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

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{{FCC Links}}
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==Beam Harbingers==
{{FCC Doctrine Links}}
 
==FCC Hurricanes==
 
 
{| 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|minmatar|48}}</div>[[File:hurricane.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;" | The Artillery Hurricane has been a staple of EVE for almost as long as the game has existed, and continues to shine even now, as a mainline doctrine for groups such as Pandemic Horde. The Doctrine is essentially the [[Artillery Ruptures]] taken to their highest degree, focusing on Alpha strike to remove ships from the field even in the face of overwhelming Logistics support
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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
The Uni’s own FCC Hurricanes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017
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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==
Like Ruptures and Thrashers, Artillery Hurricanes are all about the alpha strike. A good Hurricane pilot can reach 3.7k damage in a single volley at close range (22km + 38km falloff), or 2k with a range of up to 80km (+38km falloff) using T2 Tremor ammunition. This lets you delete ships at range before their logistics wing can apply their repairs to a targeted ship. This is particularly useful when facing a fleet with an overwhelming Logistics support wing, which you would be unable to break through with more sustained damage doctrines such as [[FCC Feroxes]]
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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
  
Naturally however, to reach this stage, Hurricanes rely on numbers to achieve a large enough alpha strike. Rough numbers would be 20 Hurricanes to safely volley off enemy T1 Cruisers, and around 50 to volley off similar Battlecruisers or T3 Cruisers. Bear in mind as well that you will lose ships through the fight as well, and some additional buffer of ships is needed to maintain a sufficiently high alpha strike through a fight
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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
  
In a sustained battle, your tank and DPS is comparably weak versus equivalent doctrines such as Feroxes, so if you do not have the ships to volley opponents off the grid quickly, then skirmish tactics become the order of the day. Try to pick off smaller, weaker support ships in the enemy comp without fully committing to a fight, potentially weakening them for a full on assault, or alternatively just satisfying yourself with these harassment tactics
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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
  
For the Uni, while fleets of 50+ is achievable for special events, 20-30 is your usual roaming fleet size, so FCC Hurricanes for the Uni are unlikely to be picking fights with other Battlecruiser fleets. Instead they can be used to devastate smaller ships. Fleets of T1 Cruisers such as Rail Moas or Caracals or T3 Destroyers such as Jackdaws, are good targets for a fleet such as this
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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
  
Having said this, while your tank and sustained DPS may be lacking, if you have a numbers or tactical advantage, then you can still successfully fight a pitched battle, particularly with sufficient logistics support, albeit the Hurricanes do not shine in such an engagement
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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
  
Like most long range doctrines, anchoring on the FC or a designated DD Anchor is optimal, and given the awful tracking of Artillery, the anchor will want to work to minimize transversal to let the volleys delivery the most damage possible. As always, aligning out and letting an opponent chase you is a very viable tactic for skirmish doctrines, letting you warp out quickly if you find yourself unable to volley off any targets, or if they are closing range on you
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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
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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
  
 
==Fleet Composition and Fits==
 
==Fleet Composition and Fits==
 +
 
====Primary DD Fit====
 
====Primary DD Fit====
The primary focus is on maximizing your volley damage at range. 2 Gyrostabilizers provide a substantial damage boost, while the tracking enhancers help maximise application. The Hurricanes are fast, but aren’t cap stable, and fitting a cap booster reduces your already sub-par tank, so careful module management is necessary from the FC to maintain range without perma-running the MWD. Orders such as “prop mods on, 2 cycles” are a common feature of Hurricane fleets
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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
  
Given the need to maximize your volley damage, fitting command bursts onto some of the Hurricanes themselves rather than placing a pilot into a dedicated command destroyer, which while useful, doesn't add much to your damage output. You will struggle to fit the Command Burst alongside a full rack of T2 guns, however T1 guns are generally perfectly adequate for this fleet, given the slight extra range is rarely used. Your priority is skirmish boosts for speed and reduced signature radius, with shield tanking boosts as a secondary priority
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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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| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=24702:2048;1:519;2:1355;1:1999;2:5975;1:2281;2:3841;1:9451;6:43554;1:31718;1:31790;2:2486;5:21896;600:21904;600:21912;600:21922;600:21928;600:21937;600:28326;600:28334;600:28668;150:42835;300::
+
| shipDNA=24696:2048;1:20353;1:11269;2:3888;1:2364;1:35659;1:3568;1:6173;2:3009;6:43552;1:31055;3:21640;5:2488;5:12822;6:12826;6:23089;6:28999;2:29001;2:32006;29::
 
| fleetup=
 
| fleetup=
 
| alphacanuse=N
 
| alphacanuse=N
Line 274: Line 257:
  
