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Raido Kudonen
This doctrine’s biggest weakness is that compared to the other BLAP doctrines, it is relatively high commitment because you’re fairly slow and fight with your DPS wing in tackle range of the enemy fleet. As a result, if you engage a gang outside your weight class, you’re going to take a lot of losses and probably not trade well. Some examples of gangs you shouldn’t fight without a substantial numbers or tactical advantage (such as being able to boosh off part of their fleet) follow. It’s difficult to quantify a tactical advantage, but I included the rough numerical advantages to give you an idea of what you need.
All “armor HAC” doctrines are very strong against Vexors. Sacrileges (flown occasionally by RDRAW), Zealots (same, also flown by several Calmil organizations), and Augoror Navy Issues (flown by any number of lowsec entities, also by Brave Newbies in null) can all defeat Vexors unless outnumbered by at least 3:1 for the HACs and 2:1 for the ANIs.
Some faction cruiser doctrines used in lowsec (CALSF’s Navy Osprey doctrine, various Gila doctrines) are difficult for Vexors to trade against because they combine very strong tank with a lot of DPS. You need about a 2:1 numbers advantage to engage them.
T3 AHACs, such as BLOC’s drone Proteus doctrine, mashed-up beam Legions/rail Protei (NC/PL, Goons, Co2, PM/Snuff/RDRAW, Waffles, others), and HAM Legions (all high-class and most low-class Wspace alliances, literally nobody outside Wspace) are a hard counter to these Vexors. Do not engage a group of T3 AHACs without at least a 5:1 advantage (if they’re using Guardians) or more logi than they have DPS (if they’re ~elite hisec pvp~ and using waves of neutral logi). Fortunately, people typically use these (and comparable fleets of faction battleships/command ships) for stratop timers rather than roaming or reaction fleets.
Finally, high-projection doctrines that aren’t easily damped to your engagement range are a serious threat, and you should usually leave field after hazing tackle. Examples include Cerbs (~70km lock range with one damp), Jackdaws (~75-80km lock range with one damp), and blobs of Cormorants or Talwars (you can’t damp enough of them).
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