Difference between revisions of "Gallente Cruiser Armor Doctrine"
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==Support== | ==Support== | ||
Discuss supporting ships needed here. | Discuss supporting ships needed here. |
Revision as of 20:24, 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
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 6 : 2.5 : 1.5 with a max of about 25 ships, with the ideal being about 15-20 ships.
Direct Damage
T2 tank is essential, T2 guns are optional.
Logistics
EWAR
The smartbombs are not for adding DPS to the primaried target-- they are for killing enemy drones.
Support
Discuss supporting ships needed here.