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Stealth Bombers: Difference between revisions

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Added to the lead, moved ship list to Which bomber section, removed incorrect information about purifier's cargohold, general copy-edit throughout.
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Stealth bombers are powerful, expensive (for their size) and extremely fragile. Since they are T2 frigates, they are often one of the earliest T2 ships that new pilots can fly. This page discusses the available bombers and suggests ''possible'' fits for use in Eve University fleets.
'''Stealth bombers''' are powerful, expensive (for their size) and extremely fragile. They can sneak up on targets using a Covert Ops Cloaking Device, then destroy it with torpedoes (a [[Missile Launchers|missile system]] designed for battleship sized ships) or use [[bombs]], a weapon unique to stealth bombers, which travel a fixed distance and explode for massive damage. Since they are T2 frigates, they are often one of the earliest T2 ships that new pilots can fly. This page discusses the available bombers and suggests ''possible'' fits for use in Eve University fleets.


==Which Bomber?==
==Which bomber?==
[[Image:Purifier.jpg|thumb|The Amarr Purifier]]
[[Image:Purifier.jpg|thumb|The Amarr Purifier]]
Each race has one stealth bomber.
Each race has one stealth bomber.
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Other than the slot layout and preferred damage type there are few major differences between the bombers. The Nemesis is bonused for thermal damage, which is the least often resisted damage type in pvp. The Purifier also has a significantly larger cargo bay than the others, which allows it to carry 3 bombs. The Manticore has the highest CPU, making for easier fitting, and the Hound is the most agile.
Other than the slot layout and preferred damage type there are few major differences between the bombers. The Nemesis is bonused for thermal damage, which is the least often resisted damage type in pvp. The Purifier also has a significantly larger cargo bay than the others, which allows it to carry 3 bombs. The Manticore has the highest CPU, making for easier fitting, and the Hound is the most agile.
=== Hound ===
The [[Hound]] is the Minmatar Stealth Bomber.  It gets a bonus to explosive damage and uses Nova torpedoes. With the exception of the torpedo type, the fit is the same as the Purifier, though pilots may find it a touch easier to squeeze everything on due to a slight difference in CPU. It features a 5-3-3 layout, composing of three mid slots, and three low slots. It also has the fastest align time and highest scan resolution out of all of the bombers.
=== Manticore ===
The [[Manticore]] is the Caldari Stealth Bomber. It has the advantages of having ample CPU space and a slightly more ideal slot layout (5-4-2). It gets a bonus to kinetic damage, and uses Scourge torpedoes.
=== Nemesis ===
The [[Nemesis]] is the Gallente Stealth Bomber. It shares the Manticore's slot layout.  It has a bit less CPU, so it can't quite fit the same range of modules in its midslots.  Pilots who wish to fit Tech 2 versions of the mid slot modules will find it difficult to fit as well.  The Nemesis gets a bonus to thermal damage and uses Inferno torpedoes.
=== Purifier ===
The [[Purifier]] is the Amarr Stealth Bomber. It shares the same slot layout as the Hound (5-3-3). It has the least CPU of any of the Stealth Bombers, which makes fitting tight and not quite as varied as the other races. It gets a bonus to EM damage and uses Mjolnir torpedoes.


==UniBombers==
==UniBombers==
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The [[UniBombers|UniBombers]] are a group of unistas who share a collective interest in learning more about flying stealth bombers. UniBombers go on regular stealth bomber roams around low/nullsec, and occasionally venture into high sec to chase after wartargets.
The [[UniBombers|UniBombers]] are a group of unistas who share a collective interest in learning more about flying stealth bombers. UniBombers go on regular stealth bomber roams around low/nullsec, and occasionally venture into high sec to chase after wartargets.