 
====Logi====
 
====Logi====
Due to their light tank, and poor resists, Hurricanes do not scale as well with Logi as some other doctrines, however a small Logi wing is still very useful to repair light damage. BLAP Ospreys are the E-Uni standard and work perfectly well, although you should be wary of compromising your DD wing (and therefore alpha strike) in order to get more 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
<wikifit fittingid="138953" /><wikifit fittingid="128703" />
 
====Support Ships====
 
Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles
 
 
 
Target painters are very useful in a fleet such as this, to maximize the alpha strike, so a valuable role, especially for lower skilled pilots, is to fly a ship such as the Bellicose, which helps the entire fleet perform better
 
 
{{ShipFitting
 
{{ShipFitting
| ship=Bellicose
+
| ship=Augoror
| shipTypeID=630
+
| shipTypeID=625
| fitName=Support Belli
+
| fitName=T1 MWD Aug
| fitID=Support-Belli
+
| fitID=T1-MWD-Aug
 
| low1name=IFFA Compact Damage Control
 
| low1name=IFFA Compact Damage Control
 
| low1typeID=5839
 
| low1typeID=5839
| low2name=Crosslink Compact Ballistic Control System
+
| low2name=Energized Thermal Membrane II
| low2typeID=16457
+
| low2typeID=11259
| low3name=Crosslink Compact Ballistic Control System
+
| low3name=Energized Kinetic Membrane II
| low3typeID=16457
+
| low3typeID=11249
| low4name=Crosslink Compact Ballistic Control System
+
| low4name=800mm Rolled Tungsten Compact Plates
| low4typeID=16457
+
| low4typeID=11317
| mid1name=Large Azeotropic Restrained Shield Extender
+
| low5name=Energized Explosive Membrane II
| mid1typeID=8419
+
| low5typeID=11229
| mid2name=Large Azeotropic Restrained Shield Extender
+
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid2typeID=8419
+
| mid1typeID=35659
| mid3name=50MN Cold-Gas Enduring Microwarpdrive
+
| mid2name=F-90 Compact Sensor Booster, ECCM Script
| mid3typeID=5975
+
| mid2typeID=6160
| mid4name=Parallel Enduring Target Painter
+
| charge1name=ECCM Script x1
| mid4typeID=19812
+
| charge1typeID=41155
| mid5name=Parallel Enduring Target Painter
+
| mid3name=F-23 Compact Remote Sensor Booster, Scan Resolution Script
| mid5typeID=19812
+
| mid3typeID=5279
| high1name=Prototype 'Arbalest' Rapid Light Missile Launcher
+
| charge2name=Scan Resolution Script x1
| high1typeID=8027
+
| charge2typeID=29011
| high2name=Prototype 'Arbalest' Rapid Light Missile Launcher
+
| high1name=Medium Coaxial Compact Remote Armor Repairer
| high2typeID=8027
+
| high1typeID=16443
| high3name=Prototype 'Arbalest' Rapid Light Missile Launcher
+
| high2name=Medium Coaxial Compact Remote Armor Repairer
| high3typeID=8027
+
| high2typeID=16443
| high4name=Prototype 'Arbalest' Rapid Light Missile Launcher
+
| high3name=Medium Coaxial Compact Remote Armor Repairer
| high4typeID=8027
+
| high3typeID=16443
| rig1name=Medium Anti-EM Screen Reinforcer I
+
| high4name=Medium 'Regard' Remote Capacitor Transmitter
| rig1typeID=31718
+
| high4typeID=16495
| rig2name=Medium Core Defense Field Extender I
+
| high5name=Medium 'Regard' Remote Capacitor Transmitter
| rig2typeID=31790
+
| high5typeID=16495
| rig3name=Medium Core Defense Field Extender I
+
| rig1name=Medium Trimark Armor Pump I
| rig3typeID=31790
+
| rig1typeID=31055
| drone1name=Valkyrie I x4
+
| rig2name=Medium Trimark Armor Pump I
| drone1typeID=15510
+
| rig2typeID=31055
| charge1name=Caldari Navy Scourge Light Missile x304
+
| rig3name=Medium Ancillary Current Router I
| charge1typeID=27361
+
| rig3typeID=31360
| charge2name=Caldari Navy Inferno Light Missile x304
+
| drone1name=Acolyte II x4
| charge2typeID=27371
+
| drone1typeID=2205
| charge3name=Caldari Navy Nova Light Missile x304
+
| charge3name=open
| charge3typeID=27381
+
| charge4name=open
| charge4name=Caldari Navy Mjolnir Light Missile x304
 
| charge4typeID=27387
 
 
| charge5name=open
 
| charge5name=open
 
| drone2name=open
 
| drone2name=open
Line 341: Line 317:
 
| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=630:5839;1:16457;3:8419;2:5975;1:19812;2:8027;4:31718;1:31790;2:15510;4:27361;304:27371;304:27381;304:27387;304::
+
| 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
 
