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=Armor Fleet=
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= Armor Fleet =
==General description==
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== 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.  
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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.
 
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.
  
==Pros and Cons==
+
== Pros and Cons ==
  
===Advantages:===
+
=== Advantages: ===
 
Very high staying power on the field due to the Logis
 
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
 
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
 
Close Range setups deal a lot of damage at their optimal
 
   
 
   
===Disadvantages:===
+
=== Disadvantages: ===
 
T2 Logis are quite an investment so this fleet is not cheap
 
T2 Logis are quite an investment so this fleet is not cheap
 
Close range fleets are easily countered by a good kiting/sniping fleet
 
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
 
Logis are vulnerable to being alpha’ed, to ECM/RSD and to neuts
 
   
 
   
==Command structure==
+
== Command structure ==
  
 
   
 
   
=== Full command structure with CS and links===
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=== Full command structure with CS and links ===
 
FC – Skirmish warfare links (they benefit everyone’s sig and prop mod cap)
 
FC – Skirmish warfare links (they benefit everyone’s sig and prop mod cap)
 
WC main body and Logi body – Armor warfare links
 
WC main body and Logi body – Armor warfare links
 
SC – just leadership V, bring a boosting BC for an Ewar squad if you like
 
SC – just leadership V, bring a boosting BC for an Ewar squad if you like
 
   
 
   
===Small gang command structure with BCs and links===
+
=== Small gang command structure with BCs and links ===
 
FC – A single evasive maneuvers link
 
FC – A single evasive maneuvers link
 
WC main body and Logistics – Passive defense and Rapid Repair warfare 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)
 
SC Logistics – the other armor warfare link (don’t go overboard on that one)
 
   
 
   
==Tactics==
+
== 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.
 
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.
Line 39: Line 39:
  
  
=Fits=
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= Fits =
  
== Main body==
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== Main body ==
  
 
The main body of the Close Range Armor fleet consists of heavily armor tanked ships BC and BS sized ships
 
The main body of the Close Range Armor fleet consists of heavily armor tanked ships BC and BS sized ships
  
  
===Amarr===
+
== Logistics ==
====Harbinger====
 
<pre>
 
[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
 
 
 
</pre>
 
Job: Apply dps
 
 
 
- Fits with Electronics V<br>
 
- Switch an EANM II for an ANP II if you lack CPU<br>
 
- optional fit a Medium Neut in Highs for one ANP II instead of an EANM II (when you hunt capital ships)<br>
 
 
 
====Prophecy====
 
<pre>
 
[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
 
 
 
</pre>
 
- drop guns if you have to, you are there to  boost, not to shoot<br>
 
- talk to your boosting colleagues who is bringing which booster <br>
 
- 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)<br>
 
- 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<br>
 
====Armageddon====
 
<pre>
 
[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
 
</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<br>
 
- It has no neut on it, as Amarr ships have a hard time on cap anyway<br>
 
- Don’t expect to be able to use your medium nos on something, be glad when you can though, it will save cap charges<br>
 
- You can just drop the med nos to switch an ANP II for an EANM II<br>
 
- You can also fly an Abaddon but it is much more expensive and usually has cap issues that need to be worked around<br>
 
 
 
====Apocalypse====
 
<pre>
 
[Apocalypse, anti-med-sniper]
 
 
 
Damage Control II
 
Heat Sink II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Adaptive Nano Plating II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Adaptive Nano Plating II
 
Heat Sink II
 
 
 
Tracking Computer II, Optimal Range Script
 
Tracking Computer II, Optimal Range Script
 
Sensor Booster II
 
Prototype 100MN MicroWarpdrive I
 
 
 
Mega Pulse Laser II, Scorch L
 
Mega Pulse Laser II, Scorch L
 
Mega Pulse Laser II, Scorch L
 
Mega Pulse Laser II, Scorch L
 
Mega Pulse Laser II, Scorch L
 
Mega Pulse Laser II, Scorch L
 
Mega Pulse Laser II, Scorch L
 
Mega Pulse Laser II, Scorch L
 
 
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
 
 
 
 
Hammerhead II x5
 
Hornet EC-300 x5
 
</pre>
 
- This is a bit of a strange fit. It is intended to counter medium snipers that shoot around 70km (Drakes). It does 650 dps at 80+16 with scorch and has a decent but not spectacular tank<br>
 