== Stealth Bomber Fitting ==
== Fitting ==
[[Image:Manticore.jpg|thumb|The Caldari Manticore]]
[[Image:Manticore.jpg|thumb|The Caldari Manticore]]
All stealth bombers get a 15% bonus to racial (Amarr/EM, Gallente/Thermal, Caldari/Kinetic, Minmatar/Explosive) torpedo, as well as 5% bonus to racial bomb damage per level of Covert-Ops trained. In addition, they get a flat 100% bonus to torpedo velocity, and a 50% bonus to explosion velocity and torpedo flight time. Lastly they receive a flat role bonus of a -99.65% reduction in Torpedo Launcher powergrid needs, -50% reduction in Cloak CPU Use, and -100% targeting delay after decloaking. These last three skills are largely to ensure the ship can equip battleship size missile launchers, and that the covert-ops cloak is used exclusively on covert-ops ships.
All stealth bombers get a 15% bonus to racial (Amarr/EM, Gallente/Thermal, Caldari/Kinetic, Minmatar/Explosive) torpedo, as well as 5% bonus to racial bomb damage per level of Covert-Ops trained. In addition, they get a flat 100% bonus to torpedo velocity, and a 50% bonus to explosion velocity and torpedo flight time. Lastly they receive a flat role bonus of a -99.65% reduction in Torpedo Launcher powergrid needs, -50% reduction in Cloak CPU Use, and -100% targeting delay after decloaking. These last three skills are largely to ensure the ship can equip battleship size missile launchers, and that the covert-ops cloak is used exclusively on covert-ops ships.
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All bombers should be carrying Faction torpedoes, these are usually the Caldari Navy variants.  
All bombers should be carrying Faction torpedoes, these are usually the Caldari Navy variants.  


=== Alternative Low-Modules ===
=== Alternative low slots ===
The remaining low slot should be filled with a module of the player's choice, however it should still play to the strengths of the ship. This means that the final low should be a nano-fiber internal structure, or perhaps an overdrive injector system. Alternatively to agility mods, a Damage Control or Adaptive Nano Plating if possible to fit can work as well.  
The remaining low slot should be filled with a module of the player's choice, however it should still play to the strengths of the ship. This means that the final low should be a nano-fiber internal structure, or perhaps an overdrive injector system. Alternatively to agility mods, a Damage Control or Adaptive Nano Plating if possible to fit can work as well.  


=== Modules that are Not Recommended ===
=== Modules that are not recommended ===
Often it is suggested that fittings equip sensor boosters, or tracking disruptors. While these can be beneficial, they are also very situational. Tracking disruptors are flat out useless against enemy missile ships (for now). Thus limiting the types of engagements one can be useful in. Sensor boosters, while good in locking quickly, is somewhat counter-productive to the whole idea behind bombers. Targeting anything that can warp off quickly, or has a small signature radius means torpedo damage is going to be negligible. Meanwhile bombs require no locking to fire, and are thus preferred for engaging smaller targets.  
Often it is suggested that fittings equip sensor boosters, or tracking disruptors. While these can be beneficial, they are also very situational. Tracking disruptors are flat out useless against enemy missile ships (for now), thus limiting the types of engagements one can be useful in. Sensor boosters, while good for locking quickly, is somewhat counter-productive to the whole idea behind bombers. Targeting anything that can warp off quickly, or has a small signature radius means torpedo damage is going to be negligible. Meanwhile bombs require no lock to fire, and are thus preferred for engaging smaller targets.  


Additionally, it is sometimes suggested bombers fit shield extenders to increase their survivability. This is not recommended as shield modules generally increase signature radius, and thus make the bomber easier to lock and easier to hit. This runs counter to the idea and tactics employed with the bomber. The argument for survivability also is largely irrelevant. The bomber is a glass cannon, trying to increase survivability plays to the ships weaknesses instead of it's strengths. Bombers are ideally fit for speed and as much damage-per-second as possible. In this same fashion, Inertia Stabilizers also increase signature radius and should not be used.
Additionally, it is sometimes suggested bombers fit shield extenders to increase their survivability. This is not recommended as shield modules generally increase signature radius, and thus make the bomber easier to lock and easier to hit. This runs counter to the idea and tactics employed with the bomber. The argument for survivability also is largely irrelevant. The bomber is a glass cannon, trying to increase survivability is trying mitigate the ship's weaknesses instead of playing to its strengths. Bombers are ideally fit for speed and as much damage-per-second as possible. In this same fashion, Inertia Stabilizers also increase signature radius and should not be used.


