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− | {{FCC Links}}
| + | ==Artillery Thrashers== |
− | {{FCC Doctrine Links}}
| |
− | ==Golden Horde== | |
| {| 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|amarr|48}}</div>[[File:Punisher.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|minmatar|48}}</div>[[File:thrasher.jpg|128px|]]</div> |
− | | valign="middle" style="padding:4px;" | 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. | + | | valign="middle" style="padding:4px;" | Gate-camping Artillery Thrashers are the bane of many solo Low Sec and Null Sec pilots. Fitted for insta-locking, and delivering up to 1.5k volleys of damage, a couple of these ships can remove a frigate from the field in seconds. A small fleet of them can remove even Cruisers in the same way |
| | | |
− | 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
| + | It is possible, if generally sub-optimal, to add tank to an Artillery Thrasher and fly this doctrine with Logi support, however the most common and effective way to fly the Thrasher remains as a roaming gate camp – similar to [[Longbow Cormorants]] – catching and devastating single ships moving through gates. It’s low effort PvP, but it’s a fun casual fleet because of that, and it can rapidly get more interesting if you can annoy nearby residents sufficiently to provoke a response fleet for a proper fight |
| |} | | |} |
| + | |
| ==Implementation== | | ==Implementation== |
| + | Like all Destroyers, the Thrasher is designed for pure damage dealing. Bonuses to tracking, damage and range make it a deadly force with Artillery – able to hit for 1.5k volleys up to 30km away |
| | | |
− | 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
| + | Impressive as that is though, it doesn’t quite match the exceptional ranges of [[BLAP Talwars]] or [[Longbow Cormorants]] which make them the preferred option for skirmishing with other fleets. What the Thrasher does excel at however, is in having the joint-highest scan resolution of any T1 destroyer, and in delivering its damage in an instantaneous volley of damage. The Talwar’s missiles need time to deliver their volley, and Comorants deliver sustained rather than volley damage. A Thrasher however can simply delete an opponent as soon as it can lock it. And with such a high base scan resolution, combined with modules and rigs designed to maximize this, a Thrasher can lock and fire almost faster than your fingers can move on the keyboard |
− | | |
− | 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
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− | | |
− | 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
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| | | |
− | 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)
| + | With these advantages, Gate Camping for individual unsuspecting targets is the name of the game. A full gate camping Thrasher in Low Sec will maximize its scan resolution, and usually not fit a propulsion module. Pre-aligned out, it can lock, tackle and fire within a single server tick. Assuming sufficient numbers to instantly kill an opponent on that first volley, the Thrasher can hit warp and leave the grid on the next server tick - before gate guns even lock them |
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− | 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
| + | To do this effectively, pre-cycling modules is essential. Make sure fleet members are familiar with this technique (click an offensive module with no target locked and it will start flashing – once you lock a target, those flashing modules will now activate immediately and automatically as soon as you have a target locked that they can apply to) |
