Ashimmu
RELATED UNI-WIKI REFERENCES
|
In those of the Empire's regions where naughty children are frightened into submission with tales of the Blood Raiders and their gallery of horrors, the terrible spear of the Ashimmu is known by all as a bringer of things worse than death. This is one of the few things that small children and capsule pilots generally agree upon. SHIP BONUSES
Amarr Cruiser Skill Bonus:
Ship Attributes
|
Summary
The Ashimmu suffers from much the same problems as the Cruor although at least it can fit the essential 4 modules to makes its design work: propulsion, tackle, web and cap booster. The problem arises however that you can't gank it enough to make the resulting tank acceptable, but you also can't tank it enough to make the resulting gank respectable.
Skills
Further information about additional or recommended skills to pilot Ashimmu for a specific or it's common role(s) can be written here.
Fitting
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Experimental 10MN Microwarpdrive I
Medium Electrochemical Capacitor Booster I
Warp Disruptor II
Stasis Webifier II
Damage Control II
Heat Sink II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Steel Plates II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hornet EC-300 x2
Navy Cap Booster 800 x1
Scorch M x3
- Ashimmu can be useful for gate/station camps, as they combine the role of the Huginn and Curse into one ship. However, they don't operate as effectively as either one.
- Upgrading to a Federation Navy Stasis Webifier is strongly encouraged, as it provides an extra 4 km in web range.
- Meta 4 medium neuts have lower fitting requirements than the T2 versions, and have the same stats as of Retribution, so there's no reason to use the T2.
- Ashimmu are slow and have no range bonuses to their EWAR modules. It is recommended that you use them only where the enemy fleet comp is known and will appear in a small area (station undocks, bubble camps). Any fleet action would be better served by flying a Curse or Rapier.
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
10MN Afterburner II
Ship Scanner II
Phased Muon ECCM Caster I
Phased Muon ECCM Caster I
Armor Explosive Hardener II
Armor Kinetic Hardener II
Armor Thermic Hardener II
1600mm Reinforced Steel Plates II
Reactive Armor Hardener
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Anti-EM Pump I
Hobgoblin II x2
- Good capacitor and armor tanking skills
- Needs an incoming ET
- Projected ECCM should be put on the ETing Logi or other neuters if needed
- EHP: 50k
- Resists (heat): 70.3 / 75.1 (81.2) / 71.3 (78.3) / 69.4 (76.9)
Tactics
Because the Ashimmu has no range bonuses to its neuts or webs, it must operate within 10-14 km of its target. Since it is an armor fitted ship, it will be quite slow at moving to attack a target. For most missions, a Curse or a Rapier will be much more useful for neuting or webbing a target. However, in very small gang fights in defined areas (bubble camps, station undocks), an Ashimmu can serve well. The Ashimmu is much cheaper than a neuting Legion and has a better Neuting/Mass ratio except for the eight neut version of the Legion with perfect skills. Its energy vampire bonus also makes it the perfect ship for webbing in w-space capital escalations.
Notes
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.