=== Rigs ===
=== Rigs ===
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The Bomber uses small sized rigs.
The Bomber uses small sized rigs.


== Racial Bomber Differences ==
== Skills ==
[[File:Hound.jpg|thumb|The Minmatar Hound]]
 
=== Hound ===
The [[Hound]] is the Minmatar Stealth Bomber.  It gets a bonus to explosive damage and uses Nova torpedoes. With the exception of the torpedo type, the fit is the same as the Purifier, though pilots may find it a touch easier to squeeze everything on due to a slight difference in CPU. It features a 5-3-3 layout, composing of three mid slots, and three low slots. It also has the fastest align time and highest scan resolution out of all of the bombers.
 
=== Manticore ===
The [[Manticore]] is the Caldari Stealth Bomber. It has the advantages of having ample CPU space and a slightly more ideal slot layout (5-4-2). It gets a bonus to kinetic damage, and uses Scourge torpedoes.
 
=== Nemesis ===
The [[Nemesis]] is the Gallente Stealth Bomber. It shares the Manticore's slot layout.  It has a bit less CPU, so it can't quite fit the same range of modules in its midslots.  Pilots who wish to fit Tech 2 versions of the mid slot modules will find it difficult to fit as well.  The Nemesis gets a bonus to thermal damage and uses Inferno torpedoes.
 
=== Purifier ===
The [[Purifier]] is the Amarr Stealth Bomber. It shares the same slot layout as the Hound (5-3-3). It has the least CPU of any of the Stealth Bombers, which makes fitting tight and not quite as varied as the other races. It gets a bonus to EM damage and uses Mjolnir torpedoes. Its major distinguishing feature is a considerably larger cargo bay, allowing it to carry an extra bomb in cargo.
 
== Recommended, Suggested, & Required Skills ==
[[File:Nemesis.jpg|thumb|The Gallente Nemesis]]
[[File:Nemesis.jpg|thumb|The Gallente Nemesis]]
=== Required Skills ===
=== Required skills ===
All bombers have the following skill requirements to operate:
All bombers have the following skill requirements to operate:
*Racial Frigate V
*Racial Frigate V
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*Light Missiles III
*Light Missiles III


=== Suggested Skills ===
=== Suggested skills ===
 
[[File:Hound.jpg|thumb|The Minmatar Hound]]
Aside from these basic required skills, it is suggested that you have the following skills. These skills are designed to push the strengths of the bomber and minimize it's chance of being destroyed. Many are simply fitting skills, that ease the use of more powerful modules.
Aside from these basic required skills, it is suggested that you have the following skills. These skills are designed to push the strengths of the bomber and minimize it's chance of being destroyed. Many are simply fitting skills, that ease the use of more powerful modules.


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'''34 unique skills, 95 skill levels; Total time: 62 days, 15 hours, 52 minutes, 54 seconds; Cost: 18,687,000''' N.B. Skill costs are based on CCP's database and are indicative only
'''34 unique skills, 95 skill levels; Total time: 62 days, 15 hours, 52 minutes, 54 seconds; Cost: 18,687,000''' N.B. Skill costs are based on CCP's database and are indicative only


=== Recommended Skills ===
=== Recommended skills ===


The Recommended skill plan essentially pushes the previous listed skills as high as possible. You want to maximize the ship's DPS by getting all the missile support skills to IV or V. As well as the Covert Ops skill itself to V, however it is a very long train at around 18 Days. Additionally, you want to maximize the ships agility and speed, by pumping navigation skills as high as possible, as well as the fitting and tanking skills found in Electronics, Engineering, and Mechanic. Lastly, you will want to get Bomb Deployment to IV for the ability to use the Void and Lockbreaker Bombs.
The Recommended skill plan essentially pushes the previous listed skills as high as possible. You want to maximize the ship's DPS by getting all the missile support skills to IV or V. As well as the Covert Ops skill itself to V, however it is a very long train at around 18 Days. Additionally, you want to maximize the ships agility and speed, by pumping navigation skills as high as possible, as well as the fitting and tanking skills found in Electronics, Engineering, and Mechanic. Lastly, you will want to get Bomb Deployment to IV for the ability to use the Void and Lockbreaker Bombs.