 
 
===Caldari===
 
====Ferox====
 
<pre>
 
[Ferox, Armor]
 
Damage Control II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Energized Adaptive Nano Membrane II
 
Energized Adaptive Nano Membrane II
 
 
 
Stasis Webifier II
 
Warp Scrambler II
 
Experimental 10MN MicroWarpdrive I
 
Stasis Webifier II
 
Target Painter II
 
 
 
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
 
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
 
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
 
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
 
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
 
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
 
Medium Unstable Power Fluctuator I
 
 
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
 
 
 
 
Hornet EC-300 x5
 
 
 
</pre>
 
Job: apply dps and heavy tackle
 
 
 
Fitting advice:
 
- This is a strange fit, it still has 60k EHP and adds a lot of utility tackle in the mids.<br>
 
- In an armor gang, Caldari ships will be primaried, try to prepare or that.<br>
 
- As dps is not the biggest strength with this fit anyway, it also brings a neut.<br>
 
- If you don’t have AWU IV you fit an ACR instead of one trimark (you can then switch the meta 4 neut to T2)<br>
 
====Scorpion====
 
<pre>
 
[Scorpion, Armor]
 
Energized Adaptive Nano Membrane II
 
Energized Adaptive Nano Membrane II
 
Damage Control II
 
1600mm Reinforced Steel Plates II
 
 
 
Prototype 100MN MicroWarpdrive I
 
Enfeebling Phase Inversion ECM I
 
Enfeebling Phase Inversion ECM I
 
'Hypnos' Ion Field ECM I
 
BZ-5 Neutralizing Spatial Destabilizer ECM
 
BZ-5 Neutralizing Spatial Destabilizer ECM
 
'Umbra' White Noise ECM
 
'Umbra' White Noise ECM
 
 
 
Cruise Missile Launcher II, Caldari Navy Inferno Cruise Missile
 
Cruise Missile Launcher II, Caldari Navy Inferno Cruise Missile
 
Cruise Missile Launcher II, Caldari Navy Inferno Cruise Missile
 
Cruise Missile Launcher II, Caldari Navy Inferno Cruise Missile
 
Heavy Unstable Power Fluctuator I
 
Heavy Unstable Power Fluctuator I
 
 
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
 
 
 
 
Warden II x3
 
 
 
</pre>
 
 
 
use your range as much as possible to reduce incoming damage. Consider yourself Ewar, not dps. Use the Neuts defensively.
 
 
 
- You can bring a sensor booster for the extra range if you want to jam in falloff.<br>
 
- Bring lots of extra ECM to refit on the run according to enemy fleet comp<br>
 
- Meta 4 jammers are easier to fit, use less cap and are sometimes cheaper than the T2<br>
 
- can also fit Torpedo Launchers but need to downgrade a heavy neut for a medium neut<br>
 
 
 
 
 
===Gallente===
 
====Brutix====
 
<pre>
 
[Brutix, Armor Fleet]
 
Damage Control II
 
Energized Adaptive Nano Membrane II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Energized Adaptive Nano Membrane II
 
Magnetic Field Stabilizer II
 
 
 
Experimental 10MN MicroWarpdrive I
 
Warp Scrambler II
 
Stasis Webifier II
 
Stasis Webifier II
 
 
 
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
 
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
 
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
 
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
 
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
 
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
 
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
 
 
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
 
 
 
 
Vespa EC-600 x5
 
 
 
</pre>
 
job: apply dps and heavy tackle
 
 
 
Fitting advice:
 
- Split guns are not as bad as everyone thinks<br>
 
- The Brutix is usually considered a glass cannon, so it is likely to be high on any primary list. That’s why this fits emphasis on a decent tank and heavy tackle
 
- This fits with AWU V<br>
 
- Less AWU need to downgrade the guns<br>
 
====Myrmidon====
 
<pre>
 
[Myrmidon, double warfare boost]
 
Damage Control II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Energized Adaptive Nano Membrane II
 
Energized Adaptive Nano Membrane II
 
Armor Explosive Hardener II
 
Co-Processor II
 
 
 
Command Processor I
 
Experimental 10MN MicroWarpdrive I
 
Faint Epsilon Warp Scrambler I
 
Fleeting Propulsion Inhibitor I
 
Phased Weapon Navigation Array Generation Extron
 
 
 