}}
 
}}
Should you wish to add a dedicated Command Burst ship rather than using the Hurricanes themselves, a Command Ship is the optimum choice, with the Sleipnir the natural fit given its bonuses. However a Command Ship is an expensive and SP intensive option in a Uni fleet, and you may wish to dedicate the role to a Command Destroyer such as the Stork
+
 
 +
====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.
 
{{ShipFitting
 
{{ShipFitting
| ship=Stork
+
| ship=Magus
| shipTypeID=37482
+
| shipTypeID=37483
| fitName=Support Stork
+
| fitName=Support Magus
| fitID=Support-Stork
+
| fitID=Support Magus
| low1name=Damage Control II
+
| low1name=Dark Blood Adaptive Nano Plating
| low1typeID=2048
+
| low1typeID=14003
| low2name=Co-Processor II
+
| low2name=Corpii B-Type Explosive Plating
| low2typeID=3888
+
| low2typeID=18744
| mid1name=5MN Y-T8 Compact Microwarpdrive
+
| low3name=Damage Control II
| mid1typeID=5973
+
| low3typeID=2048
| mid2name=Micro Jump Field Generator
+
| low4name=400mm Rolled Tungsten Compact Plates
| mid2typeID=37479
+
| low4typeID=11309
| mid3name=Adaptive Invulnerability Field II
+
| mid1name=1MN Y-S8 Compact Afterburner
| mid3typeID=2281
+
| mid1typeID=6001
| mid4name=Republic Fleet Medium Shield Extender
+
| mid2name=5MN Y-T8 Compact Microwarpdrive
| mid4typeID=31928
+
| mid2typeID=5973
| mid5name=Republic Fleet Medium Shield Extender
+
| mid3name=Micro Jump Field Generator
| mid5typeID=31928
+
| mid3typeID=37479
| mid6name=Initiated Compact Warp Scrambler
+
| mid4name=Initiated Compact Warp Scrambler
| mid6typeID=5445
+
| mid4typeID=5445
| high1name=Shield Command Burst II
+
| high1name=Armor Command Burst II
| high1typeID=43555
+
| high1typeID=43552
| high2name='Arbalest' Rocket Launcher I
+
| high2name=125mm Gatling AutoCannon II
| high2typeID=16527
+
| high2typeID=2873
| high3name=Information Command Burst II
+
| high3name=125mm Gatling AutoCannon II
| high3typeID=43554
+
| high3typeID=2873
 +
| high4name=125mm Gatling AutoCannon II
 +
| high4typeID=2873
 +
| high5name=Skirmish Command Burst II
 +
| high5typeID=43556
 
| rig1name=Small Command Processor I
 
| rig1name=Small Command Processor I
 
| rig1typeID=43894
 
| rig1typeID=43894
| rig2name=Small Anti-EM Screen Reinforcer II
+
| rig2name=Small Trimark Armor Pump II
| rig2typeID=31722
+
| rig2typeID=31057
| charge1name=Caldari Navy Scourge Rocket x645
+
| drone1name=Hobgoblin II x3
| charge1typeID=27333
+
| drone1typeID=2456
| charge2name=Shield Harmonizing Charge x300
+
| drone2name=Warrior II x5
| charge2typeID=42695
+
| drone2typeID=2488
| charge3name=Shield Extension Charge x300
+
| drone3name=Hammerhead II x2
| charge3typeID=42696
+
| drone3typeID=2185
| charge4name=Sensor Optimization Charge x300
+
| charge1name=Barrage S x2400
| charge4typeID=42835
+
| charge1typeID=12625
| high4name=open
+
| charge2name=Armor Energizing Charge x300
| high5name=open
+
| charge2typeID=42832
| high6name=open
+
| charge3name=Rapid Repair Charge x300
| charge5name=open
+
| 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=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
Line 398: Line 391:
 
| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=37482:2048;1:3888;1:5973;1:37479;1:2281;1:31928;2:5445;1:43555;1:16527;1:43554;1:43894;1:31722;1:27333;645:42695;300:42696;300:42835;300::
+
| 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=
 
| fleetup=
 
| alphacanuse=N
 
| 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
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES