Difference between revisions of "User:Breeze one/sandbox2"

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{{FCC Links}}
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==Beam Harbingers==
{{FCC Doctrine Links}}
 
==Rail Moas==
 
 
{| style="padding:0px;"
 
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|caldari|48}}</div>[[File:Moa.jpg|128px|]]</div>
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| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|amarr|48}}</div>[[File:harbinger.jpg|128px|]]</div>
| valign="middle" style="padding:4px;" | You would be forgiven for thinking that Rail Moas would be another Caldari Sniper doctrine, in the tradition of [[Longbow Cormorants]], or Rail Feroxes. However the Moa lacks any range bonus, unlike the other two ships, making the Rail Moa more of a mid-range brawling ship than a pure sniper
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| valign="middle" style="padding:4px;" | Beam Harbingers follow a fairly standard fitting philosophy for T1 Battlecruiser doctrines – using long range weapons (beam lasers in this case) to project up to a  substantial range, while still holding a decent tank and reasonable close range application for brawling
  
While the Moa can be fitted with Blasters as a pure close range brawler, its relatively low speed, and lack of range projection in this form makes it relatively unimpressive versus alternatives such as Thoraxes or Omens. Fitting Rails however allows the Moa some flexibility in range, while still benefitting from its good tank and damage bonus
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Beam Harbingers are a solid all-rounder of a combat doctrine. They lack the double range bonus of the Ferox, or the high volley damage of the Hurricane, instead gaining a larger overall damage boost, and marginally improved tracking. In general, Harbingers are usually considered a second tier doctrine for most groups, but they still make for an effective, well rounded fleet – and one which can sometimes surprise an opponent due to not being as ubiquitous as Feroxes or Hurricanes
 
|}
 
|}
 
==Implementation==
 
==Implementation==
 +
Beam Harbingers are essentially a well-rounded fighting doctrine, as opposed to a skirmish (Hurricanes) or sniping doctrine (Feroxes). They can opt to fight at 60-70km with Aurora crystals and out-range some other doctrines, however this is still only considered mid-range by EVE standards, and they can and will be kited at this range by Feroxes, sniper Battleships, or doctrines such as Cerberuses. Instead, Harbingers are best used as flexible mid-range brawlers
  
The Rail Moa does its best damage at around 20km, with Antimatter ammunition. The twist for the Rail Moa though is that by loading T2 Spike ammunition, it can also project equally good damage out to 40-50km. T1 fit variants can match the range with Thorium ammunition, however the falloff in damage is significant for T1 fitted ships
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As well as being out-ranged, the Harbinger is slightly slower than the FCC Feroxes, but its unique strengths are its higher tank and low signature radius (due to an armor tank), superior overall damage output from its damage bonus and drone bay, and good tracking compared to railgun fitted ships, especially when using tracking scripts in its tracking computer in its mid-slots. The instant ammunition switching of laser turrets is also a useful strength
  
This flexibility makes Rail Moas a solid T1 Cruiser option for Null Sec combat, where range control can be difficult, and the flexibility to engage at long range is arguably more important than having the good tracking to deal with small ships, which will be a less frequent opponent in this space. In comparison to [[BLAP Caracals]], which are the closest comparable for this style of fighting, the Moa carries a heavier tank, and more sustained (and instantly applied) damage, versus the Caracals’ high burst damage, and excellent application to small ships, but long reload times between clips
+
Given these features, its slight advantage over its comparables is in its combination of strong close ranged performance and good projection. As an example of how this might work; against a Ferox fleet, a Harbinger fleet would aim to start a fight in brawl range, taking advantage of its superior damage (630 DPS at 20km), tracking and signature radius, then as an opponent pulls range on you, rapidly switch through the longer range crystals to maintain damage – taking advantage of their laser’s instant ammunition switches. Most times, by the time a doctrine such as Feroxes has pulled enough range to kite you, you will have applied a substantial blow to their fleet via your superior close range damage. If not, now is the time to disengage
  
The Moa, like most T1 Cruisers, struggles for capacitor stability with a MWD fitted. While some fleets will fit an Afterburner to avoid this issue, this is usually a tactic used for fixed objective fights, and is less useful for roaming fleets where the speed to reposition on-grid and escape bubbles is very useful. Instead, a capacitor booster can be fitted in the mid slots to address the capacitor issues. This does detract from your shield tank, however the Moa’s innate tank bonus means that even with this compromise, its tank remains roughly equivalent to other T1 Cruisers, at around 35k EHP
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While the Harbinger isnt fast at 900m/s unheated, this is still only 200m/s slower than an FCC Ferox, meaning that the Feroxes will only slowly pull range on your fleet if you can start up close
  
