Difference between revisions of "Dual Prop Thorax Doctrine"
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− | + | = Dual-Prop Thorax Doctrine = | |
+ | == General description == | ||
− | + | The Dual-Prop Thorax fleet consists of three main components: | |
+ | # Damage Dealing Ships (DD) | ||
+ | # Logistic Ships (Logi) | ||
+ | # Electronic Warfare Ships (EWAR) | ||
− | ===Advantages:=== | + | These components, together with supporting inty/tackle/scouts/boosters, have the ability to field a substantial amount of DPS and staying power for a small to mid-sized fleet of relatively small and inexpensive ships. |
+ | |||
+ | == Pros and Cons == | ||
+ | |||
+ | === Advantages: === | ||
* Relatively low cost ship fittings<br> | * Relatively low cost ship fittings<br> | ||
* Substantial DPS at brawling ranges<br> | * Substantial DPS at brawling ranges<br> | ||
* Significant tank when all components of the fleet are working in tandem<br> | * Significant tank when all components of the fleet are working in tandem<br> | ||
− | ===Disadvantages:=== | + | === Disadvantages: === |
* Requires a fair amount of SP to field the T2 guns and tank | * Requires a fair amount of SP to field the T2 guns and tank | ||
* Not particularly well suited for engaging sniper fleets | * Not particularly well suited for engaging sniper fleets | ||
* For all components to work in tandem, requires a fair amount of piloting skill | * For all components to work in tandem, requires a fair amount of piloting skill | ||
− | ==Tactics== | + | == Tactics == |
Being a fleet particularly well suited to brawling, the FC should seek engagements conducive to this (eg, at a gate, a plex, or anywhere you can get a punt or otherwise land directly on the opposing fleet).<br> | Being a fleet particularly well suited to brawling, the FC should seek engagements conducive to this (eg, at a gate, a plex, or anywhere you can get a punt or otherwise land directly on the opposing fleet).<br> | ||
− | ===Damage Dealers=== | + | === Damage Dealers === |
− | Dual prop enables the DD to use MWD to get in brawling range of the target before switching to afterburner after getting scram and web on the target. | + | Dual prop enables the DD to use MWD to get in brawling range of the target before switching to afterburner after getting scram and web on the target. Switching from MWD to Afterburner will reduce signature radius while helping the cruiser stay under the guns of larger ships while dictating the optimal range for the T2 Void ammo. If you cannot get within optimal range, then Null is a good alternative out to max scram range.<br><br> |
It is recommended that the FC fly one of the DD cruisers.<br> | It is recommended that the FC fly one of the DD cruisers.<br> | ||
− | ===Logistics=== | + | === Logistics === |
− | Being Afterburner fit, this logistics cruiser is not going to be able to close range (or pull range) as quickly as the DD cruisers. | + | Being Afterburner fit, this logistics cruiser is not going to be able to close range (or pull range) as quickly as the DD cruisers. As such, it is important to decide where to be at the start of an engagement (close vs. at range, and in what direction from the main body of the fleet).<br><br> |
Bring lots of cap boosters, and be aware that it may be necessary to procure more after each battle.<br> | Bring lots of cap boosters, and be aware that it may be necessary to procure more after each battle.<br> | ||
− | ===EWAR=== | + | === EWAR === |
− | EWAR should sit with the DD and within repping range of the Logi and keep their transversal up with the Afterburner. | + | EWAR should sit with the DD and within repping range of the Logi and keep their transversal up with the Afterburner. EWAR pilots should be familiar with a range of dampening tactics (splitting, focusing, script changes), organizing drones, and using the smartbombs to burn to and kill enemy drone swarms.<br><br> |
− | When engaging enemy drones, ensure that you are not surrounded by friendly drones and frigates first. | + | When engaging enemy drones, ensure that you are not surrounded by friendly drones and frigates first. Cycle the EMP bomb to take out the drone's shields, followed by the two proton bombs to kill their armor and structure.<br> |
− | =Fits= | + | = Fits = |
− | ==Main body== | + | == Main body == |