== The Different roles of Stealth Bombers ==
== The different roles of stealth bombers ==


===Black Ops Gang===
===Black Ops gang===
Bombers can be very effective in gangs of all cloaky ships. Usually a recon will find and tackle a good target and then call in the rest of the gang, either from the neighbouring system, wormhole or by lighting a cyno for a black ops battleship's covert jump portal. In this role bombers tend to be optimised for torpedoes rather than bombing.
Bombers can be very effective in gangs of all cloaky ships. Usually a recon will find and tackle a good target and then call in the rest of the gang, either from the neighbouring system, wormhole or by lighting a cyno for a black ops battleship's covert jump portal. In this role bombers tend to be optimised for torpedoes rather than bombing.


===Bombing Wing===
===Bombing wing===
A large fleet can be accompanied by a force of bombers. The bomber force acts mostly independently of the main fleet, often with their own FC and as a separate in-game fleet. The bomber wing will try to get bombing runs in on the enemy fleet to destroy, soften up or simply distract them as support for the main fleet. Bombers in this role will be bomb fit.
A large fleet can be accompanied by a force of bombers. The bomber force acts mostly independently of the main fleet, often with their own FC and as a separate in-game fleet. The bomber wing will try to get bombing runs in on the enemy fleet to destroy, soften up or simply distract them as support for the main fleet. Bombers in this role will be bomb fit.


====Bombing Squadron====
====Bombing squadron====
In general usage a Bombing Squadron is composed of 7 bombers.  It is required that all bombers in the squadron have the same type of bomb.  Ideally, the squadron is homogenous as far as type of bomber hull.
In general usage a Bombing Squadron is composed of 7 bombers.  It is required that all bombers in the squadron have the same type of bomb.  Ideally, the squadron is homogenous as far as type of bomber hull.


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*There's nothing around that can tackle you (hint: Lachesis or interceptors).
*There's nothing around that can tackle you (hint: Lachesis or interceptors).


===Ersatz Scout===
===Ersatz scout===
While not as capable in this role as a covert ops frigate, a bomber is still quite adept at evading gate camps and enemy fleets, providing intel and getting warp-ins on enemy ships hanging at tacticals. A bomber attached to a fleet that is not part of a bombing wing may well be asked to perform some or all of these roles.
While not as capable in this role as a covert ops frigate, a bomber is still quite adept at evading gate camps and enemy fleets, providing intel and getting warp-ins on enemy ships hanging at tacticals. A bomber attached to a fleet that is not part of a bombing wing may well be asked to perform some or all of these roles.


=== Fitting Exceptions ===
=== Fitting exceptions ===
*Probe Launcher
*Probe Launcher
**A bomber may be requested to fit an expanded probe launcher to find further targets in the system. The extreme CPU requirements of this module require it to be kept offline or to use a modified fit that will seriously reduce the bomber's effectiveness at its main role. As such, if the fleet needs a prober a covert ops ship is very much preferred.
**A bomber may be requested to fit an expanded probe launcher to find further targets in the system. The extreme CPU requirements of this module require it to be kept offline or to use a modified fit that will seriously reduce the bomber's effectiveness at its main role. As such, if the fleet needs a prober a covert ops ship is very much preferred.
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== Tips ==
== Tips ==


=== The Five "R's"  ===
=== The five "R's"  ===


Bombing runs are the ultimate purpose of Stealth Bombers.  To throw bombs at some unsuspecting group of ships defines the concept of gank.  However, if in the throwing of bombs you find yourself on the wrong side of the killmail you may be forgetting the Five "R's".
Bombing runs are the ultimate purpose of Stealth Bombers.  To throw bombs at some unsuspecting group of ships defines the concept of gank.  However, if in the throwing of bombs you find yourself on the wrong side of the killmail you may be forgetting the Five "R's".
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*RESET:  After reaching your escape point the bomber leader may have you '''RESET''' at an observation point.  Being ready to go on command or even anticipating the reset may give your squadron the opportunity to restrike a target...  Be ready, immediately.
*RESET:  After reaching your escape point the bomber leader may have you '''RESET''' at an observation point.  Being ready to go on command or even anticipating the reset may give your squadron the opportunity to restrike a target...  Be ready, immediately.


