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Nation Commander Stronghold: Difference between revisions

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{{incursions_sites}}
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
= Objectives =
=Intelligence Reports=
===== Force required =====
 
{{incursion sites|assaults|ncs}}
===Military Intelligence===
===== Military information =====
Your objective is to locate the Nation commander and assassinate them. Once you have separated the commander from the rest of the Sansha fleet they will scatter and flee.
{|
 
| valign="middle" | [[image:incursions_sansha_transmission.png]]
===Background Intelligence===
| valign="middle" | Your objective is to locate the Nation commander and assassinate them. Once you have separated the commander from the rest of the Sansha fleet they will scatter and flee.
 
|}
===== Background information =====
Intelligence and other supporting evidence have revealed that this facility is being used as a rally point for senior capsuleer commanders within Sansha's Nation. When one of these leaders is killed in combat or their forces routed by capsuleer counterattack, this is where they are re-cloned, and where they retreat to.
Intelligence and other supporting evidence have revealed that this facility is being used as a rally point for senior capsuleer commanders within Sansha's Nation. When one of these leaders is killed in combat or their forces routed by capsuleer counterattack, this is where they are re-cloned, and where they retreat to.


In light of this functionality, the strategic value of these outposts must be considered. By directly attacking the nexus of pro-Nation leadership, capsuleers will be able to limit the level of coordination and efficiency amongst attack squads.
In light of this functionality, the strategic value of these outposts must be considered. By directly attacking the nexus of pro-Nation leadership, capsuleers will be able to limit the level of coordination and efficiency amongst attack squads.


''Synopsis from ISHAEKA-0079. DED Special Operations.''<br/>
''Synopsis from ISHAEKA-0079. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
''Authorized for Capsuleer dissemination.''
 
 
 
 
=Forces Required=
* 15-20 Pilots
 
 
''Preferred List''<br/>
*'''5-6 Logistics'''<br/>
*'''5-7 Damage Dealers'''<br/>
*'''5-7 Snipers'''
 
 
 
=Rewards=
[[File:Assault_rpr.PNG‎|right|Full Fleet Assault Reward Payout Ratio]]
 
 
 
'''Hi Sec Payout'''
* 18,200,000 ISK
* 3,500 CONCORD LP
 
'''Low / Null Sec Payout'''
* 26,000,000 ISK
* 5,000 CONCORD LP
 


= Enemies =
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
{{incursion rats|Start}}
{{incursion rats|Antem Neo}}
{{incursion rats|Arnon Epithalamus}}
{{incursion rats|Auga Hypophysis}}
{{incursion rats|Citizen / Slave}}
{{incursion rats|Deltole Tegmentum}}
{{incursion rats|Eystur Rhomben}}
{{incursion rats|Intaki Colliculus}}
{{incursion rats|Mara Paleo}}
{{incursion rats|Niarja Myelen}}
{{incursion rats|Ostingele Tectum}}
{{incursion rats|Renyn Meten}}
{{incursion rats|Romi Thalamus}}
{{incursion rats|Schmaeel Medulla}}
{{incursion rats|Tama Cerebellum}}
{{incursion rats|Yulai Crus Cerebi}}
{{incursion rats|End3}}
At the end of the site you'll have several other ships potentially spawning:
{{incursion rats|Start2}}
{{incursion rats|Outuni Mesen}}
{{incursion rats|Vylade Dien}}
{{incursion rats|End}}


=Achieving Objectives Successfully=
== Priorities ==
This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.