| | | |
− | ==Fleet Composition==
| + | Pilots should fly independently on this fleet – waiting for a fleet warp or command will likely get you killed. Thrashers should be pre-aligned and hit warp themselves as soon as they unleash their first volley |
| | | |
− | The primary DD fits are as below, however as noted, the strong preference is for the Blaster variant
| + | If fighting on a gate in Null, or if engaging flashy suspect targets on Low Sec gates, where Gate Guns aren’t a concern, the pre-alignment tactics don’t apply, and the Thrashers can remain on grid and usually deliver several volleys before an opponent has time to react |
| | | |
− | ====Primary (Blaster) DD Fit====
| + | If you cannot kill an opponent rapidly in a couple of volleys, then you will want to avoid the fight – the Thrashers are extreme glass cannons due to their focus on maximizing scan resolution and damage and as soon as an opponent starts fighting back, it is likely you will rapidly lose ships. For the same reason, engaging a fleet or small gang is inadvisable unless you have overwhelming numbers. This is a true ganking fleet |
| | | |
− | {{ShipFitting
| + | It is unlikely that you will be allowed to gate camp a single site indefinitely. Eventually, nearby residents will usually form a response fleet, either due to irritation, or hoping for some cheap Thrasher kills. Be aware of this and keep your eyes and scouts watching both sides of the gate for such a threat. If you are close to a home station, then this may be a good chance to re-ship into a more combat efficient fleet to take the fight they bring |
− | | ship=Tristan
| |
− | | shipTypeID=593
| |
− | | fitName=Hyperkitten T2
| |
− | | fitID=Hyperkitten-T2
| |
− | | low1name=Nanofiber Internal Structure II
| |
− | | low1typeID=2605
| |
− | | low2name=Drone Damage Amplifier II
| |
− | | low2typeID=4405
| |
− | | low3name=Drone Damage Amplifier II
| |
− | | low3typeID=4405
| |
− | | mid1name=Warp Disruptor II
| |
− | | mid1typeID=3244
| |
− | | mid2name=Medium Shield Extender II
| |
− | | mid2typeID=3831
| |
− | | mid3name=5MN Y-T8 Compact Microwarpdrive
| |
− | | mid3typeID=5973
| |
− | | rig1name=Small Anti-EM Screen Reinforcer I
| |
− | | rig1typeID=31716
| |
− | | rig2name=Small Anti-Thermal Screen Reinforcer I
| |
− | | rig2typeID=31752
| |
− | | rig3name=Small Core Defense Field Extender I
| |
− | | rig3typeID=31788
| |
− | | drone1name=Acolyte II x5
| |
− | | drone1typeID=2205
| |
− | | drone2name=Warrior II x3
| |
− | | drone2typeID=2488
| |
− | | high1name=open
| |
− | | high2name=open
| |
− | | high3name=open
| |
− | | charge1name=open
| |
− | | charge2name=open
| |
− | | charge3name=open
| |
− | | charge4name=open
| |
− | | charge5name=open
| |
− | | drone3name=open
| |
− | | drone4name=open
| |
− | | drone5name=open
| |
− | | skills=
| |
− | | showSKILLS=N
| |
− | | notes=
| |
− | | showNOTES=N
| |
− | | difficulty=0
| |
− | | warsop=A
| |
− | | warsopReason=
| |
− | | version=LATEST
| |
− | | showTOC=Y
| |
− | | shipDNA=593:2605;1:4405;2:3244;1:3831;1:5973;1:31716;1:31752;1:31788;1:2205;5:2488;3::
| |
− | | fleetup=
| |
− | | alphacanuse=N
| |
− | }}
| |
| | | |
− | {{ShipFitting
| + | If you get chased off a gate and don’t want/cant re-ship to fight them off, then simply re-position your Thrashers to another gate with high traffic (look on Dotlan for systems with high numbers of jumps) |
− | | ship=Tristan
| |
− | | shipTypeID=593
| |
− | | fitName=Hyperkitten Max Alpha
| |
− | | fitID=Hyperkitten-Max-Alpha
| |
− | | low1name=Nanofiber Internal Structure II
| |
− | | low1typeID=2605
| |
− | | low2name=Drone Damage Amplifier II
| |
− | | low2typeID=4405
| |
