Nation Commander Stronghold
Incursion sites |
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Click the title for a summary, or return to Incursions for general information. |
Staging sites |
Vanguard sites |
Assault sites |
Headquarter sites |
Mothership sites |
Objectives
Force required
Fleet of 20 - 21 pilots (up to 30 in low/null) 3 - 4 logistics needed 5 - 10 snipers needed Sites take about 10 - 20 minutes |
Military information
Your objective is to locate the Nation commander and assassinate them. Once you have separated the commander from the rest of the Sansha fleet they will scatter and flee. |
Background information
Intelligence and other supporting evidence have revealed that this facility is being used as a rally point for senior capsuleer commanders within Sansha's Nation. When one of these leaders is killed in combat or their forces routed by capsuleer counterattack, this is where they are re-cloned, and where they retreat to.
In light of this functionality, the strategic value of these outposts must be considered. By directly attacking the nexus of pro-Nation leadership, capsuleers will be able to limit the level of coordination and efficiency amongst attack squads.
Synopsis from ISHAEKA-0079. DED Special Operations.
Authorized for Capsuleer dissemination.
Enemies
Below is a list of enemies that spawn in this site. See Sansha's Manual for a full list of the incursion rats.
Name | Sig [1] | Speed [2] | Orbit / Speed [3] | Damage / Volley [4] | Range [5] | Effective HP [6] | |
---|---|---|---|---|---|---|---|
Antem Neo [7] |
184 m | 1,350 m/s | 205 m/s | 60 km840 hp | 168 dps146 - 176 km | 88k ehp | |
215 m | 1,300 m/s | 210 m/s | 50 km900 hp | 164 dps< 113 km | 65k ehp | ||
325 m | 1,100 m/s | 170 m/s | 6 km2,400 hp | 480 dps12 - 20 km | 52k ehp | ||
540 m | 850 m/s | 118 m/s | 12 km4,500 hp | 818 dps< 45 km | 179k ehp | ||
540 m | 850 m/s | 118 m/s | 12 km4,500 hp | 818 dps< 45 km | 179k ehp | ||
Eystur Rhomben |
49 m | 3,360 m/s | 560 m/s | 11 km600 hp | 120 dps10 - 12 km | 9k ehp | |
320 m | 980 m/s | 140 m/s | 50 km2,256 hp | 282 dps< 148 km | 316k ehp | ||
65 m | 2,050 m/s | 310 m/s | 60 km(no weapons) | (no weapons) | 30k ehp | ||
53 m | 2,760 m/s | 405 m/s | 15 km(no weapons) | (no weapons) | 4k ehp | ||
Ostingele Tectum |
530 m | 850 m/s | 118 m/s | 40 km2,640 hp | 528 dps45 - 65 km | 290k ehp | |
33 m | 2,550 m/s | 410 m/s | 9 km960 hp | 192 dps10 - 12 km | 9k ehp | ||
Romi Thalamus |
200 m | 1,520 m/s | 205 m/s | 18 km1,600 hp | 320 dps23 - 33 km | 106k ehp | |
36 m | 4,000 m/s | 640 m/s | 12 km252 hp | 50 dps12 - 20 km | 9k ehp | ||
39 m | 2,100 m/s | 355 m/s | 12 km2,700 hp | 300 dps< 70 km | 8k ehp | ||
Yulai Crus Cerebi [9] |
400 m | 800 m/s | 118 m/s | 60 km1,984 hp | 397 dps160 - 210 km | 118k ehp |
At the end of the site you'll have several other ships potentially spawning:
Name | Sig | Speed | Orbit / Speed | Damage / Volley | Range | Effective HP | |
---|---|---|---|---|---|---|---|
400 m | 790 m/s | 110 m/s | 18 km1,760 hp | 352 dps45 - 65 km | 215k ehp | ||
422 m | 170 m/s | 170 m/s | 60 km(no weapons) | (no weapons) | 275k ehp |
- ^ While using their propulsion module, they suffer the same signature bloom as players.
- ^ This is the speed of the ship while they try to get within orbit or as they try to chase after you, suffering the same signature bloom as players do with the propulsion module on. They will turn off any propulsion modules once they get close to their preferred orbit.
- ^ Preferred orbit range and regular speed while orbiting, which is their regular speed without the propulsion module turned on.
- ^ Damage per second as well as damage per volley. Unless stated otherwise, turrets do an equal amount of EM and thermal damage while torpedoes do an equal amount of kinetic and explosive damage.
- ^ This is the effective range of this ship, presented with two values for turrets, optimal and optimal + double falloff, as well as a single range for torpedoes.
- ^ This is the amount of damage this ship can take, taking into account their resists. All ships, except the Lirsautton Parichaya have omni tanks. Hover over the icon for information about raw hitpoints.
- ^ The Antem Neo does 29% EM and 71% thermal damage with its turrets.
- ^ This is a combined entry for the randomized spawn in the end that spawns either Citizen Astur, Slave 32152, Slave Endoma01, Slave Heavenbound02 or Slave Tama01. These are identical to the Deltole Tegmentum in all but the name.
- ^ The Yulai Crus Cerebi does 63% EM and 38% thermal damage with its turrets.
- ^ The Outuni Mesen does 82% EM and 18% thermal damage with its turrets.
Priorities
This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.
As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on.
# | Targets for the entire fleet | Reason | |||
---|---|---|---|---|---|
Brawler targets [1] | Sniper targets [2] | Small targets [3] | |||
1 | Citizen / Slave | Killing the Citizen / Slave when it spawns ends the site. | |||
2 | Arnon Epithalamus | Niarja Myelen | The Arnons and Niarjas because they jam. | ||
3 | Auga Hypophysis Deltole Tegmentum |
Mara Paleo [4] Intaki Colliculus [4] |
Tama Cerebellum Schmaeel Medulla Renyn Meten |
Augas because they web and warp disrupts and have weak tanks, Deltoles because they neut, target paints and warp disrupts.
The Mara before the Intaki because they have stronger reps and less hit points. Tamas due to their high damage and warp disruption, then Schmaeel before Renyn due to its ability to warp disrupt in addition to webbing. | |
4 | Ostingele Tectum Romi Thalamus |
Yulai Crus Cerebi Antem Neo |
Eystur Rhomben | Ostingeles before Romis as they are easier to hit and do more damage.
Yulais before Antems as they are easier to hit and do more damage. Eysturs pose no specific threat. |
- ^ These targets are usually larger, cruisers or battleships and suitable for ships with normal damage projection, like battleships with large guns.
- ^ Sniper targets are enemies that stay up to 150km away, requiring you to have increased locking range and extreme damage projection. Once you run out of sniper targets, change to short range ammo and follow regular targets.
- ^ Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for strategic cruisers, Vindicators or the dronebunny as a last resort.
- ^ a b Both the Mara and the Intaki can be ignored if you have enough firepower on grid to simply power through them. In that case it could be safer to at least remove the Yulais before starting in on the Mara and the Intaki.
Triggers
The last enemy killed triggers the next wave, so there is no risk of accidentally triggering the next wave before you finish your current one. The only exception is the Citizen / Slave, see below.
Special requirements
This site requires you to have snipers in your fleet. (able to lock and apply good damage up to 120 km) |
This site benefits greatly from having an anchor. (a ship people can anchor up on to stay together) |
Focus on the Citizen / Slave in the end. (the remainder of the last wave will warp off) |
Snipers
Several ships in the first wave will initially sit at sniper ranges up to 160 km away from where you land. They will approach you however, and in combination with your fleet moving further into the site it's not critical to have a lock range of 150 km. Having just 120 km will be doable, even if you'll initially have to wait a little for things to come into range.
Anchor
In order to keep the fleet together, everyone within remote shield booster range and so forth. Appoint someone to be your anchor then have the rest of the fleet anchor up on him and use keep at range 2,500 m to make sure they always remain with the anchor (except logistics who would orbit at 5,000 m instead). That way only the anchor needs to know where to move and the rest of the fleet would follow suit.
As for where to go, the Snake Shaped Asteroid is a good compromise for a fleet without propulsion modules. If you approach it until you're within 10 km from it, you'll be in a good position for all the remaining spawns.
Citizen / Slave
Killing the Citizen / Slave that spawns in the fifth and final wave will finish the site and force the remaining forces to warp off. As such there is no need to focus on any other ships in the last wave, just kill the commander as quickly as possible and be done with it.
The commander will be named either Citizen Astur, Slave 32152, Slave Endoma01, Slave Heavenbound02 or Slave Tama01. It is identical to the Deltole Tegmentum in all but the name.
Hints & tips
- There are five waves in this site, identifiable by the Yulai Crus Cerebi in the first wave, Ostingele Tectums in the second, Antem Neos in the third, Arnon Epithalamus in the fourth and the Citizen / Slave in the fifth and final wave.
- The first wave spawns 160 km from the beacon, behind the Snake Shaped Asteroid to the right.
- The second wave spawns 60 km from the beacon, between the L-shaped buildings and the Snake Shaped Asteroid.
- The third wave spawns 150 km from the beacon, behind the Snake Shaped Asteroid to your left.
- The fourth wave spawns 20 km from the beacon, a little to the right.
- The fifth and final wave spawns 50 km from the beacon, to the right side of the L-shaped buildings.
- The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised. So you will encounter the same type of ships in each site, but the number of ships per type in each individual wave will be slightly different. There will Outuni Mesen however.
- Moving is not strictly required in this site, but it helps a lot. See Anchor above for an example of how you can move into a more preferred position near the Snake Shaped Asteroid. Should you sit still near the beacon the distance to the first and third wave would remain 150+ km off.
- Remember to keep an eye on your capacitor if you have prolonged attention from a bunch of Deltole Tegmentums. While their individual neuting is rather small, it adds up. The same goes if you get a lot of Outuni Mesen spawning in the end, along with the Citizen / Slave.