Difference between revisions of "Golden Horde Punishers"
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Revision as of 15:38, 19 November 2017
Template:FCC Links Template:FCC Doctrine Links
Golden Horde
The Golden Horde are Blaster MWD Punishers. They are effectively the Armor version of the Magic Merlins, aiming to brawl up close and personal against larger opponents. Like the Merlins they take advantage of the ships natural resist bonus, while also using the huge amount of low slots to fit a frankly ridiculous armor tank. A well skilled Punisher has by far the highest EHP of any T1 frigate, and is on a par with most T2 frigates (for around a fifth of the cost). Due to the high resists, they also catch reps exceptionally well.
As the Punisher has no damage bonus to a particular weapons type (only a capacitor bonus for lasers) it can be fitted effectively with any weapons system. This doctrine uses Neutron Blasters for the highest possible close range DPS of any weapons system. Four turret slots mean the overall DPS of a Blaster Punisher exceeds even Magic Merlins. Alternative close range weapons systems, like Autocannons, or Pulse Lasers can be used depending on pilot skills, however the Blaster version is preferable due to the high DPS |
Implementation
Your basic strategy is to use the MWD to close range fast, then once scrams/webs are applied to your opponent, orbit at 500m, deactivate the MWD (to reduce signature radius) and deploy short range Void or Antimatter ammunition into the face of your prey
Your strengths are your huge tank, low sig radius, and great resist profile meaning you catch Logi reps very well. A couple of Logi ships in a Punisher fleet can render you almost unkillable except by high alpha damage. In addition, with Neutron Blasters, you have a huge 200+ DPS per ship to deploy at close range
The Punisher’s main weakness however is its speed. With the Microwarpdrive it can catch almost anything Battlecruiser and above, but it is slower than the Magic Merlins, and most fast nano-kiting Cruisers and smaller will still be able to pull range if not scrammed immediately. Watch your opponent’s speed and disengage if he’s kiting you.
The second weakness is that it only has two mid-slots. One is always used for the MWD, while the second can hold either a Warp Scrambler, or a Web. Your fleet needs both, so make sure you have your fleet swap modules around to ensure a good spread of both. This requires a little more micromanagement for an FC, and neglecting this can create issues later on in the fleet
In terms of targets, this remains a gank doctrine primarily aiming for fighting small numbers of large, slow ships (Battleships etc). It is also capable of fighting well against similar brawling fleets such as Magic Merlins, or T2 Assault Frigate fleets, however anything which has a range and speed advantage is a concern (Jackdaw fleets, Cormorants etc)
As a close range brawling frigate doctrine, the natural home of the Golden Horde is in Faction Warfare Low Sec, where small ship fleets can thrive, and where plex mechanics allow better control over engagement ranges in the event of a fleet vs fleet fights
Fleet Composition
The primary DD fits are as below, however as noted, the strong preference is for the Blaster variant
Primary (Blaster) DD Fit
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
5MN Y-T8 Compact Microwarpdrive
Faint Epsilon Scoped Warp Scrambler
400mm Rolled Tungsten Compact Plates
Magnetic Field Stabilizer II
IFFA Compact Damage Control
'Refuge' Adaptive Nano Plating I
'Refuge' Adaptive Nano Plating I
Small Anti-Explosive Pump I
Small Anti-Kinetic Pump I
Small Trimark Armor Pump I
Void S x751
Null S x750
Pulse Laser DD Fit
Gatling Pulse Laser II, Scorch S
Gatling Pulse Laser II, Scorch S
Gatling Pulse Laser II, Scorch S
Gatling Pulse Laser II, Scorch S
5MN Y-T8 Compact Microwarpdrive
Faint Epsilon Scoped Warp Scrambler
400mm Rolled Tungsten Compact Plates
Heat Sink II
IFFA Compact Damage Control
'Refuge' Adaptive Nano Plating I
'Refuge' Adaptive Nano Plating I
Small Anti-Explosive Pump I
Small Anti-Kinetic Pump I
Small Trimark Armor Pump I
Scorch S x4
Conflagration S x4
Imperial Navy Multifrequency S x4
Autocannon DD Fit
200mm AutoCannon II, Republic Fleet Fusion S
200mm AutoCannon II, Republic Fleet Fusion S
200mm AutoCannon II, Republic Fleet Fusion S
200mm AutoCannon II, Republic Fleet Fusion S
5MN Y-T8 Compact Microwarpdrive
Faint Epsilon Scoped Warp Scrambler
400mm Rolled Tungsten Compact Plates
Gyrostabilizer II
IFFA Compact Damage Control
'Refuge' Adaptive Nano Plating I
'Refuge' Adaptive Nano Plating I
Small Anti-Explosive Pump I
Small Anti-Kinetic Pump I
Small Trimark Armor Pump I
Republic Fleet Fusion S x961
Barrage S x960
Republic Fleet EMP S x960
Inquisitor MWD Armor Logi
Your MWD frigates require an MWD Logi to support them effectively. 3:1 ratio of DD to Logi is ideal. As noted earlier, Logi support scales very well with the Punishers huge buffer, and high resists, so always ensure you have a decent spread of Logistics ships to maximize the capability of this doctrine
Small Solace Scoped Remote Armor Repairer
Small Solace Scoped Remote Armor Repairer
Small Solace Scoped Remote Armor Repairer
Small Capacitor Booster II
5MN Y-T8 Compact Microwarpdrive
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
400mm Rolled Tungsten Compact Plates
Damage Control II
Small Trimark Armor Pump I
Small Ancillary Current Router I
Small Trimark Armor Pump I
Light Armor Maintenance Bot I x1
Navy Cap Booster 400 x7
MWD Hyena
The slow speed of the Punishers means that ships with long range webs are arguably essential to slow down ships at long range, so that the Punishers can close range and lock a target down with their own scrams and webs. The Hyena is the ideal ship for this, however if you want to retain the T1 profile (to enter a Novice plex etc) then a Vigil Fleet Issue can fulfill this role with slightly lower effectiveness. One Hyena per 10 ships is probably sufficient.
5MN Quad LiF Restrained Microwarpdrive
Sensor Booster II
Stasis Webifier II
Stasis Webifier II
400mm Rolled Tungsten Compact Plates
Micro Auxiliary Power Core I
Damage Control II
Small Anti-Explosive Pump I
Small Trimark Armor Pump I
Targeting Range Script x1
Scan Resolution Script x1
ECCM Script x1
Support Magus
An Armor Command Destroyer offers huge flexibility of mobility and tactical options with the MJFG, while Command Bursts can push the already high tank even higher, or give you a slight speed burst – however as a T2 Destroyer it is an expensive addition to an otherwise very cheap doctrine, and should not be considered essential
Armor Command Burst II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
Skirmish Command Burst II
1MN Y-S8 Compact Afterburner
5MN Y-T8 Compact Microwarpdrive
Micro Jump Field Generator
Initiated Compact Warp Scrambler
Dark Blood Adaptive Nano Plating
Corpii B-Type Explosive Plating
Damage Control II
400mm Rolled Tungsten Compact Plates
Small Command Processor I
Small Trimark Armor Pump II
Hobgoblin II x3
Warrior II x5
Hammerhead II x2
Barrage S x2400
Armor Energizing Charge x300
Rapid Repair Charge x300
Armor Reinforcement Charge x300
Evasive Maneuvers Charge x300
Rapid Deployment Charge x300