Difference between revisions of "Gallente Cruiser Armor Doctrine"
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===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. 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> | + | 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> | ||
Revision as of 20:14, 22 March 2013
Under construction.
Gallente Armored Cruiser Fleet
General description
The Gallente Armored Cruiser fleet consists of three main components: DD, Logi, and 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
Logi info here.
EWAR
EWAR info herer.
Fits
Main body
The main body of the Gallente Armored Cruiser fleet consists of DD / Logi / EWAR in a ratio roughly equal to 6 : 2.5 : 1.5 with a max of about 25 ships, with the ideal being about 15-20 ships.
Direct Damage
DD notes here.
Logistics
Logi notes here.
EWAR
EWAR notes here.
Support
Discuss supporting ships needed here.