Follow anchor into site. Kill in tagged order for first wave. Kill the named commander in the next waveSansha fleet warps off and payout received upon destruction of the named commander.
As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on.
{| class="wikitable" style="font-size:90%;"
|-
! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
! style="background:#333333;" nowrap colspan="3" | Targets for the entire fleet
! style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | Reason
|-
! style="background:#222222;" nowrap | Brawler targets<small>&nbsp;<ref>These targets are usually larger, cruisers or battleships and suitable for ships with normal damage projection, like battleships with large guns.</ref></small>
! style="background:#222222;" nowrap | Sniper targets<small>&nbsp;<ref>Sniper targets are enemies that stay up to 150km away, requiring you to have increased locking range and extreme damage projection. Once you run out of sniper targets, change to short range ammo and follow regular targets.</ref></small>
! style="background:#222222;" nowrap | Small targets<small>&nbsp;<ref>Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for '''strategic cruisers''', [[Vindicator]]s or the [[Roles in Incursions#Dronebunny|dronebunny]] as a last resort.</ref></small>
|- style="vertical-align:top;"
| nowrap | 1
| style="background:Red;" width="1" |
| style="text-align:center;" colspan="3" nowrap | '''Citizen / Slave'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|tp|24|Target painting}}
| Killing the '''Citizen / Slave''' when it spawns ends the site.
|- style="vertical-align:top;"
| nowrap | 2
| style="background:Red;" width="1" |
| style="padding:5px; text-align:center;" colspan="2" nowrap | '''Arnon Epithalamus'''&nbsp;{{icon|jamming|24|Jamming}}
| style="padding:5px;" nowrap | '''Niarja Myelen'''&nbsp;{{icon|jamming|24|Jamming}}{{icon|neut|24|Energy neutralizing}}
| style="padding:5px;" | The '''Arnons''' and '''Niarjas''' because they jam.
|- style="vertical-align:text-top;"
| nowrap | 3
| style="background:OrangeRed;" width="1" |
| style="padding:5px;" nowrap | '''Auga Hypophysis'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Deltole Tegmentum'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|tp|24|Target painting}}
| style="padding:5px;" nowrap | '''Mara Paleo'''<small>&nbsp;<ref name="logi">Both the '''Mara''' and the '''Intaki''' can be ignored if you have enough firepower on grid to simply power through them. In that case it could be safer to at least remove the '''Yulais''' before starting in on the '''Mara''' and the '''Intaki'''.</ref></small>&nbsp;{{icon|shield transporter|24|Remote shield booster}}<br>'''Intaki Colliculus'''<small>&nbsp;<ref name="logi"></ref></small>&nbsp;{{icon|shield transporter|24|Remote shield booster}}
| style="padding:5px;" nowrap | '''Tama Cerebellum'''&nbsp;{{icon|point|24|Warp disrupting}}<br>'''Schmaeel Medulla'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}
| style="padding:5px;" | '''Augas''' because they web and warp disrupts and have weak tanks, '''Deltoles''' because they neut, target paints and warp disrupts.


=Watchlist=
The '''Mara''' before the '''Intaki''' because they have stronger reps and less hit points.


===Logistics===
'''Tamas''' due to their high damage and warp disruption, then '''Schmaeel''' before '''Renyn''' due to its ability to warp disrupt in addition to webbing.
|- style="vertical-align:top;"
| nowrap | 4
| style="background:Green;" width="1" |
| style="padding:5px;" nowrap | '''Ostingele Tectum'''<br>'''Romi Thalamus'''
| style="padding:5px;" nowrap | '''Yulai Crus Cerebi'''<br>'''Antem Neo'''
| style="padding:5px;" nowrap | '''Eystur Rhomben'''
| style="padding:5px;" | '''Ostingeles''' before '''Romis''' as they are easier to hit and do more damage.


*Anchor
'''Yulais''' before '''Antems''' as they are easier to hit and do more damage.
*Jammer *
*Logistics Commander
*Cap Chain Partner
*Fleet Commander


''Note: It is not required to have a Jammer in an Assault site.  Jammers decrease DPS but also become aggro magnets when activating jamming modules.  They will be aggro magnets.''
'''Eysturs''' pose no specific threat.
|}
<small><references/></small>


===Damage Dealer / Sniper / Drone Bunny===
== Triggers ==
The last enemy killed triggers the next wave, so there is no risk of accidentally triggering the next wave before you finish your current one. The only exception is the '''Citizen / Slave''', see below.


*Anchor
== Special requirements ==
*Drone Bunny
{|
*Cap Chain Partner *
| [[File:icon_optimal_range_script.png|48px|Snipers]]
| This site requires you to have '''snipers''' in your fleet.<br>''(able to lock and apply good damage up to 120 km)''
|}
{|
| [[File:icon_ship.png|48px|Anchor]]
| This site benefits greatly from having an '''anchor'''.<br>''(a ship people can anchor up on to stay together)''
|}
{|
| [[File:icon_bounty.png|48px|Cut off the head of the snake ...]]
| Focus on the '''Citizen / Slave''' in the end.<br>''(the remainder of the last wave will warp off)''
|}


''Note: If you need a cap chain partner, be aware of the distance necessary to facilitate the transfer properly and co-ordinate with your partner or partners for less confusion in the battlefield.''
===== Snipers =====
Several ships in the first wave will initially sit at sniper ranges up to 160 km away from where you land. They will approach you however, and in combination with your fleet moving further into the site it's not critical to have a lock range of 150 km. Having just 120 km will be doable, even if you'll initially have to wait a little for things to come into range.


