Difference between revisions of "FCC Hurricanes"

From EVE University Wiki
Jump to: navigation, search
m (Anti-EM Screen Reinforcer -> EM Shield Reinforcer)
m (Bot: Removing template: ShipFitting; cosmetic changes)
 
(4 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{FCC Links}}
+
{{deprecated}}
{{FCC Doctrine Links}}
+
 
==FCC Hurricanes==
+
== 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>
 
| 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>
Line 7: Line 7:
 
The Uni’s own FCC Hurricanes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017
 
The Uni’s own FCC Hurricanes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017
 
|}
 
|}
==Implementation==
+
== Implementation ==
 
Like Ruptures and Thrashers, Artillery Hurricanes are all about the alpha strike. A good Hurricane pilot can reach 3.9k damage in a single volley at close range (21km + 33km falloff), or 2.3k with a range of up to 74km (+33km 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]]
 
Like Ruptures and Thrashers, Artillery Hurricanes are all about the alpha strike. A good Hurricane pilot can reach 3.9k damage in a single volley at close range (21km + 33km falloff), or 2.3k with a range of up to 74km (+33km 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]]
  
Line 20: Line 20:
 
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
 
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
  
==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. 3 Gyrostabilizers maximize damage, while the tracking enhancer helps 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
 
The primary focus is on maximizing your volley damage at range. 3 Gyrostabilizers maximize damage, while the tracking enhancer helps 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
  
 
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 information boosts for lock range, with Skirmish boosts secondary for speed and reduced signature radius, with shield tanking boosts as a final priority
 
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 information boosts for lock range, with Skirmish boosts secondary for speed and reduced signature radius, with shield tanking boosts as a final priority
{{ShipFitting
 
| ship=Hurricane
 
| shipTypeID=24702
 
| fitName=FCC Hurricane T2
 
| fitID=FCC-Hurricane-T2
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Gyrostabilizer II
 
| low2typeID=519
 
| low3name=Gyrostabilizer II
 
| low3typeID=519
 
| low4name=Reactor Control Unit II
 
| low4typeID=1355
 
| low5name=Gyrostabilizer II
 
| low5typeID=519
 
| low6name=Tracking Enhancer II
 
| low6typeID=1999
 
| mid1name=50MN Cold-Gas Enduring Microwarpdrive
 
| mid1typeID=5975
 
| mid2name=Multispectrum Shield Hardener II
 
| mid2typeID=2281
 
| mid3name=Multispectrum Shield Hardener II
 
| mid3typeID=2281
 
| mid4name=Large Shield Extender II
 
| mid4typeID=3841
 
| high1name=720mm Howitzer Artillery II
 
| high1typeID=2969
 
| high2name=720mm Howitzer Artillery II
 
| high2typeID=2969
 
| high3name=720mm Howitzer Artillery II
 
| high3typeID=2969
 
| high4name=720mm Howitzer Artillery II
 
| high4typeID=2969
 
| high5name=720mm Howitzer Artillery II
 
| high5typeID=2969
 
| high6name=720mm Howitzer Artillery II
 
| high6typeID=2969
 
| rig1name=Medium EM Shield Reinforcer I
 
| rig1typeID=31718
 
| rig2name=Medium Core Defense Field Extender I
 
| rig2typeID=31790
 
| rig3name=Medium Core Defense Field Extender I
 
| rig3typeID=31790
 
| drone1name=Warrior II x5
 
| drone1typeID=2488
 
| charge1name=Tremor M x600
 
| charge1typeID=12771
 
| charge2name=Republic Fleet EMP M x600
 
| charge2typeID=21896
 
| charge3name=Republic Fleet Fusion M x600
 
| charge3typeID=21904
 
| charge4name=Republic Fleet Nuclear M x600
 
| charge4typeID=21912
 
| charge5name=Republic Fleet Phased Plasma M x600
 
| charge5typeID=21922
 
| charge6name=Republic Fleet Proton M x600
 
| charge6typeID=21928
 
| charge7name=Republic Fleet Titanium Sabot M x600
 
| charge7typeID=21937
 
| charge8name=Republic Fleet Carbonized Lead M x600
 
| charge8typeID=28326
 
| charge9name=Republic Fleet Depleted Uranium M x600
 
| charge9typeID=28334
 
| charge10name=Nanite Repair Paste x150
 
| charge10typeID=28668
 
| high7name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=24702:2048;1:519;2:1355;1:1999;2:5975;1:2281;2:3841;1:2969;6:31718;1:31790;2:2488;5:12771;600:21896;600:21904;600:21912;600:21922;600:21928;600:21937;600:28326;600:28334;600:28668;150::
 
| fleetup=
 
| alphacanuse=N
 
}}{{ShipFitting
 
| ship=Hurricane
 
| shipTypeID=24702
 
| fitName=FCC Hurricane
 
| fitID=FCC-Hurricane
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Gyrostabilizer II
 