=== Pre-Fleet ===
=== Pre-fleet ===
*Bookmarks Bookmarks Bookmarks BOOKMARKS!
*Bookmarks Bookmarks Bookmarks BOOKMARKS!
*More BOOKMARKS!
*More BOOKMARKS!
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*Know the optimal range of your launchers, and what range you need to warp in at. Also remember that at your optimal, it may take up to 10-12 seconds for the first volley to hit the target. It is not uncommon to have up to 3 volleys in space before the first shot lands.
*Know the optimal range of your launchers, and what range you need to warp in at. Also remember that at your optimal, it may take up to 10-12 seconds for the first volley to hit the target. It is not uncommon to have up to 3 volleys in space before the first shot lands.


=== Basic Fleet Tactics ===
=== Basic fleet tactics ===
*Make sure your SC and FC know they have a/some bombers. Do this '''before the fleet undocks'''. Check that they're happy to have bombers along, and find out if they want to use you in a specific way.
*Make sure your SC and FC know they have a/some bombers. Do this '''before the fleet undocks'''. Check that they're happy to have bombers along, and find out if they want to use you in a specific way.
*Do your best to travel just behind/in-front of the fleet (sort of a -1 or -0.5).  Showing up after the battle is in full swing for a surgical strike is where bombers really shine. Your goal isn't to be the first thing they see, but the last.
*Do your best to travel just behind/in-front of the fleet (sort of a -1 or -0.5).  Showing up after the battle is in full swing for a surgical strike is where bombers really shine. Your goal isn't to be the first thing they see, but the last.
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*Decloak and repeat. Your torpedoes '''will NOT hit''' if you recloak within 3 seconds of them hitting the target.
*Decloak and repeat. Your torpedoes '''will NOT hit''' if you recloak within 3 seconds of them hitting the target.


=== Ships to Watch Out For ===
=== Ships to watch out for ===
*Interceptors/Fast Tackle: They can close the 50km gap between you and the battle in a matter of seconds.  They '''will''' do this, and they '''will''' kill you.  Keep your overview sorted by range, and when you see someone moving up the list quickly, it's time to bounce, cloak, and then return to the fray from a different angle.
*Interceptors/Fast Tackle: They can close the 50km gap between you and the battle in a matter of seconds.  They '''will''' do this, and they '''will''' kill you.  Keep your overview sorted by range, and when you see someone moving up the list quickly, it's time to bounce, cloak, and then return to the fray from a different angle.
*Snipers: Keep an eye out for ships that are often fit for range, such as the Tornado, Naga, Oracle, Apocalypse, or Zealot.  They only have to hit you once, and your sensor dampener will not be effective enough against them to keep you safe from their attack.
*Snipers: Keep an eye out for ships that are often fit for range, such as the Tornado, Naga, Oracle, Apocalypse, or Zealot.  They only have to hit you once, and your sensor dampener will not be effective enough against them to keep you safe from their attack.
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* HAC's / Factional Cruisers: [[Vagabond]], [[Dramiel]]s, [[Cynabal]]s, are frigate killers. These ships have speed, distance, Drones, and a punch. If these are on the field then keep cloaked until they are destroyed, or watch them like a hawk for signs they are coming for you.
* HAC's / Factional Cruisers: [[Vagabond]], [[Dramiel]]s, [[Cynabal]]s, are frigate killers. These ships have speed, distance, Drones, and a punch. If these are on the field then keep cloaked until they are destroyed, or watch them like a hawk for signs they are coming for you.


