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Talwars are best in nullsec, where you can easily warp the fleet at range to targets so that you begin the fight at your preferred engagement range and can just begin volleying targets.}} | Talwars are best in nullsec, where you can easily warp the fleet at range to targets so that you begin the fight at your preferred engagement range and can just begin volleying targets.}} | ||
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{{Template:CollapseBox|How should the fleet be | {{Template:CollapseBox|How should the fleet be positioned when using this doctrine?| | ||
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen''' | {{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen''' | ||
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== Caracals == | == Caracals == | ||
=== Doctrine Q&A === | === Doctrine Q&A === | ||
{{Template:CollapseBox|What are key strengths of this doctrine? Why should I use it?| | |||
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen''' | |||
Caracals' greatest strengths are their very high burst damage out to a solid range (~40km with BLAP Caracals; your T2 pilots should typically use Fury ammo) and their high mobility (~1800m/s with prop mod). These combine for a hit-and-fade tactical style where you get as much damage as you can with the fleet's RLML clips, then pull range or warp out.}} | |||
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{{Template:CollapseBox|What areas of space is this doctrine best suited to?| | |||
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen''' | |||
Don't use Caracals in Wspace. Otherwise they are excellent, subject to the limitations above (i.e. don't slide a FW plex into brawling cruisers; if you can go in first for a gank and then reposition, plex fights against cruisers are still fine).}} | |||
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{{Template:CollapseBox|How should the fleet be positioned when using this doctrine?| | |||
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen''' | |||
As a fleet doctrine, Caracals engage by anchoring and pulling range to the edge of RLML range, where they project full damage and most turret cruisers either can't engage or project a small proportion of their potential damage. The anchor should spiral out to maximize transversal if the fight begins at close range. | |||
NB: If hostiles chase you while you're kiting, you can project damage beyond your normal maximum missile range because the hostiles are flying towards your missiles.}} | |||
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{{Template:CollapseBox|Are there any fleet comp aspects that are critical to the doctrine?| | |||
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen''' | |||
Caracals are effective in solo (although you need a warp disruptor in place of one of your hardeners), micro and small gang, and fleets up to 80-100 pilots. You should not, however, engage enemies if your fleet can't eliminate at least one or two enemy ships per RLML clip (for a BLAP Caracal with alpha skills, approximately 13k damage per clip per Caracal). | |||
In general, you need an interceptor for every 5-8 Caracals (minimum 1), plus an interdictor for every 10-15 Caracals in nullsec. You should also have an Osprey for every 3-4 Caracals, starting at 3 Ospreys for a fleet of 8-9 Caracals (before that, you should bring either 2 Ospreys or 0 Ospreys). | |||
Whenever possible, you should bring at least one Bifrost (double links fit, Skirmish: Rapid Deployment, Shield: Harmonizing). Fleets of 10 or more Caracals should also bring a Hyena and, if possible, a Keres. Additional command destroyers (Interdiction Maneuvers, Shield Extension, etc) are also highly desirable. | |||
}} | |||
{{Template:CollapseBox|Are there any unusual high priority targets when flying this doctrine?| | |||
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen''' | |||
Since Caracals can control range against nearly all T1 cruiser doctrines and even pirate cruisers must engage with caution if outnumbered, your highest priority is always to clear tackle so that you can avoid the worst case scenario for a Caracal fleet (being stuck on grid in an enemy's damage envelope when your RLMLs are on reload). Since Caracals apply very well to light ships, or perfectly if you have a Hyena on grid, you should be able to clear all or nearly all tackle ships on grid before you warp out. | |||
As your fleet size increases, it becomes relatively more important to clear enemy logi. Typically, you should prioritize enemy logi with fleets of 15 or more Caracals, as you should be able to eliminate T1 cruiser logi with 4-5 volleys in fleets of that size. | |||
}} | |||
{{Template:CollapseBox|What are weaknesses of this doctrine? What situations is it not suited to?| | |||
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen''' | |||
Caracals' greatest weakness is their relatively low sustained DPS (factoring in reloads). You should avoid engaging targets that can tank through your clip or make you waste too many shots compared to other targets. Therefore, unless you hugely outnumber them, avoid engaging powerful self-rep ships (Deimos, Hyperion, marauders) or gangs with T2 logi. If you have Hyena and Griffin support, you can stay on grid with a carrier and rack up fighter killmails (and clear smaller ships on grid), but you have no realistic chance of actually killing the carrier or any other capital ships. | |||
}} | |||
=== Fittings === | === Fittings === | ||
<wikifit doctrineid="36573" shipid="621" /> | <wikifit doctrineid="36573" shipid="621" /> | ||