Triforce Frigate Fleet
Concept
The concept is simple: a Three-pronged fleet consisting of DD/Tracking, Logi, and E-War. More than anything, this is an experiment in the viability of a shield-based frigate roam with logi/E-War support.
Fits
The fits below are recommended for a fleet of this composition, but any shield-fit frigates (including T2 frigates!) are more than welcome.
DD/Tackle
Any shield-tanked DD frigate will do, but here is one example fit from each race. All of the DD/Tackle fits are modified fits from the UniWiki and Azual skoll. All players are encouraged to fit to their skill level, as not everyone will be able to fit the fully T2 tanked/gunned ships.. For those who can't fit T2 guns, Faction Ammo on Meta IV guns is a requirement! If you can't fit the rigs yourself, find a friend who can until you train the skills to be able to do so!
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
Medium Azeotropic Ward Salubrity I
Damage Control I
Magnetic Vortex Stabilizer I
Local Hull Conversion Overdrive Injector I
Local Hull Conversion Nanofiber Structure I
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Hobgoblin I x1
Federation Navy Antimatter Charge S x1
- This is a lower-skills version of the normal Incursus fit, appropriate for those with a lower SP total and a smaller wallet.
Light Electron Blaster II
Light Electron Blaster II
Light Electron Blaster II
Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Medium Azeotropic Ward Salubrity I
Damage Control II
Magnetic Field Stabilizer II
Overdrive Injector System II
Nanofiber Internal Structure II
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Hobgoblin II x1
Federation Navy Antimatter Charge S x2400
Void S x2400
150mm Light 'Scout' Autocannon I
150mm Light 'Scout' Autocannon I
150mm Light 'Scout' Autocannon I
Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Medium Azeotropic Ward Salubrity I
Damage Control I
Counterbalanced Weapon Mounts I
Local Hull Conversion Overdrive Injector I
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Phased Plasma S x2000
- This is a lower-skilled version of the Rifter, appropriate for those with lower total SPs and smaller wallets.
150mm Light AutoCannon II
150mm Light AutoCannon II
150mm Light AutoCannon II
Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Medium Azeotropic Ward Salubrity I
Damage Control II
Gyrostabilizer II
Overdrive Injector System II
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Hail S x2000
Republic Fleet Phased Plasma S x2000
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
Medium Azeotropic Ward Salubrity I
Damage Control I
Micro Auxiliary Power Core I
Magnetic Vortex Stabilizer I
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Federation Navy Antimatter Charge S x2400
- This is an easier fit for the Merlin, appropriate for those who for power grid, wallet, or skill reasons can't fit the T2 Merlin.
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II
Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Medium Azeotropic Ward Salubrity I
Damage Control II
Micro Auxiliary Power Core II
Magnetic Field Stabilizer II
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Federation Navy Antimatter Charge S x2400
Void S x2400
Dual Modulated Pulse Energy Beam I
Dual Modulated Pulse Energy Beam I
Dual Modulated Pulse Energy Beam I
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
Medium Azeotropic Ward Salubrity I
Damage Control I
Extruded Heat Sink I
Local Hull Conversion Overdrive Injector I
Local Hull Conversion Nanofiber Structure I
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Hobgoblin I x2
Imperial Navy Multifrequency S x3
- This is a fit appropriate for those who, because of small SP total, fitting skills, or wallet, cannot fit the fully T2 Tormentor.
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Medium Azeotropic Ward Salubrity I
Damage Control II
Heat Sink II
Overdrive Injector System II
Nanofiber Internal Structure II
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Hobgoblin II x2
Conflagration S x3
Imperial Navy Multifrequency S x3
Logi
Both Bantam and Burst are acceptable ships, but I've listed two Bantam fits because the Bantam has a slightly larger capacitor than the Burst. Again, players are encouraged to fit as high as their skills/wallet will allow.
