Golden Horde Punishers

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Golden Horde

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Punisher.jpg
The Golden Horde are Blaster MWD Punishers. They are effectively the Armor version of the Magic Merlins, aiming to brawl up close and personal against larger opponents. Like the Merlins they take advantage of the ships natural resist bonus, while also using the huge amount of low slots to fit a frankly ridiculous armor tank. A well skilled Punisher has by far the highest EHP of any T1 frigate, and is on a par with most T2 frigates (for around a fifth of the cost). Due to the high resists, they also catch reps exceptionally well.

As the Punisher has no damage bonus to a particular weapons type (only a capacitor bonus for lasers) it can be fitted effectively with any weapons system. This doctrine uses Neutron Blasters for the highest possible close range DPS of any weapons system. Four turret slots mean the overall DPS of a Blaster Punisher exceeds even Magic Merlins. Alternative close range weapons systems, like Autocannons, or Pulse Lasers can be used depending on pilot skills, however the Blaster version is preferable due to the high DPS

Implementation

Your basic strategy is to use the MWD to close range fast, then once scrams/webs are applied to your opponent, orbit at 500m, deactivate the MWD (to reduce signature radius) and deploy short range Void or Antimatter ammunition into the face of your prey

Your strengths are your huge tank, low sig radius, and great resist profile meaning you catch Logi reps very well. A couple of Logi ships in a Punisher fleet can render you almost unkillable except by high alpha damage. In addition, with Neutron Blasters, you have a huge 200+ DPS per ship to deploy at close range

The Punisher’s main weakness however is its speed. With the Microwarpdrive it can catch almost anything Battlecruiser and above, but it is slower than the Magic Merlins, and most fast nano-kiting Cruisers and smaller will still be able to pull range if not scrammed immediately. Watch your opponent’s speed and disengage if he’s kiting you.

The second weakness is that it only has two mid-slots. One is always used for the MWD, while the second can hold either a Warp Scrambler, or a Web. Your fleet needs both, so make sure you have your fleet swap modules around to ensure a good spread of both. This requires a little more micromanagement for an FC, and neglecting this can create issues later on in the fleet

In terms of targets, this remains a gank doctrine primarily aiming for fighting small numbers of large, slow ships (Battleships etc). It is also capable of fighting well against similar brawling fleets such as Magic Merlins, or T2 Assault Frigate fleets, however anything which has a range and speed advantage is a concern (Jackdaw fleets, Retributions, Cormorants etc)

As a close range brawling frigate doctrine, the natural home of the Golden Horde is in Faction Warfare Low Sec, where small ship fleets can thrive, and where plex mechanics allow better control over engagement ranges in the event of a fleet vs fleet fights

Fleet Composition

The primary DD fits are as below, however as noted, the strong preference is for the Blaster variant

FCs may also want to look at adding fits from the Brawling Assault Frigates as direct upgrades to the fits below which higher SP fleet members can use to add some additional combat capacity to this new player focused fleet

Primary (Blaster) DD Fit

Dream Punisher
Punisher: Dream Punisher
EFT
[Punisher, Dream Punisher]
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S

5MN Y-T8 Compact Microwarpdrive
Faint Epsilon Scoped Warp Scrambler

400mm Rolled Tungsten Compact Plates
Magnetic Field Stabilizer II
IFFA Compact Damage Control
'Refuge' Adaptive Nano Plating I
'Refuge' Adaptive Nano Plating I

Small Anti-Explosive Pump I
Small Anti-Kinetic Pump I
Small Trimark Armor Pump I



Void S x751
Null S x750

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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
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RECOMMENDED SKILLS
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Pulse Laser DD Fit

Pulse Punisher
Punisher: Pulse Punisher
EFT
[Punisher, Pulse Punisher]
Gatling Pulse Laser II, Scorch S
Gatling Pulse Laser II, Scorch S
Gatling Pulse Laser II, Scorch S
Gatling Pulse Laser II, Scorch S

5MN Y-T8 Compact Microwarpdrive
Faint Epsilon Scoped Warp Scrambler

400mm Rolled Tungsten Compact Plates
Heat Sink II
IFFA Compact Damage Control
'Refuge' Adaptive Nano Plating I
'Refuge' Adaptive Nano Plating I

Small Anti-Explosive Pump I
Small Anti-Kinetic Pump I
Small Trimark Armor Pump I



Scorch S x4
Conflagration S x4
Imperial Navy Multifrequency S x4

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FITTING DIFFICULTY
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LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

Autocannon DD Fit

AC Punisher
Punisher: AC Punisher
EFT
[Punisher, AC Punisher]
200mm AutoCannon II, Republic Fleet Fusion S
200mm AutoCannon II, Republic Fleet Fusion S
200mm AutoCannon II, Republic Fleet Fusion S
200mm AutoCannon II, Republic Fleet Fusion S

5MN Y-T8 Compact Microwarpdrive
Faint Epsilon Scoped Warp Scrambler

400mm Rolled Tungsten Compact Plates
Gyrostabilizer II
IFFA Compact Damage Control
'Refuge' Adaptive Nano Plating I
'Refuge' Adaptive Nano Plating I

Small Anti-Explosive Pump I
Small Anti-Kinetic Pump I
Small Trimark Armor Pump I



Republic Fleet Fusion S x961
Barrage S x960
Republic Fleet EMP S x960

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FITTING DIFFICULTY
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LATEST
ALPHA CAN USE
NO
EFT
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RECOMMENDED SKILLS
NOTES

Inquisitor MWD Armor Logi

Your MWD frigates require an MWD Logi to support them effectively. 3:1 ratio of DD to Logi is ideal. As noted earlier, Logi support scales very well with the Punishers huge buffer, and high resists, so always ensure you have a decent spread of Logistics ships to maximize the capability of this doctrine


Basic Gang Inquisitor
Inquisitor: Basic Gang Inquisitor
EFT
[Inquisitor, Basic Gang Inquisitor]
Small Solace Scoped Remote Armor Repairer
Small Solace Scoped Remote Armor Repairer
Small Solace Scoped Remote Armor Repairer

Small Capacitor Booster II
5MN Y-T8 Compact Microwarpdrive

Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
400mm Rolled Tungsten Compact Plates
Damage Control II

Small Trimark Armor Pump I
Small Ancillary Current Router I
Small Trimark Armor Pump I


Light Armor Maintenance Bot I x1

Navy Cap Booster 400 x7

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FITTING DIFFICULTY
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LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

MWD Hyena

The slow speed of the Punishers means that ships with long range webs are arguably essential to slow down ships at long range, so that the Punishers can close range and lock a target down with their own scrams and webs. The Hyena is the ideal ship for this, however if you want to retain the T1 profile (to enter a Novice plex etc) then a Vigil Fleet Issue can fulfill this role with slightly lower effectiveness. One Hyena per 10 ships is probably sufficient.

Tank - slow
Hyena: Tank - slow
EFT
[Hyena, Tank - slow]

5MN Quad LiF Restrained Microwarpdrive
Sensor Booster II
Stasis Webifier II
Stasis Webifier II

400mm Rolled Tungsten Compact Plates
Micro Auxiliary Power Core I
Damage Control II

Small Anti-Explosive Pump I
Small Trimark Armor Pump I



Targeting Range Script x1
Scan Resolution Script x1
ECCM Script x1

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FITTING DIFFICULTY
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ALPHA CAN USE
NO
EFT
SKILLS
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RECOMMENDED SKILLS
NOTES

Support Magus

An Armor Command Destroyer offers huge flexibility of mobility and tactical options with the MJFG, while Command Bursts can push the already high tank even higher, or give you a slight speed burst – however as a T2 Destroyer it is an expensive addition to an otherwise very cheap doctrine, and should not be considered essential


Boy Wizard
Magus: Boy Wizard
EFT
[Magus, Boy Wizard]
Armor Command Burst II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
Skirmish Command Burst II

1MN Y-S8 Compact Afterburner
5MN Y-T8 Compact Microwarpdrive
Micro Jump Field Generator
Initiated Compact Warp Scrambler

Dark Blood Adaptive Nano Plating
Corpii B-Type Explosive Plating
Damage Control II
400mm Rolled Tungsten Compact Plates

Small Command Processor I
Small Trimark Armor Pump II


Hobgoblin II x3
Warrior II x5
Hammerhead II x2

Barrage S x2400
Armor Energizing Charge x300
Rapid Repair Charge x300
Armor Reinforcement Charge x300
Evasive Maneuvers Charge x300
Rapid Deployment Charge x300

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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Police Comets

A slightly more expensive variation on this theme can use Federation Navy Comets as the primary DD ship. As they are faction frigates, rather than T1 frigates, the base hull cost is higher, however they can still be flown with relatively low skills, and combine a very fast base speed with an excellent armor tank, and frankly devastating damage output. Indeed, a Comet can almost match the performance of a T2 Enyo Assault Frigate, but with slightly lower SP and ISK requirements

Most importantly however, the Comet gets the best skin in the game in the form of the Police skin, turning your fleet of brawlers into a Concord approved police patrol, and letting you shout things such as “Woop woop it’s the space police” as you lead the charge against the criminal scum of Low Sec


Space Police
Federation Navy Comet: Space Police
EFT
[Federation Navy Comet, Space Police]
Light Neutron Blaster II
Light Neutron Blaster II

Faint Epsilon Scoped Warp Scrambler
Fleeting Compact Stasis Webifier
5MN Y-T8 Compact Microwarpdrive

Damage Control II
Adaptive Nano Plating II
200mm Steel Plates II
Magnetic Field Stabilizer II

Small Anti-Explosive Pump II
Small Trimark Armor Pump II
Small Trimark Armor Pump II


Hobgoblin II x6

Void S x3826

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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES