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User:Titus tallang/BLAP doctrine sandbox: Difference between revisions

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== Vexors ==
== Vexors ==
=== 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'''
This Vexor doctrine is another variant in a long line of afterburning, armor-tanked cruisers that use their low signature radius and moderate velocity to their advantage in brawling fights. Vexors also punch down very effectively against assault frigate or T3D gangs, since they can carry both a “damage” set (with a couple Ogres or, in alpha versions, a flight of Hammerheads) and an “application” set (Acolytes or Warriors) of drones. Finally, since Vexors use drones for most of their damage, they can manipulate transversal to considerable advantage when fighting other brawling doctrines.}}
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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'''
This doctrine is usable in all areas of space. However, see the “weaknesses” section, and note that most nullsec alliances and all wormhole alliances can readily form fleets using ships in the “exactly like this, but better” category. Roaming in nullsec with this fairly slow doctrine therefore depends on your ability to anticipate hostile forces’ movement and pre-position your fleet to engage or disengage as it best suits you. However, since dictors cost about twice as much as your Vexors, you can trade fairly well just by hazing tackle. }}
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{{Template:CollapseBox|Provide a rough outline of how this doctrine would like to engage (range, positioning etc.)|
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
Vexors should orbit on the FC/damage anchor at 500-1000m, with the logi anchor holding 35-40km off the damage anchor on the opposite side of the enemy. (Normal exceptions, such as holding the logi wing on a gate because you expect to deaggress and jump through, of course apply.)
The damage anchor should position based on the enemy fleet comp and likely weapons. For example, against blaster or autocannon users, the damage wing should load long range ammo (Iron/Spike) and pull as much range as possible; against laser, rail, arty, or missile users, the damage wing should load close range ammo (Antimatter/Javelin) and get as close as possible.
Against kiting gangs, such as Orthruses/Navy Ospreys/Caracals, you should damp the enemy out to the point that they must either close to your engagement range or go away. You have no ability to force kiting gangs to fight and should not try.}}
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{{Template:CollapseBox|Are there any fleet comp (number of pilots/specific ships etc.) aspects that are critical to the doctrine?|
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
You should have 1 Augoror for every 3-4 Vexors, starting at 3 Augorors for a fleet of 8-10 Vexors. Do not undock without at least three Augorors. If you don’t have 12 pilots in fleet (one scout, 8 Vexors, 3 Augorors), this is not an appropriate doctrine for your small gang and you should fly something else. If at all possible, you should start with 4 Augorors, 12 Vexors, a scout, a command destroyer, and a couple other support ships for a total of about 20 in fleet as a good critical mass of this doctrine.
Do not undock without a command destroyer, fitted with two links modules (armor resists > armor buffer = tackle range > speed > else). Command destroyers are both the best links ships for T1 cruisers and invaluable for messing with enemy positioning; in small engagements, they also provide a scram on a ship that is faster than your DPS wing and therefore can help lock down targets that might otherwise MJD away. As the fleet gets larger, keep a minimum 1 command destroyer per 8-10 Vexors and there is no maximum number of Magi in your fleet.
While Vexors should generally be fitted with mixed tackle/ewar, dedicated tackle ships are useful. For smaller fleets, this includes a Hyena and Keres, each with an AB and full armor tank and anchored on the logi wing (the Keres should be fit with a long point and 3 damps, as closing to scram range exposes the Keres to too much danger). You can also use a buffer tanked Ashimmu in the damage wing (it only costs about 125m with a t2 fit; fit with 3 neuts and 2 nos in the highs).
For larger fleets (i.e. 6-8 Augorors minimum) you should bring recons (Huginn/Rapier/Lachesis) – the logi number here is more important than the damage number, as you shouldn’t bring T2 cruisers without adequate reps to keep them alive. In smaller fleets where cruiser tackle support would nonetheless be helpful, I highly recommend a buffer tanked Ashimmu, which only costs about 125m with a t2 fit.
You should never undock any fleet without at least one interceptor scout; in nullsec, you need a couple ceptors and at least one dictor. In wormhole space, you need the same as null, plus at least one cloaky scout.}}
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{{Template:CollapseBox|Are there any unusual high priority targets when flying this doctrine?|
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
If you’re trying to extract, you should kill tackle. Otherwise, you need to lock down and kill logi if at all possible, because Vexors have difficulty target switching to break reps on enemy DPS ships.}}
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{{Template:CollapseBox|What are weaknesses of this doctrine? What situations is it not suited to?|
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
This doctrine’s biggest weakness is that compared to the other BLAP doctrines, it is relatively high commitment because you’re fairly slow and fight with your DPS wing in tackle range of the enemy fleet. As a result, if you engage a gang outside your weight class, you’re going to take a lot of losses and probably not trade well. Some examples of gangs you shouldn’t fight without a substantial numbers or tactical advantage (such as being able to boosh off part of their fleet) follow. It’s difficult to quantify a tactical advantage, but I included the rough numerical advantages to give you an idea of what you need.
All “armor HAC” doctrines are very strong against Vexors. Sacrileges (flown occasionally by RDRAW), Zealots (same, also flown by several Calmil organizations), and Augoror Navy Issues (flown by any number of lowsec entities, also by Brave Newbies in null) can all defeat Vexors unless outnumbered by at least 3:1 for the HACs and 2:1 for the ANIs.
Some faction cruiser doctrines used in lowsec (CALSF’s Navy Osprey doctrine, various Gila doctrines) are difficult for Vexors to trade against because they combine very strong tank with a lot of DPS. You need about a 2:1 numbers advantage to engage them.
T3 AHACs, such as BLOC’s drone Proteus doctrine, mashed-up beam Legions/rail Protei (NC/PL, Goons, Co2, PM/Snuff/RDRAW, Waffles, others), and HAM Legions (all high-class and most low-class Wspace alliances, literally nobody outside Wspace) are a hard counter to these Vexors. Do not engage a group of T3 AHACs without at least a 5:1 advantage (if they’re using Guardians) or more logi than they have DPS (if they’re ~elite hisec pvp~ and using waves of neutral logi). Fortunately, people typically use these (and comparable fleets of faction battleships/command ships) for stratop timers rather than roaming or reaction fleets.
Finally, high-projection doctrines that aren’t easily damped to your engagement range are a serious threat, and you should usually leave field after hazing tackle. Examples include Cerbs (~70km lock range with one damp), Jackdaws (~75-80km lock range with one damp), and blobs of Cormorants or Talwars (you can’t damp enough of them).}}
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{{Template:CollapseBox|I like to fly in hisec, where CCP have decided not to allow command destroyers to boosh. Should I use something else for links?|
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
No. Here's why:
''(Obviously you’re not bringing 600m ISK command ships, or 450m ISK + injector links T3s, with a T1 cruiser blob. Let’s be reasonable here.)''
* T1 battlecruisers are not good links ships. The command bursts on a T1 battlecruiser are 10% less effective than on a command destroyer (all else being equal). In a BC fleet, you trade less effective bursts for hiding in the blob. However, either a battlecruiser or a command destroyer will stand out of a T1 cruiser fleet and will therefore be vulnerable to being primaried. This leads to…
* T1 battlecruisers are not as good at tanking as command destroyers. They have a signature radius about 4x as large, half as much speed (even if you use a quick battlecruiser, like the Hurricane, so that your links BC can actually keep up with the Vexors – a Prophecy can’t), and a T1 resist profile. This means that even though they have bigger buffer tanks, they’re much more likely to die in a serious fight – you know, the kind of engagement where you really need links.
* People with enough SP to fly command destroyers – and there are many such people in the Uni – ought to step up and learn how to fly in mission-critical roles instead of orbiting the FC and pushing F1.
* Warping around with battlecruisers in your cruiser fleet means you take longer to get places, which makes you more likely to be out of position and generally less likely to get content. So if you insist on bringing battlecruisers, you need a hyperspatial rig to keep up with the rest of the fleet. Which trades off with your buffer, which is literally the only good thing about links battlecruisers. Oops.}}
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=== Fittings ===
=== Fittings ===
<wikifit doctrineid="36572" shipid="626" />
<wikifit doctrineid="36572" shipid="626" />
<wikifit doctrineid="36572" shipid="625" />
<wikifit doctrineid="36572" shipid="625" />