− | | low3name=Drone Damage Amplifier II
| |
− | | low3typeID=4405
| |
− | | mid1name=Initiated Compact Warp Disruptor
| |
− | | mid1typeID=5405
| |
− | | mid2name=Medium Shield Extender II
| |
− | | mid2typeID=3831
| |
− | | mid3name=5MN Y-T8 Compact Microwarpdrive
| |
− | | mid3typeID=5973
| |
− | | rig1name=Small Anti-EM Screen Reinforcer I
| |
− | | rig1typeID=31716
| |
− | | rig2name=Small Anti-Thermal Screen Reinforcer I
| |
− | | rig2typeID=31752
| |
− | | rig3name=Small Core Defense Field Extender I
| |
− | | rig3typeID=31788
| |
− | | drone1name=Warrior I x5
| |
− | | drone1typeID=2486
| |
− | | drone2name=Acolyte I x3
| |
− | | drone2typeID=2203
| |
− | | high1name=open
| |
− | | high2name=open
| |
− | | high3name=open
| |
− | | charge1name=open
| |
− | | charge2name=open
| |
− | | charge3name=open
| |
− | | charge4name=open
| |
− | | charge5name=open
| |
− | | drone3name=open
| |
− | | drone4name=open
| |
− | | drone5name=open
| |
− | | skills=
| |
− | | showSKILLS=N
| |
− | | notes=
| |
− | | showNOTES=N
| |
− | | difficulty=0
| |
− | | warsop=A
| |
− | | warsopReason=
| |
− | | version=LATEST
| |
− | | showTOC=Y
| |
− | | shipDNA=593:2605;1:4405;2:5405;1:3831;1:5973;1:31716;1:31752;1:31788;1:2486;5:2203;3::
| |
− | | fleetup=
| |
− | | alphacanuse=N
| |
− | }}
| |
| | | |
− | {{ShipFitting
| + | ==Fleet Composition and Fits== |
− | | ship=Kestrel
| |
− | | shipTypeID=602
| |
− | | fitName=Light Missile Kiter
| |
− | | fitID=Light-Missile-Kiter
| |
− | | low1name=Micro Auxiliary Power Core I
| |
− | | low1typeID=11563
| |
− | | low2name=Nanofiber Internal Structure II
| |
− | | low2typeID=2605
| |
− | | mid1name=5MN Cold-Gas Enduring Microwarpdrive
| |
− | | mid1typeID=5971
| |
− | | mid2name=Medium Azeotropic Restrained Shield Extender
| |
− | | mid2typeID=8433
| |
− | | mid3name=J5 Enduring Warp Disruptor
| |
− | | mid3typeID=5399
| |
− | | mid4name=Parallel Enduring Target Painter
| |
− | | mid4typeID=19812
| |
− | | high1name=Light Missile Launcher II
| |
− | | high1typeID=2404
| |
− | | high2name=Light Missile Launcher II
| |
− | | high2typeID=2404
| |
− | | high3name=Light Missile Launcher II
| |
− | | high3typeID=2404
| |
− | | high4name=Light Missile Launcher II
| |
− | | high4typeID=2404
| |
− | | rig1name=Small Warhead Calefaction Catalyst I
| |
− | | rig1typeID=31620
| |
− | | rig2name=Small Warhead Calefaction Catalyst I
| |
− | | rig2typeID=31620
| |
− | | charge1name=Caldari Navy Scourge Light Missile x500
| |
− | | charge1typeID=27361
| |
− | | charge2name=Caldari Navy Inferno Light Missile x500
| |
− | | charge2typeID=27371
| |
− | | charge3name=Nova Fury Light Missile x500
| |
− | | charge3typeID=24497
| |
− | | charge4name=Inferno Fury Light Missile x500
| |
− | | charge4typeID=24499
| |
− | | charge5name=Caldari Navy Nova Light Missile x500
| |
− | | charge5typeID=27381
| |
− | | charge6name=Caldari Navy Mjolnir Light Missile x500
| |
− | | charge6typeID=27387
| |
− | | charge7name=Mjolnir Fury Light Missile x500
| |
− | | charge7typeID=2613
| |
− | | rig3name=open
| |
− | | skills=
| |
− | | showSKILLS=N
| |
− | | notes=
| |
− | | showNOTES=N
| |
− | | difficulty=0
| |
− | | warsop=A
| |
− | | warsopReason=
| |
− | | version=LATEST
| |
− | | showTOC=Y
| |
− | | shipDNA=602:11563;1:2605;1:5971;1:8433;1:5399;1:19812;1:2404;4:31620;2:27361;500:27371;500:24497;500:24499;500:27381;500:27387;500:2613;500::
| |
− | | fleetup=
| |
− | | alphacanuse=N
| |
− | }}
| |
| | | |
− | {{ShipFitting
| + | ====Primary DD Fit==== |
− | | ship=Omen