The tactics for the Rail Moas are largely an extrapolation from that of [[Good Omens]]. When facing larger, or equally sized opponents such as Battlecruisers, you will want to fight at relatively close range, aim to use your higher damage, better tracking Antimatter ammunition, and take advantage of your mid-range to switch targets within a large fleet very quickly and easily, to break Logistics reps, or to target logistics ships themselves. Depending on the size of ship you are engaging, you may wish to try and get under their guns, or to maximize your own damage application by minimising transversal
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Against other doctrines with shorter ranges than the Harbinger (such as most Cruiser doctrines or actual brawlers), a Harbinger fleet may choose to pull range and snipe from up to 70km with Aurora which it can do equally effectively
  
Be aware that ships such as Feroxes or Harbingers will easily out DPS you at longer ranges, or simply out-range you entirely if allowed to, and therefore if they pull range, you should be looking to disengage, or at the least, reposition
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The worst case for a Harbinger fleet is to start a fight with a sniping doctrine at range already, forcing you to slowly burn in towards them. An interesting way to maximize the Harbingers effectiveness is in combination with a Command Destroyer with a Micro-Jump Field Generator. This can allow the fleet to instantly jump 100km in any direction, letting you jump on top of, or at least closer to, a kiting doctrine set up at range, or slowly pulling out of your range. With a couple of these ships, it is very difficult for any fleet to kite you out permanently
  
Against smaller sized ships such as Frigates or Destroyers, where tracking could be a concern, or against rarer fleets of brawling fit battlecruisers, the Moas will most often burn away from an opponent, to minimize transversal, force them to chase you, and allow you to apply your medium guns from range
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Multifrequency is your highest damage and default ammunition for brawling. Aurora is your best long range damage for those with T2 guns, or Radio for T1. Standard crystals are your mid-range choice. Given you will swap crystals frequently and rapidly, its easiest to call for colors – Red = Radio/Aurora, White = Multifrequency, Yellow - Standard
 
 
In either situation, the fleet will want to be anchored on a single anchor or the FC in order to ensure the fleet stays together, and remains at the preferred range for the engagement
 
 
 
The Moas do not carry any tackle of their own, due to the lack of mid slot space, plus the tendency of the doctrine to fight on the edge of tackle range. This means you rely on Interceptors, and Interdictors to prevent an opposing ship or fleet from leaving the grid. Once again, this makes Rail Moas optimal in Null Sec, while in Low Sec the lack of bubble mechanics means this fleet may struggle to catch opponents
 
  
 
==Fleet Composition and Fits==
 
==Fleet Composition and Fits==
  
====Mainline DD====
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====Primary DD Fit====
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The only real point of contention of a Harbinger fleet is the mid slots. An MWD and Cap Booster are essential to allow mobility and cap stability respectively, yet this leaves two mid-slots free. At least one is used for a tracking computer, usually with tracking speed script loaded by default. The second can be used for unbonused EWAR – Damps are often used to shut down enemy kiting ships or Logi. However for simplicity, and also to compensate for low skills, the Uni suggested fit below uses two tracking computers instead. Scripts should be swapped depending on engagement tactics, and also on skills – if a pilot cannot reach the range that the fleet is fighting at, the scripts can be used to assist with this
  
T2 Guns are strongly preferred due to the excellent damage which Spike gives you at long range. T1 fits lose a lot of DPS at the longer ranges when using Thorium or Iron ammunition, reducing your flexibility slightly
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As usual with battlecruiser fleets, you have the option to incorporate Command Bursts into the mainline DD themselves – this lets you maximize your DPS ships. However as noted above, Harbingers work well with Command Destroyers for the use of Micro Jump Field Generators, so this may be a case where you would be better placed to favor a dedicated ship for your command bursts
 
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Line 97: Line 174:
 
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| fitName=Harbinger Command Burst
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 +
 