===== Anchor =====
In order to keep the fleet together, everyone within remote shield booster range and so forth. Appoint someone to be your '''anchor''' then have the rest of the fleet anchor up on him and use '''keep at''' range 2,500 m to make sure they always remain with the anchor (except logistics who would orbit at 5,000 m instead). That way only the anchor needs to know where to move and the rest of the fleet would follow suit.


As for where to go, the '''Snake Shaped Asteroid''' is a good compromise for a fleet without propulsion modules. If you approach it until you're within 10 km from it, you'll be in a good position for all the remaining spawns.


=Pirates / Kill Order=
===== Citizen / Slave =====
Killing the '''Citizen / Slave''' that spawns in the fifth and final wave will finish the site and force the remaining forces to warp off. As such there is no need to focus on any other ships in the last wave, just kill the commander as quickly as possible and be done with it.


The commander will be named either '''Citizen Astur''', '''Slave 32152''', '''Slave Endoma01''', '''Slave Heavenbound02''' or '''Slave Tama01'''. It is identical to the '''Deltole Tegmentum''' in all but the name.


===Wave 1===
= Hints & tips =
'''DPS Only'''<br/>
* There are five waves in this site, identifiable by the '''Yulai Crus Cerebi''' in the first wave, '''Ostingele Tectums''' in the second, '''Antem Neos''' in the third, '''Arnon Epithalamus''' in the fourth and the '''Citizen / Slave''' in the fifth and final wave.
Intaki Colliculus  - Logistics / DD (Tag 0-1)<br/>
** The first wave spawns 160 km from the beacon, behind the '''Snake Shaped Asteroid''' to the right.
Mara Paleo - Sansha Logistics (Tag 2-3)<br/>
** The second wave spawns 60 km from the beacon, between the L-shaped buildings and the '''Snake Shaped Asteroid'''.
Auga Hypophysis - Scrambler / Webber (Tag 4)<br/>
** The third wave spawns 150 km from the beacon, behind the '''Snake Shaped Asteroid''' to your left.
Ostingele Tectums - Sansha High DPS DD (Tag 5-6)<br/>
** The fourth wave spawns 20 km from the beacon, a little to the right.
Romi Thalamus - Sansha DD (Tag 5-6)<br/>
** The fifth and final wave spawns 50 km from the beacon, to the right side of the L-shaped buildings.
 
** The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised. So you will encounter the same type of ships in each site, but the number of ships per type in each individual wave will be slightly different. There will Outuni Mesen however.  
 
* Moving is not strictly required in this site, but it helps a lot. See '''Anchor''' above for an example of how you can move into a more preferred position near the '''Snake Shaped Asteroid'''. Should you sit still near the beacon the distance to the first and third wave would remain 150+ km off.
'''Snipers Only'''<br/>
* Remember to keep an eye on your capacitor if you have prolonged attention from a bunch of '''Deltole Tegmentums'''. While their individual neuting is rather small, it adds up. The same goes if you get a lot of '''Outuni Mesen''' spawning in the end, along with the '''Citizen / Slave'''.
Yulai Crus Cerebi - Sansha DD (Tag A-D)<br/>
Antem Neos - Sansha Sniper DD (Tag E-G)<br/>
 
 
'''Drone Bunny'''
Niarja Myelen - Jammer / Neut (Tag X)<br/>
Schmaeel Medullas - Warp Scrambler / Webber (Tag Y)<br/>
Eystur Rhombens - Sansha DD (Tag Y)<br/>
Renyn Metens - Webber (Tag Z)<br/>
 
''Note: Whichever Sansha ship is last on the field, is the trigger to the next wave''
 
 
 
===Wave 2===
 
'''Full Fleet DPS (DPS, Snipers and Drone Bunny)'''<br/>
 
Large wave of Sansha ships will spawn, but, only one of the Sansha Commanders will spawn. That will be your primary.<br/>
*Citizen Asture
*Slave Endoma01
*Slave 32152
*Slave Heavenbound02
*Slave Tama01
 
''Note: The commander will die roughly as fast as a Deltole Tegmentum.''
 
 
===Finále===
 
Upon the death of the Commander all Sansha DPS will warp away similar to how the Sansha in the Vanguard site [[Override Transfer Array]] warp away.
 
=Hints and Tips=
*''If nobody has gated in (aka 'preloaded') the site before the fleet enters site all groups of the first pocket will spawn in short intervals.  If someone preloaded a site and started the short intervals all the different types of ships that would otherwise spawn intermittently will all be on field when the fleet enters the site. Logistics will need to make repairing the shields of the anchor their top priority before setting up Energy Transfers due to the alpha strike of the preloaded site.''
{{incursions_sites}}
[[Category:Incursions|Assault sites]]
[[Category:Incursions|Assault sites]]