=== Rookie Mistakes ===
=== Rookie mistakes ===
New Stealth Bomber pilots will probably do one or two of these at least once.
New Stealth Bomber pilots will probably do one or two of these at least once.
*Warp to 0 on a battle.
*Warp to 0 on a battle.
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*Frigate hulls can shrug off a lot of torpedoes. You can whore on the mail if you really must, but if you haven't yet uncloaked and there's some intel value in not revealing your presence to anything in d-scan range, you may want to consider holding off.
*Frigate hulls can shrug off a lot of torpedoes. You can whore on the mail if you really must, but if you haven't yet uncloaked and there's some intel value in not revealing your presence to anything in d-scan range, you may want to consider holding off.


== Bombing Techniques ==
== Bombing techniques ==


The other thing that sets the bomber hull apart, besides the ability to fit torpedoes onto a frigate hull, is where it actually gets it name from - the ability to fit the Bomb Launcher I/II. From this module you fire the six flavors of bombs that exist. But what is a bomb actually?
The other thing that sets the bomber hull apart, besides the ability to fit torpedoes onto a frigate hull, is where it actually gets it name from - the ability to fit the Bomb Launcher I/II. From this module you fire the six flavors of bombs that exist. But what is a bomb actually?


 
=== The bomb ===
=== The Bomb ===


It is a missile in essence that does Area of Effect damage of a certain type. It will shoot out from the front of your ship at 3km/s for 10 seconds and then blow up. However, unlike a missile, it doesn't require that you lock a target. It's essentially a 'dumbfire' rocket. Where your ship's nose is pointed at the time you cycle the bomb launcher module, is the direction it will go. This make the bomb a weapon that takes a fair bit of experience and skill to use effectively. And when you factor in that you have six other bombers also shooting off a bomb, then the complexity just increases and the skill of the FC is also a critical factor now. Then imagine that you have multiple bomber wings making a run on the same target... it sounds impossible to coordinate and pull off, but it can be done.  
[[Bombs]] are in essence a missile that does Area of Effect damage of a certain type. It will shoot out from the front of your ship at 3km/s for 10 seconds and then blow up. However, unlike a missile, it doesn't require that you lock a target. It's essentially a 'dumbfire' rocket. Where your ship's nose is pointed at the time you cycle the bomb launcher module, is the direction it will go. This make the bomb a weapon that takes a fair bit of experience and skill to use effectively. And when you factor in that you have six other bombers also shooting off a bomb, the complexity increases and the skill of the FC becomes a critical factor. Then imagine that you have multiple bomber wings making a run on the same target... it sounds impossible to coordinate and pull off, but it can be done.  


Bombs can also be separated into two categories.
Bombs can also be separated into two categories.
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Utility Bombs: They require higher levels of skill with Bomb Deployment, but are useful in niche situations. The Void Bomb will neutralize a certain amount of capacitor energy from any ship within its area of effect. The Lockbreaker Bomb is an ewar bomb in essence. It will cause any target locks that a ship is maintaining to fail within its area of effect.
Utility Bombs: They require higher levels of skill with Bomb Deployment, but are useful in niche situations. The Void Bomb will neutralize a certain amount of capacitor energy from any ship within its area of effect. The Lockbreaker Bomb is an ewar bomb in essence. It will cause any target locks that a ship is maintaining to fail within its area of effect.


Now, back to coordinating bombers...there are two Bombing Techniques that can be applied:
=== Team technique ===
 
=== Team Technique ===


This is where each bomber is co-ordinated by the FC. The FC will call for each bomber to approach/align to a target/target zone/bookmark. They will warp to the point where they begin their attack run, approach and call out ranges to target for the FC. The FC then has to judge the best time to order the release of bombs, whereupon the wing will warp immediately to the escape point. Onus with this technique is on how well the bombers act as a team, and actual piloting skill. Its versatile, flexible and the FC can call abort at any point, until the bombs are flying. It's also ideal for bombing single/small gang targets. It's weakness is that fleet management and FC-ing becomes impractical as soon as you grow beyond two wings of bombers. It also allows human error in aiming the bomb into the equation.
This is where each bomber is co-ordinated by the FC. The FC will call for each bomber to approach/align to a target/target zone/bookmark. They will warp to the point where they begin their attack run, approach and call out ranges to target for the FC. The FC then has to judge the best time to order the release of bombs, whereupon the wing will warp immediately to the escape point. Onus with this technique is on how well the bombers act as a team, and actual piloting skill. Its versatile, flexible and the FC can call abort at any point, until the bombs are flying. It's also ideal for bombing single/small gang targets. It's weakness is that fleet management and FC-ing becomes impractical as soon as you grow beyond two wings of bombers. It also allows human error in aiming the bomb into the equation.