 +
====Logi====
 +
As a fighting doctrine, Harbingers need a good Logistics wing to maximize their sustained damage over the course of a pitched battle. Either the Augoror or Exequeror are fine here, although need to be MWD fitted to keep up with the mainline ships - so unfortunately BLAP Augorors dont work here. The Augoror does offer a more forgiving fitting however, and better tank for Uni fleets
 +
{{ShipFitting
 +
| ship=Augoror
 +
| shipTypeID=625
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| fitName=T1 MWD Aug
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| fitID=T1-MWD-Aug
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| high3name=Medium Coaxial Compact Remote Armor Repairer
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| high4name=Medium 'Regard' Remote Capacitor Transmitter
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| high4typeID=16495
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| high5name=Medium 'Regard' Remote Capacitor Transmitter
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| rig3name=Medium Ancillary Current Router I
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| drone2name=open
 
| drone2name=open
Line 164: Line 317:
 
| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=623:2048;1:10190;2:1353;1:8419;1:5011;1:9632;2:35660;1:14278;5:31754;1:31718;1:31790;1:2486;3:22983;2000:23025;2000:28668;50:32006;25::
+
| shipDNA=625:5839;1:11259;1:11249;1:11317;1:11229;1:35659;1:6160;1:41155;1:5279;1:29011;1:16443;3:16495;2:31055;2:31360;1:2205;4::
 
| fleetup=
 
| fleetup=
 
| alphacanuse=N
 
| alphacanuse=N
 
}}
 
}}
 
====Logistics====
 
 
Given you are, or should be, anchored on one ship when fighting, cap chaining Logi such as Ospreys can work well here, and in general, are more forgiving of low skills than independent Logi such as Scimitars. Either can work, however Uni FCs may wish to call for Osprey Logi to fit with the BLAP Skillplan which many pilots will have trained
 
  
 
====Support Ships====
 
====Support Ships====
 +
Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles.
 +
A Huginn or two for long webs can be very useful for taking down smaller scouts or tackle trying to get under your guns, or for ships trying to pull range
  
Your primary scouts and tackle remain Interceptors as always. However due to this being an almost exclusively Null Sec doctrine, and given the tactics noted above, it would be frankly negligent to not have at least 2 Interdictors with the fleet. Sabres are (as usual) your best bet, due to the combination of speed, shield tank, and low signature radius
+
As mentioned, Command Destroyers work well in this fleet, both for use of command bursts and for the MJFG. Your primary Command Bursts are your tanking ones, so there is little to choose between the Pontifex and Magus for the role. Magus is marginally preferred for skirmish boosts, but either works fine.
 
+
{{ShipFitting
Your second best support ship (after a Sabre) is a Command Destroyer. The MJFG helps with fleet repositioning, and the command bursts can increase tank, or decrease signature radius, amplifying the existing strengths of the doctrine. The Bifrost offers better flexibility of Command Bursts, with a useful bonus to Skirmish boosts as well as the standard Shield boosts, while the Stork generally carries a larger DPS threat. There is little to choose from, however if you already have sufficient DPS in fleet, the Bifrost is probably marginally more suitable
+
| ship=Magus
 
+
| shipTypeID=37483
Finally, as tracking is a constant concern for this doctrine, webbing ships can be very useful to maximize damage application. The Hyena is your best option here, as it can hold a decent shield tank, compared to an Ashimmu. A Huginn would also be viable, but is a considerable cost investment compared to the rest of the fleet
+
| fitName=Support Magus
 +
| fitID=Support Magus
 +
| low1name=Dark Blood Adaptive Nano Plating
 +
| low1typeID=14003
 +
| low2name=Corpii B-Type Explosive Plating
 +
| low2typeID=18744
 +
| low3name=Damage Control II
 +
| low3typeID=2048
 +
| low4name=400mm Rolled Tungsten Compact Plates
 +
| low4typeID=11309
 +
| mid1name=1MN Y-S8 Compact Afterburner
 +
| mid1typeID=6001
 +
| mid2name=5MN Y-T8 Compact Microwarpdrive
 +
| mid2typeID=5973
 +
| mid3name=Micro Jump Field Generator
 +
| mid3typeID=37479
 +
| mid4name=Initiated Compact Warp Scrambler
 +
| mid4typeID=5445
 +
| high1name=Armor Command Burst II
 +
| high1typeID=43552
 +
| high2name=125mm Gatling AutoCannon II
 +
| high2typeID=2873
 +
| high3name=125mm Gatling AutoCannon II
 +
| high3typeID=2873
 +
| high4name=125mm Gatling AutoCannon II
 +
| high4typeID=2873
 +
| high5name=Skirmish Command Burst II
 +
| high5typeID=43556
 +
| rig1name=Small Command Processor I
 +
| rig1typeID=43894
 +
| rig2name=Small Trimark Armor Pump II
 +
| rig2typeID=31057
 +
| drone1name=Hobgoblin II x3
 +
| drone1typeID=2456
 +
| drone2name=Warrior II x5
 +
| drone2typeID=2488
 +
| drone3name=Hammerhead II x2
 +
| drone3typeID=2185
 +
| charge1name=Barrage S x2400
 +
| charge1typeID=12625
 +
| charge2name=Armor Energizing Charge x300
 +
| charge2typeID=42832
 +
| charge3name=Rapid Repair Charge x300
 +
| charge3typeID=42833
 +
| charge4name=Armor Reinforcement Charge x300
 +
| charge4typeID=42834
 +
| charge5name=Evasive Maneuvers Charge x300
 +
| charge5typeID=42838
 +
| charge6name=Rapid Deployment Charge x300
 +
| charge6typeID=42840
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| warsop=A
 +
| warsopReason=
 +
| version=LATEST
 +
| showTOC=Y
 +
| shipDNA=37483:14003;1:18744;1:2048;1:11309;1:6001;1:5973;1:37479;1:5445;1:43552;1:2873;3:43556;1:43894;1:31057;1:2456;3:2488;5:2185;2:12625;2400:42832;300:42833;300:42834;300:42838;300:42840;300::
 +
| fleetup=
 +
| alphacanuse=N
 +
}}