Small S95a Partial Shield Transporter
Small S95a Partial Shield Transporter
Small F-S9 Regolith Shield Induction
Small Peroxide Capacitor Power Cell
Upgraded 1MN Microwarpdrive I
Limited Adaptive Invulnerability Field I
Internal Force Field Array I
Beta Reactor Control: Capacitor Power Relay I
Small Semiconductor Memory Cell I
Small Semiconductor Memory Cell I
Small Core Defense Field Extender I
Hobgoblin I x1
- This is a basic logi fit that requires very few advanced skills. If you can't fit the rigs, find a friend who can fit them for you.
Small S95a Partial Shield Transporter
Small S95a Partial Shield Transporter
Small Shield Extender II
Small Capacitor Battery II
Upgraded 1MN Microwarpdrive I
Adaptive Invulnerability Field II
Damage Control II
Capacitor Power Relay II
Small Semiconductor Memory Cell I
Small Semiconductor Memory Cell I
Small Core Defense Field Extender I
Light Shield Maintenance Bot I x1
- This is a more advanced logi fit for someone with the skills to fly a T2 shield tank.
E-War
As we'll be trying to engage larger ships at close range, Tracking Disruption and ECM are prized over Target Painting and Damps.
Experimental TE-2100 Light Missile Launcher
Upgraded 1MN Microwarpdrive I
'Umbra' White Noise ECM
BZ-5 Neutralizing Spatial Destabilizer ECM
'Hypnos' Ion Field ECM I
Enfeebling Phase Inversion ECM I
Damage Control II
'Hypnos' Signal Distortion Amplifier I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Augmentor I
Hobgoblin II x1
Caldari Navy Mjolnir Light Missile x1
- This is the recommended Griffin fit. Damage Controls and Drones can be downgraded to I if needed.
Dual Anode Pulse Particle Stream I
Dual Anode Pulse Particle Stream I
Upgraded 1MN Microwarpdrive I
DDO Photometry Tracking Disruptor I
DDO Photometry Tracking Disruptor I
DDO Photometry Tracking Disruptor I
Damage Control II
Type-D Attenuation Signal Augmentation
Local Hull Conversion Nanofiber Structure I
Small Ionic Field Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Hobgoblin II x3
Warrior II x3
Light Shield Maintenance Bot I x3
Optimal Range Disruption Script x3
Tracking Speed Disruption Script x3
Imperial Navy Multifrequency S x2
- This is the recommended Crucifier fit. If price or skills prohibit, the Damage Control II can be downgraded to I and you can use standard Multifrequency crystals.
- The Light Shield Maintenance Bots are optional but incredibly helpful.
Tactics
Mobility
- One of the biggest advantages of a frigate fleet is its mobility; small ships can travel quickly and engage/disengage quickly. A shield frigate fleet is preferable for this very reason
- The obvious downside to this mobility is the fragility of the ships. An FC must choose fights carefully and understand how to engage and disengage in ways that protect the fragile fleet.
- For the sake of mobility, the fleet should probably be no greater than 30 people. If more than 30 people come along, a split squad strategy would be best, sending independent groups out and closing the main fleet on larger targets.
Range
- In a fleet like this, transversal is your best friend. With all the tackle frigs equipped with a scram, they can spiral in and close on larger ships and dictate the range of the engagement.
- Transversal should be kept high at all times! Logi may not have time to land reps if you're standing still, especially against larger targets (with larger guns).
- The logi have an optimal range of 28-29k, so they should sit 20-25k out from the targets and continue moving, keeping transversal up. They are more squishy than the DD, so care should be taken to make sure they have each other on watch lists and can lock quickly if one gets targeted.
- The E-War ships should sit even farther out; they are the most fragile of all these ships (using E-War in the mids instead of shield mods) and as such need the range to be effective. The Griffin has an optimal range of 43k, the Crucifier 90, so both should use their MWD to open distance if necessary (not in a straight line!) and continue TD/ECM-ing all the things.
Which fights to pick
- A well-executed frigate fleet should be able to punch well above its weight, and a frigate fleet with Logi and E-War is a force multiplier on that already significant potential.
- Fast kiting frigates are always a danger with a fleet like this, but the ECM should help significantly with shutting that down.
- Although with scrams/webs in combination with friendly MWDs this fleet should be able to dictate range, a fight where range can't be dictated makes both the Logi and the E-War very vulnerable.