supported by armor Logistic ships. As armor ships tend to be slow, this fleet usually excels at close range brawling situations. It is good for static fights at certain points of interest (e.g. station, gate, cap ship). Another advantage of the armor fleet is that every armor ship usually has some room to fit tackle or ewar in the medium slots. As a slow close range fleet, it is vulnerable to kiting/sniping fleets that manage to stay out of the engagement range of the armor fleet and use their speed to keep it that way. To counter that, one can bring a sniper add-on squad that (depending on the numbers) will most likely not be able to destroy enemy ships but might be able to scare them away.

2.2 pros and cons

Advantages: Very high staying power on the field due to the Logis As armor fleets tend to be slow and static, they are a bit easier to FC than kiting shield fleets where the FC and the pilots also have to check for their ranges, align points and such Close Range setups deal a lot of damage at their optimal

Disadvantages: T2 Logis are quite an investment so this fleet is not cheap Close range fleets are easily countered by a good kiting/sniping fleet Logis are vulnerable to being alpha’ed, to ECM/RSD and to neuts

2.3 Command structure


2.3.1 Full command structure with CS and links FC – Skirmish warfare links (they benefit everyone’s sig and prop mod cap) WC main body and Logi body – Armor warfare links SC – just leadership V, bring a boosting BC for an Ewar squad if you like

2.3.2 Small gang command structure with BCs and links FC – A single evasive maneuvers link WC main body and Logistics – Passive defense and Rapid Repair warfare link SC Logistics – the other armor warfare link (don’t go overboard on that one)

2.4 Tactics

The close range fleet setup is quite easy to implement. Usually you will get your main body into the fight as close as possible (either by being punted or by warping to your tacklers which you sent in first). Usually the Logistic and Ewar body will warp in on your main body anchor at a bit closer than their engagement range (e.g. at 50). The Logistics and Ewar body will then usually anchor on the Logistics anchor and try to stay at that range to mitigate damage. In certain situations it can make sense to keep the Logistics body right at 0 on the target as well. This is the case if you can better protect your Logistics body by being close (e.g. when they can deaggress and jump a gate or dock at a station or when there is the risk of getting probed down and then being engaged out of the close range of the main body).


2.5 Fits

2.5.1 Main body

The main body of the Close Range Armor fleet consists of heavily armor tanked ships BC and BS sized ships


Amarr

[Harbinger, Close Range Armor dps]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

Experimental 10MN MicroWarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
Medium Capacitor Booster II, Cap Booster 800

Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Hornet EC-300 x5
Warrior II x5

Job: Apply dps

- Fits with Electronics V - Switch an EANM II for an ANP II if you lack CPU - optional fit a Medium Neut in Highs for one ANP II instead of an EANM II (when you hunt capital ships)

[Prophecy, Armor Command

Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
Co-Processor II

Command Processor I
Experimental 10MN MicroWarpdrive I
J5b Phased Prototype Warp Scrambler I

125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
Armored Warfare Link - Rapid Repair II
Armored Warfare Link - Passive Defense II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Hornet EC-300 x5

- drop guns if you have to, you are there to boost, not to shoot - talk to your boosting colleagues who is bringing which booster - If you have a fleet mate that can also bring 2 boosters, one of you can bring some other booster or drop it (in case of the latter, you might want to change the rest of the fit) - When you are the only booster, those two links are the way to go, even a lvl. 4 Guardian is still cap stable with those

[Armageddon, Uni Armor fleet]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Adaptive Nano Plating II
Adaptive Nano Plating II
Heat Sink II
Heat Sink II
Tracking Enhancer II

Medium Capacitor Booster II, Navy Cap Booster 800
Prototype 100MN MicroWarpdrive I
Warp Scrambler II

Medium Nosferatu II
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Ogre II x5

- It has no ECCM as it is intended for the use in the Logi armor fleet. Enemy ECM ships with amarr jammers have either something better to jam (your Guardians) or you are dead soon anyway - It has no neut on it, as Amarr ships have a hard time on cap anyway - Don’t expect to be able to use your medium nos on something, be glad when you can though, it will save cap charges - You can just drop the med nos to switch an ANP II for an EANM II - You can also fly an Abaddon but it is much more expensive and usually has cap issues that need to be worked around