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{{FCC Links}}
==Beam Harbingers==
{{FCC Doctrine Links}}
==Battle Ventures==
{| 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;"></div>[[File:Venture.jpg|128px|]]</div>
| 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;" | Remember when you were a kid and pretended Bananas were guns? Welcome to the EVE Version! Battle Ventures! Or…the Battle Bananas!
| 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


Yes, Ventures can fit weapons. In fact, they can fit them surprisingly well, with a 4k EHP tank, and up to 125 DPS with T2 Blasters. While some may view the "Battle Venture" as a trolling doctrine, there are few pilots who will react to being slowly chewed apart by these little yellow pests as anything other than an amusement. You may be surprised the fights you get even in a large swarm of these ships. Everyone loves a Battle Venture fleet.
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


Make no mistake, Battle Ventures is a “gimmick” doctrine – there is no situation where this doctrine has any advantage over any doctrine built on combat hulls (except fun!). However they should still not be underestimated. A blaster fit Battle Venture with all V skills puts out close to 125 DPS with Void ammunition, which in enough numbers can potentially take down Battleship sized targets
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


As an FC you should avoid anything close to an even numbers fight, and focus on isolating and ganking lone targets
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


===Strengths:===
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
*Fun
*Cheap
*Accessible
*…that’s kinda it…


===Weaknesses:===
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
*All the obvious ones
*Additional issue to bear in mind is Ventures have an AWFUL lock range (19km with max skills). You’re unlikely to be able to lock anything much outside of tackle range – making gate camping without a dedicated gate camp ship almost impossible


==Fleet Composition==
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


The base fit is effectively a poor man’s Magic Merlin. MWD and Shield Extender in the mids, with the fleet using the third mid for a selection of scrams, points and webs to cover all options (similar to Punisher fleets)
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


High slots use Blasters by default, as the highest DPS short range weapons system, however any short range weapon (Pulse Lasers, Autocannons etc..) can be substituted here depending on a pilot’s skills. As all players can fly the Venture hull by default, this makes for a very inclusive fleet
==Fleet Composition and Fits==


====T2 Blaster Banana====
====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


====T1 Blaster Banana====
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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| shipTypeID=24696
| fitName=Harbinger T2
| fitID=Harbinger-T2
| low1name=Damage Control II
| low1typeID=2048
| low2name=1600mm Steel Plates II
| low2typeID=20353
| low3name=Energized Adaptive Nano Membrane II
| low3typeID=11269
| low4name=Energized Adaptive Nano Membrane II
| low4typeID=11269
| low5name=Heat Sink II
| low5typeID=2364
| low6name=Heat Sink II
| low6typeID=2364
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=35659
| mid2name=Small Capacitor Booster II
| mid2typeID=3568
| mid3name=Optical Compact Tracking Computer
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| mid4name=Optical Compact Tracking Computer
| mid4typeID=6173
| high1name=Focused Medium Beam Laser II
| high1typeID=3009
| high2name=Focused Medium Beam Laser II
| high2typeID=3009
| high3name=Focused Medium Beam Laser II
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| high4name=Focused Medium Beam Laser II
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| high5name=Focused Medium Beam Laser II
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| high6name=Focused Medium Beam Laser II
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| fleetup=
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}} {{ShipFitting
| ship=Harbinger
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| low1name=Damage Control II
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| low3name=Energized Adaptive Nano Membrane II
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| low5name=Heat Sink II
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| low6name=Heat Sink II
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| high1name=Focused Modulated Medium Energy Beam I
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| rig3name=Medium Trimark Armor Pump I
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| drone1name=Valkyrie II x5
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| drone2name=Warrior II x5
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| charge2name=Imperial Navy Ultraviolet M x6
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| charge3name=Imperial Navy Microwave M x6
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| charge4name=Optimal Range Script x2
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| charge5name=Tracking Speed Script x2
| charge5typeID=29001
| charge6name=Navy Cap Booster 400 x29
| charge6typeID=32006
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{{ShipFitting
| ship=Harbinger
| shipTypeID=24696
| fitName=Harbinger Command Burst
| fitID=Harbinger Command Burst
| low1name=Damage Control II
| low1typeID=2048
| low2name=1600mm Steel Plates II
| low2typeID=20353
| low3name=Energized Adaptive Nano Membrane II
| low3typeID=11269
| low4name=Energized Adaptive Nano Membrane II
| low4typeID=11269
| low5name=Co-Processor II
| low5typeID=3888
| low6name=Heat Sink II
| low6typeID=2364
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=35659
| mid2name=Small Capacitor Booster II
| mid2typeID=3568
| mid3name=Optical Compact Tracking Computer
| mid3typeID=6173
| mid4name=Optical Compact Tracking Computer
| mid4typeID=6173
| high1name=Focused Medium Beam Laser II
| high1typeID=3009
| high2name=Focused Medium Beam Laser II
| high2typeID=3009
| high3name=Focused Medium Beam Laser II
| high3typeID=3009
| high4name=Focused Medium Beam Laser II
| high4typeID=3009
| high5name=Focused Medium Beam Laser II
| high5typeID=3009
| high6name=Focused Medium Beam Laser II
| high6typeID=3009
| high7name=Armor Command Burst II
| high7typeID=43552
| rig1name=Medium Trimark Armor Pump I
| rig1typeID=31055
| rig2name=Medium Trimark Armor Pump I
| rig2typeID=31055
| rig3name=Medium Trimark Armor Pump I
| rig3typeID=31055
| drone1name=Valkyrie II x5
| drone1typeID=21640
| drone2name=Warrior II x5
| drone2typeID=2488
| charge1name=Aurora M x6
| charge1typeID=12822
| charge2name=Gleam M x6
| charge2typeID=12826
| charge3name=Imperial Navy Multifrequency M x6
| charge3typeID=23089
| charge4name=Optimal Range Script x2
| charge4typeID=28999
| charge5name=Tracking Speed Script x2
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| charge6name=Navy Cap Booster 400 x29
| charge6typeID=32006
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| drone4name=open
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| fleetup=
| alphacanuse=N
}}


