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| {{merge|Fleet Command Basics}}
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| '''Fleet command''' is as much a task of psychology as it is a task of military preparedness and skill. More so than any other command situation, game-command has to suffer through insubordination and lack of discipline. Inspiring obedience, discipline, and above all loyalty is paramount, then, to proper command. Dismissing the psychological/morale side of the game as so much rubbish is the first mistake of the "d00d" commander - and a mistake a wise commander will not make. | | '''Fleet command''' is as much a task of psychology as it is a task of military preparedness and skill. More so than any other command situation, game-command has to suffer through insubordination and lack of discipline. Inspiring obedience, discipline, and above all loyalty is paramount, then, to proper command. Dismissing the psychological/morale side of the game as so much rubbish is the first mistake of the "d00d" commander - and a mistake a wise commander will not make. |
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| ''If the enemy is in range... SO ARE YOU.'' - Old soldier's axiom | | ''If the enemy is in range... SO ARE YOU.'' - Old soldier's axiom |
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| The first of the two ways an opposing fleet can still defeat you is by directing all its firepower to your most important vessels. It is important, then, to recognize the ships which are capable of dealing the most firepower and removing them from the enemy force as quickly as possible. Enemy firepower is normally a pretty clear equation based on the number of turrets/launchers, drones, damage bonuses, etc: | | The first of the two ways an opposing fleet can still defeat you is by directing all its firepower to your most important vessels. It is important, then, to recognize the ships which are capable of dealing the most firepower and removing them from the enemy force as quickly as possible. Enemy firepower is normally a pretty clear equation based on the number of turrets/launchers, drones, damage bonuses, etc. This is also something that comes with experience. |
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| Damage Threat Level (highest to lowest)
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| *{{sh|Megathron}}
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| *{{sh|Dominix}}
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| *{{sh|Typhoon}}
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| *{{sh|Raven}}
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| *{{sh|Tempest}}
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| *{{sh|Abaddon}}
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| *{{sh|Maelstrom}}
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| *{{sh|Hyperion}}
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| *{{sh|Apocalypse}}
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| *{{sh|Rokh}}
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| *{{sh|Armageddon}}
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| *{{sh|Scorpion}}
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| This list is somewhat surprising to many pilots because of the remarkably low position of the Scorpion. From a strictly damage-dealing standpoint, the Scorpion is the weakest battleship, however. | |
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| A Fleet Commander then needs to review his EWAR capabilities. In a strong fleet, you will see EWAR assigned as follows:
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| *Dampeners - shut down targets at long range (Sniper {{co|wheat|Rokh}}, Jam {{co|wheat|Scorpion}}, Jam {{sh|Rook}}/{{sh|Falcon}}, Long-range {{co|wheat|Raven}}, etc.)
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| *Disruptors - ruin turret range and tracking ({{co|wheat|Megathron}}, {{co|wheat|Tempest}}, {{co|wheat|Abbadon}}, {{co|wheat|Maelstrom}}, {{co|wheat|Hyperion}}, {{co|wheat|Apocalypse}}, {{co|wheat|Armageddon}})
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| *ECM - Jam vessels who are not dampened out or disrupted to uselessness. (Missile and drone boats at close range.)
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| Assuming you have proper EWAR support then, let's take a look at the list again:
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| *{{co|wheat|Megathron}} - Disruptable, but watch drones
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| *{{co|wheat|Dominix}} - NOS/Drone - needs jamming
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| *{{co|wheat|Typhoon}} - Turrets disrupted - needs jamming
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| *{{co|wheat|Raven}} - Probably only jammable
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| *{{co|wheat|Tempest}} - Mostly turrets - disruptable
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| *{{co|wheat|Abbadon}} - All turrets - disruptable
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| *{{co|wheat|Maelstrom}} - all turrets - disruptable
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| *{{co|wheat|Hyperion}} - all turrets - disruptable
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| *{{co|wheat|Apocalypse}} - all turrets - disruptable OR Long Range - dampened
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| *{{co|wheat|Rokh}} - Long Range - dampened
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| *{{co|wheat|Armageddon}} - all turrets - disruptable
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| *{{co|wheat|Scorpion}} - Long Range - dampened
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| Examine the threat level at this point; we know that Dampeners on a vessel at range are a 100% shut-down tool. Therefore we can remove Scorpions, Rokhs, and long-range Apocalypse pilots (or any other sniper) from the opposition altogether. (Even if these ships are not at range, a Scorpion's need to lock multiple ships will be greatly hampered by dampeners.)
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| We know that at close range, Tracking Disruptors are nearly as devastating as dampeners; with greatly shortened range on already short-range weapons and tracking going out the window, most all turret-based vessels will be very greatly hampered. Like dampeners, Disruptors always work - it is only how effective they are on a target that matters.
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| Jammers, on the other hand, are chance-based. They may sometimes work well, and other times work very poorly. As a result, we have to examine which ships are being neutralized solely by jamming:
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| *{{co|wheat|Dominix}} (Drones and possibly NOS)
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| *{{co|wheat|Raven}} (Missiles, esp. at closer ranges)
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| *{{co|wheat|Typhoon}} (Missiles and drones both available)
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| *{{co|wheat|Megathron}} (possible drone threat)
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| Of these, the most damage capacity is the {{co|wheat|Dominix}} - Drones and NOS (or possibly turrets.) The Raven has six available real damage sources, and the Typhoon four available missiles and drones (but no drone damage bonuses.) In priority for attack, then:
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| Damage Threats-Jam Only
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| *{{co|wheat|Dominix}}
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| *{{co|wheat|Raven}}
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| *{{co|wheat|Typhoon}}
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| *{{co|wheat|Megathron}}
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| Closerange possible threats - disrupted
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| *{{co|wheat|Tempest}}
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| *{{co|wheat|Apocalypse}}
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| *{{co|wheat|Armageddon}}
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| *{{co|wheat|Abbadon}}
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| *{{co|wheat|Maelstrom}}
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| *{{co|wheat|Hyperion}}
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| Other Significant Ships
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| *Field/Fleet Command Ships
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| *Heavy Assault Ships
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| *Tier II Battlecruisers
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| Long range Battleships/EWAR Cruisers - dampened
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| *{{sh|Scorpion}}/{{sh|Blackbird}}
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| *{{sh|Rook}}/{{sh|Falcon}}
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| *{{sh|Lachesis}}/{{sh|Arazu}}
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| *{{sh|Rokh}}
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| Other Lesser Vessels - Possibly already destroyed by Interceptor/Interdictor support
| | A Fleet Commander then needs to review his EWAR capabilities. |
| *Tier I Cruisers
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| *Tier II Frigates
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| *Tier I Frigate
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| It is important that you keep a continual clear call of a Primary and Secondary - and in the cases of large battles where ships can pop quickly, a Tertiary. This is done so that pilots can lock the needed target well in advance, and shift swiftly to the new foe without wasting time on a relock. If (for whatever reason) you are unable to identify ship types swiftly enough to keep a good call of P/S/T, focus on battleships at closer ranges - though you should definitely work on Primary calling, as this is more important than any function of the Fleet Commander. | | It is important that you keep a continual clear call of a Primary and Secondary - and in the cases of large battles where ships can pop quickly, a Tertiary. This is done so that pilots can lock the needed target well in advance, and shift swiftly to the new foe without wasting time on a relock. If (for whatever reason) you are unable to identify ship types swiftly enough to keep a good call of P/S/T, focus on battleships at closer ranges - though you should definitely work on Primary calling, as this is more important than any function of the Fleet Commander. |