− | The main body of the Gallente Armored Cruiser fleet consists of DD / Logi / EWAR in a ratio roughly equal to | + | The main body of the Gallente Armored Cruiser fleet consists of DD / Logi / EWAR in a ratio roughly equal to 12 : 5 : 3 with a max of about 25 ships, with the ideal being about 15-20 ships. |
− | ===Damage Dealers=== | + | === Damage Dealers === |
T2 tank is essential, T2 guns are optional.<br> | T2 tank is essential, T2 guns are optional.<br> | ||
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− | ===Logistics=== | + | === Logistics === |
Drones can be swapped out for EC or Logi drones at the FC's discretion.<br> | Drones can be swapped out for EC or Logi drones at the FC's discretion.<br> | ||
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− | ===EWAR=== | + | === EWAR === |
The smartbombs are not for adding DPS to the primaried target-- they are for killing enemy drones.<br> | The smartbombs are not for adding DPS to the primaried target-- they are for killing enemy drones.<br> | ||
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− | ==Support== | + | == Support == |
* 1-3 interceptors, up to 5 tackle. | * 1-3 interceptors, up to 5 tackle. | ||
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* Loki or Legion links if available. | * Loki or Legion links if available. | ||
* If going into null, bring a few interdictors. | * If going into null, bring a few interdictors. | ||
+ | |||
+ | [[Category:Doctrines]] |
Latest revision as of 18:00, 15 January 2023
Dual-Prop Thorax Doctrine
General description
The Dual-Prop Thorax fleet consists of three main components:
- Damage Dealing Ships (DD)
- Logistic Ships (Logi)
- Electronic Warfare Ships (EWAR)
These components, together with supporting inty/tackle/scouts/boosters, have the ability to field a substantial amount of DPS and staying power for a small to mid-sized fleet of relatively small and inexpensive ships.
Pros and Cons
Advantages:
- Relatively low cost ship fittings
- Substantial DPS at brawling ranges
- Significant tank when all components of the fleet are working in tandem
Disadvantages:
- Requires a fair amount of SP to field the T2 guns and tank
- Not particularly well suited for engaging sniper fleets
- For all components to work in tandem, requires a fair amount of piloting skill
Tactics
Being a fleet particularly well suited to brawling, the FC should seek engagements conducive to this (eg, at a gate, a plex, or anywhere you can get a punt or otherwise land directly on the opposing fleet).
Damage Dealers
Dual prop enables the DD to use MWD to get in brawling range of the target before switching to afterburner after getting scram and web on the target. Switching from MWD to Afterburner will reduce signature radius while helping the cruiser stay under the guns of larger ships while dictating the optimal range for the T2 Void ammo. If you cannot get within optimal range, then Null is a good alternative out to max scram range.
It is recommended that the FC fly one of the DD cruisers.
Logistics
Being Afterburner fit, this logistics cruiser is not going to be able to close range (or pull range) as quickly as the DD cruisers. As such, it is important to decide where to be at the start of an engagement (close vs. at range, and in what direction from the main body of the fleet).
Bring lots of cap boosters, and be aware that it may be necessary to procure more after each battle.
EWAR
EWAR should sit with the DD and within repping range of the Logi and keep their transversal up with the Afterburner. EWAR pilots should be familiar with a range of dampening tactics (splitting, focusing, script changes), organizing drones, and using the smartbombs to burn to and kill enemy drone swarms.
When engaging enemy drones, ensure that you are not surrounded by friendly drones and frigates first. Cycle the EMP bomb to take out the drone's shields, followed by the two proton bombs to kill their armor and structure.
Fits
Main body
The main body of the Gallente Armored Cruiser fleet consists of DD / Logi / EWAR in a ratio roughly equal to 12 : 5 : 3 with a max of about 25 ships, with the ideal being about 15-20 ships.
Damage Dealers
T2 tank is essential, T2 guns are optional.
Logistics
Drones can be swapped out for EC or Logi drones at the FC's discretion.
EWAR
The smartbombs are not for adding DPS to the primaried target-- they are for killing enemy drones.
Support
- 1-3 interceptors, up to 5 tackle.
- CovOps scout if you can get them-- punts directly onto sniper fleets would be fantastic.
- Loki or Legion links if available.
- If going into null, bring a few interdictors.