Armored Warfare Link - Rapid Repair II
 
Armored Warfare Link - Passive Defense II
 
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
 
[empty high slot]
 
 
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
 
 
 
 
Ogre II x2
 
Hammerhead II x2
 
Hobgoblin II x1
 
Warrior II x5
 
Vespa EC-600 x5
 
 
 
</pre>
 
 
 
- drop guns if you have to, you are there to  boost,not to shoot<br>
 
- talk to your boosting colleagues who is bringing which booster <br>
 
- 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)<br>
 
- 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<br>
 
====Megathron====
 
<pre>
 
[Megathron, Armor Fleet]
 
Damage Control II
 
Energized Adaptive Nano Membrane II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Magnetic Field Stabilizer II
 
Magnetic Field Stabilizer II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Adaptive Nano Plating II
 
 
 
Faint Epsilon Warp Scrambler I
 
Fleeting Propulsion Inhibitor I
 
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800
 
Prototype 100MN MicroWarpdrive I
 
 
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Heavy Unstable Power Fluctuator I
 
 
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
 
 
 
 
Ogre II x5
 
</pre>
 
Fitting Advice:
 
- Switch to T2 tackle if you have the CPU to do so<br>
 
 
 
====Domonix====
 
<pre>
 
[Dominix, Armor Fleet]
 
 
 
Damage Control II
 
1600mm Reinforced Rolled Tungsten Plates I
 
1600mm Reinforced Rolled Tungsten Plates I
 
Energized Adaptive Nano Membrane II
 
Energized Adaptive Nano Membrane II
 
Drone Damage Amplifier II
 
Drone Damage Amplifier II
 
 
 
Prototype 100MN MicroWarpdrive I
 
Warp Scrambler II
 
Stasis Webifier II
 
Stasis Webifier II
 
Phased Weapon Navigation Array Generation Extron
 
 
 
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
 
Ion Blaster Cannon II, Caldari Navy Antimatter Charge L
 
 
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
 
 
 
 
Ogre II x5
 
Warrior II x5
 
Vespa EC-600 x5
 
Hornet EC-300 x5
 
Hammerhead II x5
 
Valkyrie II x5
 
Hobgoblin II x5
 
 
 
</pre>
 
 
 
===Minmatar===
 
====Hurricane====
 
<pre>
 
[Hurricane, Armor Fleet]
 
Damage Control II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Energized Adaptive Nano Membrane II
 
Energized Adaptive Nano Membrane II
 
Gyrostabilizer II
 
Gyrostabilizer II
 
 
 
Experimental 10MN MicroWarpdrive I
 
Warp Scrambler II
 
Stasis Webifier II
 
Stasis Webifier II
 
 
 
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
 
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
 
Medium Unstable Power Fluctuator I
 
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
 
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
 
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
 
Medium Unstable Power Fluctuator I
 
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
 
 
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
 
 
 
 
Vespa EC-600 x1
 
Hornet EC-300 x4
 
 
 
</pre>
 
Fitting Advice:
 
- Bring damage drones if you can’t field ECM drones<br>
 
 
 
<pre>
 
[Hurricane, Armor Fleet Command]
 
Damage Control II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Armor Explosive Hardener II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Adaptive Nano Plating II
 
Adaptive Nano Plating II
 
 
 
Command Processor I
 
Experimental 10MN MicroWarpdrive I
 
Fleeting Propulsion Inhibitor I
 
Faint Epsilon Warp Scrambler I
 
 
 
Skirmish Warfare Link - Evasive Maneuvers II
 
Skirmish Warfare Link - Interdiction Maneuvers II
 
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
 
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
 
 
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
 
 
 
 
Vespa EC-600 x1
 
Hornet EC-300 x4
 
</pre>
 
-Drop guns if you have to<br>
 
 
 
====Typhoon====
 
<pre>
 
[Typhoon, Armor Fleet Torps]
 
Damage Control II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Energized Adaptive Nano Membrane II
 
Adaptive Nano Plating II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Ballistic Control System II
 
Ballistic Control System II
 
 
 
Prototype 100MN MicroWarpdrive I
 
Faint Epsilon Warp Scrambler I
 
Fleeting Propulsion Inhibitor I
 
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800
 
 
 