| low2typeID=519
 
| low3name=Gyrostabilizer II
 
| low3typeID=519
 
| low4name=Mark I Compact Reactor Control Unit
 
| low4typeID=8263
 
| low5name=Gyrostabilizer II
 
| low5typeID=1999
 
| low6name=Tracking Enhancer II
 
| low6typeID=1999
 
| mid1name=50MN Cold-Gas Enduring Microwarpdrive
 
| mid1typeID=5975
 
| mid2name=Multispectrum Shield Hardener II
 
| mid2typeID=2281
 
| mid3name=Multispectrum Shield Hardener II
 
| mid3typeID=2281
 
| mid4name=Large Shield Extender II
 
| mid4typeID=3841
 
| high1name=720mm 'Scout' Artillery I
 
| high1typeID=9451
 
| high2name=720mm 'Scout' Artillery I
 
| high2typeID=9451
 
| high3name=720mm 'Scout' Artillery I
 
| high3typeID=9451
 
| high4name=720mm 'Scout' Artillery I
 
| high4typeID=9451
 
| high5name=720mm 'Scout' Artillery I
 
| high5typeID=9451
 
| high6name=720mm 'Scout' Artillery I
 
| high6typeID=9451
 
| rig1name=Medium EM Shield Reinforcer I
 
| rig1typeID=31718
 
| rig2name=Medium Core Defense Field Extender I
 
| rig2typeID=31790
 
| rig3name=Medium Core Defense Field Extender I
 
| rig3typeID=31790
 
| drone1name=Warrior I x5
 
| drone1typeID=2486
 
| charge1name=Republic Fleet EMP M x600
 
| charge1typeID=21896
 
| charge2name=Republic Fleet Fusion M x600
 
| charge2typeID=21904
 
| charge3name=Republic Fleet Nuclear M x600
 
| charge3typeID=21912
 
| charge4name=Republic Fleet Phased Plasma M x600
 
| charge4typeID=21922
 
| charge5name=Republic Fleet Proton M x600
 
| charge5typeID=21928
 
| charge6name=Republic Fleet Titanium Sabot M x600
 
| charge6typeID=21937
 
| charge7name=Republic Fleet Carbonized Lead M x600
 
| charge7typeID=28326
 
| charge8name=Republic Fleet Depleted Uranium M x600
 
| charge8typeID=28334
 
| charge9name=Nanite Repair Paste x150
 
| charge9typeID=28668
 
| high7name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=24702:2048;1:519;2:8263;1:1999;2:5975;1:2281;2:3841;1:9451;6:31718;1:31790;2:2486;5:21896;600:21904;600:21912;600:21922;600:21928;600:21937;600:28326;600:28334;600:28668;150::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
{{ShipFitting
 
| ship=Hurricane
 
| shipTypeID=24702
 
| fitName=FCC Hurricane Command Burst
 
| fitID=FCC-Hurricane-Command-Burst
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Gyrostabilizer II
 
| low2typeID=519
 
| low3name=Gyrostabilizer II
 
| low3typeID=519
 
| low4name=Reactor Control Unit II
 
| low4typeID=1355
 
| low5name=Gyrostabilizer II
 
| low5typeID=1999
 
| low6name=Tracking Enhancer II
 
| low6typeID=1999
 
| mid1name=50MN Cold-Gas Enduring Microwarpdrive
 
| mid1typeID=5975
 
| mid2name=Multispectrum Shield Hardener II
 
| mid2typeID=2281
 
| mid3name=Multispectrum Shield Hardener II
 
| mid3typeID=2281
 
| mid4name=Large Shield Extender II
 
| mid4typeID=3841
 
| high1name=720mm 'Scout' Artillery I
 
| high1typeID=9451
 
| high2name=720mm 'Scout' Artillery I
 
| high2typeID=9451
 
| high3name=720mm 'Scout' Artillery I
 
| high3typeID=9451
 
| high4name=720mm 'Scout' Artillery I
 
| high4typeID=9451
 
| high5name=720mm 'Scout' Artillery I
 
| high5typeID=9451
 
| high6name=720mm 'Scout' Artillery I
 
| high6typeID=9451
 
| high7name=Information Command Burst II
 
| high7typeID=43554
 
| rig1name=Medium EM Shield Reinforcer I
 
| rig1typeID=31718
 
| rig2name=Medium Core Defense Field Extender I
 
| rig2typeID=31790
 
| rig3name=Medium Core Defense Field Extender I
 
| rig3typeID=31790
 
| drone1name=Warrior I x5
 
| drone1typeID=2486
 
| charge1name=Republic Fleet EMP M x600
 
| charge1typeID=21896
 
| charge2name=Republic Fleet Fusion M x600
 
| charge2typeID=21904
 
| charge3name=Republic Fleet Nuclear M x600
 
| charge3typeID=21912
 
| charge4name=Republic Fleet Phased Plasma M x600
 
| charge4typeID=21922
 
| charge5name=Republic Fleet Proton M x600
 
| charge5typeID=21928
 
| charge6name=Republic Fleet Titanium Sabot M x600
 
| charge6typeID=21937
 
| charge7name=Republic Fleet Carbonized Lead M x600
 
| charge7typeID=28326
 
| charge8name=Republic Fleet Depleted Uranium M x600
 
| charge8typeID=28334
 
| charge9name=Nanite Repair Paste x150
 
| charge9typeID=28668
 
| charge10name=Sensor Optimization Charge x300
 
| charge10typeID=42835
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| 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::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
  