| + | The full insta-locking Thrasher reaches 2k signature strength, letting it insta-lock almost anything – including Interceptors. However this does leave the Thrasher with a tissue paper tank. Depending on the purpose (and location) of the fleet, FC’s may wish to go full insta-locking, or to mix a few insta-lockers with a main fleet of more robust ships which can survive at least one volley of gate guns if a pilot is slow to warp off |
− | | shipTypeID=2006
| |
− | | fitName=Pulse Omen
| |
− | | fitID=Pulse-Omen
| |
− | | 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=Initiated Compact Warp Scrambler
| |
− | | mid2typeID=5445
| |
− | | mid3name=Small Electrochemical Capacitor Booster I
| |
− | | mid3typeID=5011
| |
− | | high1name=Focused Medium Pulse Laser II
| |
− | | high1typeID=3512
| |
− | | high2name=Focused Medium Pulse Laser II
| |
− | | high2typeID=3512
| |
− | | high3name=Focused Medium Pulse Laser II
| |
− | | high3typeID=3512
| |
− | | high4name=Focused Medium Pulse Laser II
| |
− | | high4typeID=3512
| |
− | | high5name=Focused Medium Pulse Laser II
| |
− | | high5typeID=3512
| |
− | | 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=Infiltrator II x3
| |
− | | drone1typeID=2175
| |
− | | drone2name=Acolyte II x2
| |
− | | drone2typeID=2205
| |
− | | charge1name=Scorch M x5
| |
− | | charge1typeID=12818
| |
− | | charge2name=Imperial Navy Multifrequency M x5
| |
− | | charge2typeID=23089
| |
− | | charge3name=Imperial Navy Standard M x5
| |
− | | charge3typeID=23097
| |
− | | charge4name=Imperial Navy Radio M x5
| |
− | | charge4typeID=23103
| |
− | | charge5name=Navy Cap Booster 400 x20
| |
− | | charge5typeID=32006
| |
− | | drone3name=open
| |
− | | drone4name=open
| |
− | | drone5name=open
| |
− | | skills=
| |
− | | showSKILLS=N
| |
− | | notes=
| |
− | | showNOTES=N
| |
− | | difficulty=0
| |
− | | warsop=A
| |
− | | warsopReason=
| |
− | | version=LATEST
| |
− | | showTOC=Y
| |
− | | shipDNA=2006:2048;1:20353;1:11269;2:2364;2:35659;1:5445;1:5011;1:3512;5:31055;2:31360;1:2175;3:2205;2:12818;5:23089;5:23097;5:23103;5:32006;20::
| |
− | | fleetup=
| |
− | | alphacanuse=N
| |
− | }}
| |
| | | |
− | {{ShipFitting
| + | ====Logi==== |
− | | ship=Omen
| + | Logistics ships are of little use here – limited tank and terrible resists means you’re almost always going to benefit more from additional DPS than Logistics support |
− | | shipTypeID=2006
| |
− | | fitName=T1 Pulse Omen copy
| |
− | | fitID=T1-Pulse-Omen-copy
| |
− | | low1name=IFFA Compact Damage Control
| |
− | | low1typeID=5839
| |
− | | low2name=1600mm Rolled Tungsten Compact Plates
| |
− | | low2typeID=11325
| |
− | | low3name=Prototype Energized Adaptive Nano Membrane I
| |
− | | low3typeID=16391
| |
− | | low4name=Prototype Energized Adaptive Nano Membrane I
| |
− | | low4typeID=16391
| |
− | | low5name=Extruded Compact Heat Sink
| |
− | | low5typeID=5849
| |
− | | low6name=Extruded Compact Heat Sink
| |
− | | low6typeID=5849
| |
− | | mid1name=50MN Y-T8 Compact Microwarpdrive
| |
− | | mid1typeID=35659
| |
− | | mid2name=Initiated Compact Warp Scrambler
| |
− | | mid2typeID=5445
| |
− | | mid3name=Small Electrochemical Capacitor Booster I
| |
− | | mid3typeID=5011
| |
− | | high1name=Focused Modulated Pulse Energy Beam I
| |
− | | high1typeID=6809
| |
− | | high2name=Focused Modulated Pulse Energy Beam I
| |
− | | high2typeID=6809
| |
− | | high3name=Focused Modulated Pulse Energy Beam I
| |
− | | high3typeID=6809
| |
− | | high4name=Focused Modulated Pulse Energy Beam I
| |
− | | high4typeID=6809
| |
− | | high5name=Focused Modulated Pulse Energy Beam I
| |
− | | high5typeID=6809
| |
− | | 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 I x2
| |
− | | drone1typeID=2203
| |
− | | drone2name=Infiltrator I x3
| |
− | | drone2typeID=2173
| |
− | | charge1name=Imperial Navy Multifrequency M x5
| |
− | | charge1typeID=23089