Torpedo Launcher II, Caldari Navy Inferno Torpedo
 
Torpedo Launcher II, Caldari Navy Inferno Torpedo
 
Torpedo Launcher II, Caldari Navy Inferno Torpedo
 
Torpedo Launcher II, Caldari Navy Inferno Torpedo
 
Torpedo Launcher II, Caldari Navy Inferno Torpedo
 
Medium Unstable Power Fluctuator I
 
Heavy Unstable Power Fluctuator I
 
Medium Unstable Power Fluctuator I
 
 
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
 
 
 
 
Ogre II x5
 
Hornet EC-300 x5
 
Warrior II x5
 
</pre>
 
- The Phoon, pretty much a billion fits are possible. This is one with Torps and Neuts. Fit your Phoon in any way you like.<br>
 
- If you lack CPU, you can downgrade the heavy neut to a medium one<br>
 
 
 
 
 
<pre>
 
[Typhoon, Armor Fleet Guns]
 
Damage Control II
 
1600mm Reinforced Steel Plates II
 
Energized Adaptive Nano Membrane II
 
Energized Adaptive Nano Membrane II
 
1600mm Reinforced Steel Plates II
 
Gyrostabilizer II
 
Gyrostabilizer II
 
 
 
Prototype 100MN MicroWarpdrive I
 
Warp Scrambler II
 
Stasis Webifier II
 
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800
 
 
 
800mm Repeating Artillery II, Republic Fleet Phased Plasma L
 
800mm Repeating Artillery II, Republic Fleet Phased Plasma L
 
800mm Repeating Artillery II, Republic Fleet Phased Plasma L
 
800mm Repeating Artillery II, Republic Fleet Phased Plasma L
 
800mm Repeating Artillery II, Republic Fleet Phased Plasma L
 
Medium Unstable Power Fluctuator I
 
Medium Unstable Power Fluctuator I
 
Heavy Unstable Power Fluctuator I
 
 
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
Large Trimark Armor Pump I
 
 
 
 
 
Ogre II x5
 
Hornet EC-300 x5
 
Warrior II x5
 
 
 
</pre>
 
 
 
 
 
== Logistics==
 
  
 
As a Guardian pilot you have to decide between good resists and a high rep amount or a 1600 plate (or you throw ridiculous amounts of money at your ship and get it all). I would suggest to bring the bigger plate in bigger fleets. Bigger fleets usually mean bigger fleets to engage. This increases the risk of being alpha’ed, which the 1600 plate should counter a bit. Note, that the med repper has not the full 70km range of the large.
 
As a Guardian pilot you have to decide between good resists and a high rep amount or a 1600 plate (or you throw ridiculous amounts of money at your ship and get it all). I would suggest to bring the bigger plate in bigger fleets. Bigger fleets usually mean bigger fleets to engage. This increases the risk of being alpha’ed, which the 1600 plate should counter a bit. Note, that the med repper has not the full 70km range of the large.
  
===Guardian===
 
<pre>
 
[Guardian, Armor 800 4L]
 
800mm Reinforced Rolled Tungsten Plates I
 
Damage Control II
 
Armor Thermic Hardener II
 
Armor EM Hardener II
 
Adaptive Nano Plating II
 
  
Conjunctive Radar ECCM Scanning Array I
 
10MN Afterburner II
 
  
Large 'Solace' Remote Bulwark Reconstruction
 
Large 'Regard' Power Projector
 
Large 'Solace' Remote Bulwark Reconstruction
 
Large 'Solace' Remote Bulwark Reconstruction
 
Large 'Regard' Power Projector
 
Large 'Solace' Remote Bulwark Reconstruction
 
  
Medium Anti-Kinetic Pump I
 
Medium Ancillary Current Router I
 
  
  
Light Armor Maintenance Bot I x5
 
  
 +
== Support ==
  
</pre>
+
With a fleet like this, you rely heavily on your tackle. Your engagement range ends at large scorch range at about 50km (unless you bring a sniper wing).
job: get a cap chain going and rep and don't die
 
  
- if your fitting skills allow it, replace meta 4 reppers with T2 ones<br>
+
A great addition to this fleet are tackle recons. With the right boosts (CS/T3) or faction tackle you can point and web out to 70km (combined up to 100km). The main disadvantage of the tackle recons are their thin tank. Make sure to stay as much out of the enemy engagement range as possible and inside the range of your Logistic ships. Check out the armor version of the recons at the top of this document.
- downgrade T2 reppers to meta 4 if you have to<br>
 