====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
 
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
<wikifit fittingid="138953" /><wikifit fittingid="128703" />
+
 
====Support Ships====
+
==== Support Ships ====
 
Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles
 
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
 
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
 
| ship=Bellicose
 
| shipTypeID=630
 
| fitName=Support Belli
 
| fitID=Support-Belli
 
| low1name=IFFA Compact Damage Control
 
| low1typeID=5839
 
| low2name=Crosslink Compact Ballistic Control System
 
| low2typeID=16457
 
| low3name=Crosslink Compact Ballistic Control System
 
| low3typeID=16457
 
| low4name=Crosslink Compact Ballistic Control System
 
| low4typeID=16457
 
| mid1name=Large Azeotropic Restrained Shield Extender
 
| mid1typeID=8419
 
| mid2name=Large Azeotropic Restrained Shield Extender
 
| mid2typeID=8419
 
| mid3name=50MN Cold-Gas Enduring Microwarpdrive
 
| mid3typeID=5975
 
| mid4name=Parallel Enduring Target Painter
 
| mid4typeID=19812
 
| mid5name=Parallel Enduring Target Painter
 
| mid5typeID=19812
 
| high1name=Prototype 'Arbalest' Rapid Light Missile Launcher
 
| high1typeID=8027
 
| high2name=Prototype 'Arbalest' Rapid Light Missile Launcher
 
| high2typeID=8027
 
| high3name=Prototype 'Arbalest' Rapid Light Missile Launcher
 
| high3typeID=8027
 
| high4name=Prototype 'Arbalest' Rapid Light Missile Launcher
 
| high4typeID=8027
 
| rig1name=Medium EM Shield Reinforcer I
 
| rig1typeID=31718
 
| rig2name=Medium Core Defense Field Extender I
 
| rig2typeID=31790
 
| rig3name=Medium Core Defense Field Extender I
 
| rig3typeID=31790
 
| drone1name=Valkyrie I x4
 
| drone1typeID=15510
 
| charge1name=Caldari Navy Scourge Light Missile x304
 
| charge1typeID=27361
 
| charge2name=Caldari Navy Inferno Light Missile x304
 
| charge2typeID=27371
 
| charge3name=Caldari Navy Nova Light Missile x304
 
| charge3typeID=27381
 
| charge4name=Caldari Navy Mjolnir Light Missile x304
 
| charge4typeID=27387
 
| charge5name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| 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::
 
| fleetup=
 
| 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
 
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
{{ShipFitting
+
 
| ship=Stork
 
| shipTypeID=37482
 
| fitName=Support Stork
 
| fitID=Support-Stork
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Co-Processor II
 
| low2typeID=3888
 
| mid1name=5MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=5973
 
| mid2name=Micro Jump Field Generator
 
| mid2typeID=37479
 
| mid3name=Multispectrum Shield Hardener II
 
| mid3typeID=2281
 
| mid4name=Republic Fleet Medium Shield Extender
 
| mid4typeID=31928
 
| mid5name=Republic Fleet Medium Shield Extender
 
| mid5typeID=31928
 
| mid6name=Initiated Compact Warp Scrambler
 
| mid6typeID=5445
 
| high1name=Shield Command Burst II
 
| high1typeID=43555
 
| high2name='Arbalest' Rocket Launcher I
 
| high2typeID=16527
 
| high3name=Information Command Burst II
 
| high3typeID=43554
 
| rig1name=Small Command Processor I
 
| rig1typeID=43894
 
| rig2name=Small EM Shield Reinforcer II
 
| rig2typeID=31722
 
| charge1name=Caldari Navy Scourge Rocket x645
 
| charge1typeID=27333
 
| charge2name=Shield Harmonizing Charge x300
 
| charge2typeID=42695
 
| charge3name=Shield Extension Charge x300
 
| charge3typeID=42696
 
| charge4name=Sensor Optimization Charge x300
 
| charge4typeID=42835
 
| high4name=open
 
| high5name=open
 
| high6name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| 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::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
 
[[Category:Doctrines]]
 
[[Category:Doctrines]]

Latest revision as of 18:00, 15 January 2023

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

FCC Hurricanes

Logo faction minmatar republic.png
Hurricane.jpg
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

The Uni’s own FCC Hurricanes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017

Implementation

Like Ruptures and Thrashers, Artillery Hurricanes are all about the alpha strike. A good Hurricane pilot can reach 3.9k damage in a single volley at close range (21km + 33km falloff), or 2.3k with a range of up to 74km (+33km 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

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

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

For the Uni, while fleets of 50+ is achievable for special events, 10-20 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

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

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

Fleet Composition and Fits

Primary DD Fit

The primary focus is on maximizing your volley damage at range. 3 Gyrostabilizers maximize damage, while the tracking enhancer helps 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

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 information boosts for lock range, with Skirmish boosts secondary for speed and reduced signature radius, with shield tanking boosts as a final priority


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

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 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