=== Quarterback/Flyhalf Technique ===     
=== Quarterback/Flyhalf technique ===     


This technique uses a cloaked scout to sneak to within 30km of the enemy fleet/target. The FC then warps the fleet of bombers to a point where he can draw a straight line from his fleet, through the scout, and straight into the enemy targets. He will then squad warp the bombers to the scout at zero. The bombers in midwarp, will keep a close eye on their 'Distance to target' reading and speed. The moment they begin to decelerate, they decloak, and spam the Bomb launcher button, until it turns red. The effect of this is you will exit warp, and the instant your warp field collapses, a bomb will shoot out of your launcher. Bombers can immediately warp off to the escape point/align to random celestial (in the case of an ad hoc bomb attack) to escape, reload bomb launcher and cloak up. The advantage of this is that it allows for minimum amount of time on a dangerous grid, the aiming has already been done for the whole bomber wing by the scout, and the mid-warp shuffle that the game does to arrange the ships, has the effect of nicely overlapping the AOE damage of each bomb.
This technique uses a cloaked scout to sneak to within 30km of the enemy fleet/target. The FC then warps the fleet of bombers to a point where he can draw a straight line from his fleet, through the scout, and straight into the enemy targets. He will then squad warp the bombers to the scout at zero. The bombers in midwarp, will keep a close eye on their 'Distance to target' reading and speed. The moment they begin to decelerate, they decloak, and spam the Bomb launcher button, until it turns red. The effect of this is you will exit warp, and the instant your warp field collapses, a bomb will shoot out of your launcher. Bombers can immediately warp off to the escape point/align to random celestial (in the case of an ad hoc bomb attack) to escape, reload bomb launcher and cloak up. The advantage of this is that it allows for minimum amount of time on a dangerous grid, the aiming has already been done for the whole bomber wing by the scout, and the mid-warp shuffle that the game does to arrange the ships, has the effect of nicely overlapping the AOE damage of each bomb.


The Flyhalf technique also allows for the coordination of multiple wings of bombers. When the bomber fleet gathers at the observation point, they are assigned ranges to warp at. (John warps at 0, Jill at 10, James at 20, Harmony at 30, Guile at 50, Titus at 70, Steven at 100). This will prevent a mass cascade decloak of the entire fleet if one person DCs/makes a mistake, or in the case of a spy/awoxer, only one bomber wing will die. The FC can then squad warp each bomber group at will at the enemy. Ensuring enough time between squad warps so that their bombs have enough time to detonate, before the next wave of bombs goes off.
The Flyhalf technique also allows for the coordination of multiple wings of bombers. When the bomber fleet gathers at the observation point, they are assigned ranges to warp at. (John warps at 0, Jill at 10, James at 20, Harmony at 30, Guile at 50, Titus at 70, Steven at 100). This will prevent a mass cascade decloak of the entire fleet if one person DCs/makes a mistake, or in the case of a spy/awoxer, only one bomber wing will die. The FC can then squad warp each bomber group at will at the enemy. Ensuring enough time between squad warps so that their bombs have enough time to detonate, before the next wave of bombs goes off.


==See Also==
==See Also==
*[[Bombs]]
*[[Cloaking]]
*[[Cloaking]]
*[[Covert Ships Skillset]]
*[[Covert Ships Skillset]]
*[[Hound]]
*[[Manticore]]
*[[Nemesis]]
*[[Purifier]]
*[[UniBombers]]
*[[UniBombers]]