- If some of your Logi group have Logi V, you can bring a 1/5 set up.<br>
 
- When in doubt bring 2/4 as this fits better with the rest of the Logis<br>
 
 
 
<pre>
 
[Guradian, Armor 1600 3L1M]
 
1600mm Reinforced Rolled Tungsten Plates I
 
Damage Control II
 
Armor Thermic Hardener II
 
Energized Adaptive Nano Membrane II
 
Adaptive Nano Plating II
 
 
 
Conjunctive Radar ECCM Scanning Array I
 
10MN Afterburner II
 
 
 
Large 'Regard' Power Projector
 
Medium 'Solace' Remote Bulwark Reconstruction
 
Large 'Solace' Remote Bulwark Reconstruction
 
Large 'Solace' Remote Bulwark Reconstruction
 
Large Remote Armor Repair System II
 
Large 'Regard' Power Projector
 
 
 
Medium Ancillary Current Router I
 
Medium Ancillary Current Router I
 
 
 
 
 
Light Armor Maintenance Bot I x5
 
 
 
</pre>
 
- if your fitting skills allow it, replace meta 4 reppers with T2 ones<br>
 
- downgrade T2 reppers to meta 4 if you have to<br>
 
- This fit reps less than the one with the 800 plate but it has a bigger buffer tank<br>
 
- some faction and deadspace mods can work wonder on this fit (C-type ANP is still quite cheap so are med deadspace reppers)<br>
 
- If some of your Logi group have Logi V, you can bring a 1/5 set up. When in doubt bring 2/4 as this fits better with the rest of the Logis<br>
 
 
 
 
 
===Oneiros===
 
<pre>
 
[Oneiros, 3L1M]
 
Damage Control II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Energized Adaptive Nano Membrane II
 
Energized Adaptive Nano Membrane II
 
Armor Explosive Hardener II
 
 
 
10MN Afterburner II
 
Cap Recharger II
 
Conjunctive Magnetometric ECCM Scanning Array I
 
Cap Recharger II
 
 
 
Medium 'Solace' Remote Bulwark Reconstruction
 
Large Remote Armor Repair System II
 
Large Remote Armor Repair System II
 
Large Remote Armor Repair System II
 
 
 
Medium Remote Repair Augmentor I
 
Medium Remote Repair Augmentor I
 
  
 
+
[[Category:Old Doctrines]]
Medium Armor Maintenance Bot I x5
 
 
 
</pre>
 
 
 
job:rep and don't die
 
 
 
Fitting advice:
 
- deadspace medium reppers are quite cheap and add a nice bonus<br>
 
- With very good skills, you can replace an EANM II for a RCU II and then fit 4 large solace reppers (that will gimp your tank though)<br>
 
 
 
==Support==
 
 
 
With a fleet like this, you rely heavily on your tackle. Your engagement range ends at large scorch range at about 50km (unless you bring a sniper wing).
 
 
 
A great addition to this fleet are tackle recons. With the right boosts (CS/T3) or faction tackle you can point and web out to 70km (combined up to 100km). The main disadvantage of the tackle recons are their thin tank. Make sure to stay as much out of the enemy engagement range as possible and inside the range of your Logistic ships. Check out the armor version of the recons at the top of this document.
 

Latest revision as of 21:07, 22 May 2022

This article is deprecated and no longer in use. There is no replacement information available.

Armor Fleet

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.

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

Command structure

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

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)

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).


Fits

Main body

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


Logistics

As a Guardian pilot you have to decide between good resists and a high rep amount or a 1600 plate (or you throw ridiculous amounts of money at your ship and get it all). I would suggest to bring the bigger plate in bigger fleets. Bigger fleets usually mean bigger fleets to engage. This increases the risk of being alpha’ed, which the 1600 plate should counter a bit. Note, that the med repper has not the full 70km range of the large.




Support

With a fleet like this, you rely heavily on your tackle. Your engagement range ends at large scorch range at about 50km (unless you bring a sniper wing).

A great addition to this fleet are tackle recons. With the right boosts (CS/T3) or faction tackle you can point and web out to 70km (combined up to 100km). The main disadvantage of the tackle recons are their thin tank. Make sure to stay as much out of the enemy engagement range as possible and inside the range of your Logistic ships. Check out the armor version of the recons at the top of this document.