====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
| fitName=T1 MWD Aug
| fitID=T1-MWD-Aug
| low1name=IFFA Compact Damage Control
| low1typeID=5839
| low2name=Energized Thermal Membrane II
| low2typeID=11259
| low3name=Energized Kinetic Membrane II
| low3typeID=11249
| low4name=800mm Rolled Tungsten Compact Plates
| low4typeID=11317
| low5name=Energized Explosive Membrane II
| low5typeID=11229
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=35659
| mid2name=F-90 Compact Sensor Booster, ECCM Script
| mid2typeID=6160
| charge1name=ECCM Script x1
| charge1typeID=41155
| mid3name=F-23 Compact Remote Sensor Booster, Scan Resolution Script
| mid3typeID=5279
| charge2name=Scan Resolution Script x1
| charge2typeID=29011
| high1name=Medium Coaxial Compact Remote Armor Repairer
| high1typeID=16443
| high2name=Medium Coaxial Compact Remote Armor Repairer
| high2typeID=16443
| high3name=Medium Coaxial Compact Remote Armor Repairer
| high3typeID=16443
| high4name=Medium 'Regard' Remote Capacitor Transmitter
| high4typeID=16495
| high5name=Medium 'Regard' Remote Capacitor Transmitter
| high5typeID=16495
| rig1name=Medium Trimark Armor Pump I
| rig1typeID=31055
| rig2name=Medium Trimark Armor Pump I
| rig2typeID=31055
| rig3name=Medium Ancillary Current Router I
| rig3typeID=31360
| drone1name=Acolyte II x4
| drone1typeID=2205
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====Damp Banana====
====Support Ships====
 
Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles.  
The tackle module slot can be exchanged for an EWAR module of your choice on a couple of ships. Multispectral ECM can be devastating if you get lucky, but its success chance is pretty poor. For a more guaranteed impact, try fitting sensor dampeners, to stop ships from kiting you out from range
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
 
====Paper Scout====
 
As your aim is to gank lone targets, ships which are ratting or running missions are a great target. For this, combat probes are essential. You can bring a dedicated ship for this (an exploration ship, or a T3D), or take advantage of the innocuous appearance of the Venture and fit a few Ventures with probes. Yes. it'll take you a bit longer to probe them down given the lack of bonuses, but at the same time, who would expect Venture fleet to warp into your mission pocket?
 
====Logi====


Don't bother. No really. You have a paper thin tank, and a terrible resist profile. You'll be dead before a logistics ship can even lock you. Try not to fight things that shoot back.
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
| ship=Magus
| shipTypeID=37483
| 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=
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| showNOTES=N
| difficulty=0
| warsop=A
| warsopReason=
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| fleetup=
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