| |
− | | charge2name=Imperial Navy Standard M x5
| |
− | | charge2typeID=23097
| |
− | | charge3name=Imperial Navy Microwave M x5
| |
− | | charge3typeID=23101
| |
− | | charge4name=Navy Cap Booster 400 x20
| |
− | | charge4typeID=32006
| |
− | | charge5name=open
| |
− | | drone3name=open
| |
− | | drone4name=open
| |
− | | drone5name=open
| |
− | | skills=
| |
− | | showSKILLS=N
| |
− | | notes=
| |
− | | showNOTES=N
| |
− | | difficulty=0
| |
− | | warsop=A
| |
− | | warsopReason=
| |
− | | version=LATEST
| |
− | | showTOC=Y
| |
− | | shipDNA=2006:5839;1:11325;1:16391;2:5849;2:35659;1:5445;1:5011;1:6809;5:31055;2:31360;1:2203;2:2173;3:23089;5:23097;5:23101;5:32006;20::
| |
− | | fleetup=
| |
− | | alphacanuse=N
| |
− | }}
| |
| | | |
− | {{ShipFitting
| + | ====Support Ships==== |
− | | ship=Exequror
| + | T1 Frigate scouts can be useful to watch for incoming targets on either side of a gate, and watch for possible response fleets, and if gate guns aren’t an issue, then ECM ships can help keep a larger target from firing back while the Thrashers take a few more volleys to finish them off. Otherwise, support ships are minimal |
− | | shipTypeID=634
| |
− | | fitName=Tweetfleet T2 Reps
| |
− | | fitID=Tweetfleet-T2-Reps
| |
− | | low1name=Energized Kinetic Membrane II
| |
− | | low1typeID=11249
| |
− | | low2name=800mm Steel Plates II
| |
− | | low2typeID=20351
| |
− | | low3name=Energized Explosive Membrane II
| |
− | | low3typeID=11229
| |
− | | low4name=Energized Adaptive Nano Membrane II
| |
− | | low4typeID=11269
| |
− | | low5name=Damage Control II
| |
− | | low5typeID=2048
| |
− | | low6name=Energized Thermal Membrane II
| |
− | | low6typeID=11259
| |
− | | mid1name=Small Electrochemical Capacitor Booster I
| |
− | | mid1typeID=5011
| |
− | | mid2name=Small Electrochemical Capacitor Booster I
| |
− | | mid2typeID=5011
| |
− | | mid3name=Alumel-Wired Enduring Sensor Booster
| |
− | | mid3typeID=6159
| |
− | | mid4name=50MN Cold-Gas Enduring Microwarpdrive
| |
− | | mid4typeID=5975
| |
− | | high1name=Medium I-ax Enduring Remote Armor Repairer
| |
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Artillery Thrashers
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Gate-camping Artillery Thrashers are the bane of many solo Low Sec and Null Sec pilots. Fitted for insta-locking, and delivering up to 1.5k volleys of damage, a couple of these ships can remove a frigate from the field in seconds. A small fleet of them can remove even Cruisers in the same way
It is possible, if generally sub-optimal, to add tank to an Artillery Thrasher and fly this doctrine with Logi support, however the most common and effective way to fly the Thrasher remains as a roaming gate camp – similar to Longbow Cormorants – catching and devastating single ships moving through gates. It’s low effort PvP, but it’s a fun casual fleet because of that, and it can rapidly get more interesting if you can annoy nearby residents sufficiently to provoke a response fleet for a proper fight
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Implementation
Like all Destroyers, the Thrasher is designed for pure damage dealing. Bonuses to tracking, damage and range make it a deadly force with Artillery – able to hit for 1.5k volleys up to 30km away
Impressive as that is though, it doesn’t quite match the exceptional ranges of BLAP Talwars or Longbow Cormorants which make them the preferred option for skirmishing with other fleets. What the Thrasher does excel at however, is in having the joint-highest scan resolution of any T1 destroyer, and in delivering its damage in an instantaneous volley of damage. The Talwar’s missiles need time to deliver their volley, and Comorants deliver sustained rather than volley damage. A Thrasher however can simply delete an opponent as soon as it can lock it. And with such a high base scan resolution, combined with modules and rigs designed to maximize this, a Thrasher can lock and fire almost faster than your fingers can move on the keyboard