Latest revision as of 08:52, 22 May 2022

Beam Harbingers

Logo faction amarr empire.png
Harbinger.jpg
Beam Harbingers follow a fairly standard fitting philosophy for T1 Battlecruiser doctrines – using long range weapons (beam lasers in this case) to project up to a substantial range, while still holding a decent tank and reasonable close range application for brawling

Beam Harbingers are a solid all-rounder of a combat doctrine. They lack the double range bonus of the Ferox, or the high volley damage of the Hurricane, instead gaining a larger overall damage boost, and marginally improved tracking. In general, Harbingers are usually considered a second tier doctrine for most groups, but they still make for an effective, well rounded fleet – and one which can sometimes surprise an opponent due to not being as ubiquitous as Feroxes or Hurricanes

Implementation

Beam Harbingers are essentially a well-rounded fighting doctrine, as opposed to a skirmish (Hurricanes) or sniping doctrine (Feroxes). They can opt to fight at 60-70km with Aurora crystals and out-range some other doctrines, however this is still only considered mid-range by EVE standards, and they can and will be kited at this range by Feroxes, sniper Battleships, or doctrines such as Cerberuses. Instead, Harbingers are best used as flexible mid-range brawlers

As well as being out-ranged, the Harbinger is slightly slower than the FCC Feroxes, but its unique strengths are its higher tank and low signature radius (due to an armor tank), superior overall damage output from its damage bonus and drone bay, and good tracking compared to railgun fitted ships, especially when using tracking scripts in its tracking computer in its mid-slots. The instant ammunition switching of laser turrets is also a useful strength

Given these features, its slight advantage over its comparables is in its combination of strong close ranged performance and good projection. As an example of how this might work; against a Ferox fleet, a Harbinger fleet would aim to start a fight in brawl range, taking advantage of its superior damage (630 DPS at 20km), tracking and signature radius, then as an opponent pulls range on you, rapidly switch through the longer range crystals to maintain damage – taking advantage of their laser’s instant ammunition switches. Most times, by the time a doctrine such as Feroxes has pulled enough range to kite you, you will have applied a substantial blow to their fleet via your superior close range damage. If not, now is the time to disengage

While the Harbinger isnt fast at 900m/s unheated, this is still only 200m/s slower than an FCC Ferox, meaning that the Feroxes will only slowly pull range on your fleet if you can start up close

Against other doctrines with shorter ranges than the Harbinger (such as most Cruiser doctrines or actual brawlers), a Harbinger fleet may choose to pull range and snipe from up to 70km with Aurora which it can do equally effectively

The worst case for a Harbinger fleet is to start a fight with a sniping doctrine at range already, forcing you to slowly burn in towards them. An interesting way to maximize the Harbingers effectiveness is in combination with a Command Destroyer with a Micro-Jump Field Generator. This can allow the fleet to instantly jump 100km in any direction, letting you jump on top of, or at least closer to, a kiting doctrine set up at range, or slowly pulling out of your range. With a couple of these ships, it is very difficult for any fleet to kite you out permanently

Multifrequency is your highest damage and default ammunition for brawling. Aurora is your best long range damage for those with T2 guns, or Radio for T1. Standard crystals are your mid-range choice. Given you will swap crystals frequently and rapidly, its easiest to call for colors – Red = Radio/Aurora, White = Multifrequency, Yellow - Standard