With these advantages, Gate Camping for individual unsuspecting targets is the name of the game. A full gate camping Thrasher in Low Sec will maximize its scan resolution, and usually not fit a propulsion module. Pre-aligned out, it can lock, tackle and fire within a single server tick. Assuming sufficient numbers to instantly kill an opponent on that first volley, the Thrasher can hit warp and leave the grid on the next server tick - before gate guns even lock them
To do this effectively, pre-cycling modules is essential. Make sure fleet members are familiar with this technique (click an offensive module with no target locked and it will start flashing – once you lock a target, those flashing modules will now activate immediately and automatically as soon as you have a target locked that they can apply to)
Pilots should fly independently on this fleet – waiting for a fleet warp or command will likely get you killed. Thrashers should be pre-aligned and hit warp themselves as soon as they unleash their first volley
If fighting on a gate in Null, or if engaging flashy suspect targets on Low Sec gates, where Gate Guns aren’t a concern, the pre-alignment tactics don’t apply, and the Thrashers can remain on grid and usually deliver several volleys before an opponent has time to react
If you cannot kill an opponent rapidly in a couple of volleys, then you will want to avoid the fight – the Thrashers are extreme glass cannons due to their focus on maximizing scan resolution and damage and as soon as an opponent starts fighting back, it is likely you will rapidly lose ships. For the same reason, engaging a fleet or small gang is inadvisable unless you have overwhelming numbers. This is a true ganking fleet
It is unlikely that you will be allowed to gate camp a single site indefinitely. Eventually, nearby residents will usually form a response fleet, either due to irritation, or hoping for some cheap Thrasher kills. Be aware of this and keep your eyes and scouts watching both sides of the gate for such a threat. If you are close to a home station, then this may be a good chance to re-ship into a more combat efficient fleet to take the fight they bring
If you get chased off a gate and don’t want/cant re-ship to fight them off, then simply re-position your Thrashers to another gate with high traffic (look on Dotlan for systems with high numbers of jumps)
Fleet Composition and Fits
Primary DD Fit
The full insta-locking Thrasher reaches 2k signature strength, letting it insta-lock almost anything – including Interceptors. However this does leave the Thrasher with a tissue paper tank. Depending on the purpose (and location) of the fleet, FC’s may wish to go full insta-locking, or to mix a few insta-lockers with a main fleet of more robust ships which can survive at least one volley of gate guns if a pilot is slow to warp off
Logi
Logistics ships are of little use here – limited tank and terrible resists means you’re almost always going to benefit more from additional DPS than Logistics support
Support Ships
T1 Frigate scouts can be useful to watch for incoming targets on either side of a gate, and watch for possible response fleets, and if gate guns aren’t an issue, then ECM ships can help keep a larger target from firing back while the Thrashers take a few more volleys to finish them off. Otherwise, support ships are minimal