Fleet Composition and Fits

Primary DD Fit

The only real point of contention of a Harbinger fleet is the mid slots. An MWD and Cap Booster are essential to allow mobility and cap stability respectively, yet this leaves two mid-slots free. At least one is used for a tracking computer, usually with tracking speed script loaded by default. The second can be used for unbonused EWAR – Damps are often used to shut down enemy kiting ships or Logi. However for simplicity, and also to compensate for low skills, the Uni suggested fit below uses two tracking computers instead. Scripts should be swapped depending on engagement tactics, and also on skills – if a pilot cannot reach the range that the fleet is fighting at, the scripts can be used to assist with this

As usual with battlecruiser fleets, you have the option to incorporate Command Bursts into the mainline DD themselves – this lets you maximize your DPS ships. However as noted above, Harbingers work well with Command Destroyers for the use of Micro Jump Field Generators, so this may be a case where you would be better placed to favor a dedicated ship for your command bursts

Harbinger T2
Harbinger: Harbinger T2
EFT
[Harbinger, Harbinger T2]
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II

50MN Y-T8 Compact Microwarpdrive
Small Capacitor Booster II
Optical Compact Tracking Computer
Optical Compact Tracking Computer

Damage Control II
1600mm Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

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


Valkyrie II x5
Warrior II x5

Aurora M x6
Gleam M x6
Imperial Navy Multifrequency M x6
Optimal Range Script x2
Tracking Speed Script x2
Navy Cap Booster 400 x29

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Harbinger T1
Harbinger: Harbinger T1
EFT
[Harbinger, Harbinger T1]
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I

50MN Y-T8 Compact Microwarpdrive
Small Capacitor Booster II
Tracking Computer II
Tracking Computer II

Damage Control II
1600mm Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

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


Valkyrie II x5
Warrior II x5

Imperial Navy Multifrequency M x6
Imperial Navy Ultraviolet M x6
Imperial Navy Microwave M x6
Optimal Range Script x2
Tracking Speed Script x2
Navy Cap Booster 400 x29

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Harbinger Command Burst
Harbinger: Harbinger Command Burst
EFT
[Harbinger, Harbinger Command Burst]
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Armor Command Burst II

50MN Y-T8 Compact Microwarpdrive
Small Capacitor Booster II
Optical Compact Tracking Computer
Optical Compact Tracking Computer

Damage Control II
1600mm Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Co-Processor II
Heat Sink II

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


Valkyrie II x5
Warrior II x5

Aurora M x6
Gleam M x6
Imperial Navy Multifrequency M x6
Optimal Range Script x2
Tracking Speed Script x2
Navy Cap Booster 400 x29

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Logi

As a fighting doctrine, Harbingers need a good Logistics wing to maximize their sustained damage over the course of a pitched battle. Either the Augoror or Exequeror are fine here, although need to be MWD fitted to keep up with the mainline ships - so unfortunately BLAP Augorors dont work here. The Augoror does offer a more forgiving fitting however, and better tank for Uni fleets

T1 MWD Aug
Augoror: T1 MWD Aug
EFT
[Augoror, T1 MWD Aug]
Medium Coaxial Compact Remote Armor Repairer
Medium Coaxial Compact Remote Armor Repairer
Medium Coaxial Compact Remote Armor Repairer
Medium 'Regard' Remote Capacitor Transmitter
Medium 'Regard' Remote Capacitor Transmitter

50MN Y-T8 Compact Microwarpdrive
F-90 Compact Sensor Booster, ECCM Script
F-23 Compact Remote Sensor Booster, Scan Resolution Script

IFFA Compact Damage Control
Energized Thermal Membrane II
Energized Kinetic Membrane II
800mm Rolled Tungsten Compact Plates
Energized Explosive Membrane II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Ancillary Current Router I


Acolyte II x4

ECCM Script x1
Scan Resolution Script x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Support Ships

Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles. A Huginn or two for long webs can be very useful for taking down smaller scouts or tackle trying to get under your guns, or for ships trying to pull range

As mentioned, Command Destroyers work well in this fleet, both for use of command bursts and for the MJFG. Your primary Command Bursts are your tanking ones, so there is little to choose between the Pontifex and Magus for the role. Magus is marginally preferred for skirmish boosts, but either works fine.

Support Magus
Magus: Support Magus
EFT
[Magus, Support Magus]
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES