Difference between revisions of "Dual Prop Thorax Doctrine"

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=Dual-Prop Thorax Doctrine=
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{{deprecated}}
==General description==
 
  
The Dual-Prop Thorax fleet consists of three main components: DD, Logi, and EWAR.  These components, together with supporting inty/tackle/scouts/boosters, have the ability to field a substantial amount of DPS and staying power for a small to mid-sized fleet of relatively small and inexpensive ships.
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= Dual-Prop Thorax Doctrine =
 +
== General description ==
  
==Pros and Cons==
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The Dual-Prop Thorax fleet consists of three main components:
 +
# Damage Dealing Ships (DD)
 +
# Logistic Ships (Logi)
 +
# Electronic Warfare Ships (EWAR)
  
===Advantages:===
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These components, together with supporting inty/tackle/scouts/boosters, have the ability to field a substantial amount of DPS and staying power for a small to mid-sized fleet of relatively small and inexpensive ships.
 +
 
 +
== Pros and Cons ==
 +
 
 +
=== Advantages: ===
 
* Relatively low cost ship fittings<br>
 
* Relatively low cost ship fittings<br>
 
* Substantial DPS at brawling ranges<br>
 
* Substantial DPS at brawling ranges<br>
 
* Significant tank when all components of the fleet are working in tandem<br>
 
* Significant tank when all components of the fleet are working in tandem<br>
  
===Disadvantages:===
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=== Disadvantages: ===
 
* Requires a fair amount of SP to field the T2 guns and tank
 
* Requires a fair amount of SP to field the T2 guns and tank
 
* Not particularly well suited for engaging sniper fleets
 
* Not particularly well suited for engaging sniper fleets
 
* For all components to work in tandem, requires a fair amount of piloting skill
 
* For all components to work in tandem, requires a fair amount of piloting skill
  
==Tactics==
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== Tactics ==
 
Being a fleet particularly well suited to brawling, the FC should seek engagements conducive to this (eg, at a gate, a plex, or anywhere you can get a punt or otherwise land directly on the opposing fleet).<br>
 
Being a fleet particularly well suited to brawling, the FC should seek engagements conducive to this (eg, at a gate, a plex, or anywhere you can get a punt or otherwise land directly on the opposing fleet).<br>
  
===Damage Dealers===
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=== Damage Dealers ===
Dual prop enables the DD to use MWD to get in brawling range of the target before switching to afterburner after getting scram and web on the target. Switching from MWD to Afterburner will reduce signature radius while helping the cruiser stay under the guns of larger ships while dictating the optimal range for the T2 Void ammo. If you cannot get within optimal range, then Null is a good alternative out to max scram range.<br><br>
+
Dual prop enables the DD to use MWD to get in brawling range of the target before switching to afterburner after getting scram and web on the target. Switching from MWD to Afterburner will reduce signature radius while helping the cruiser stay under the guns of larger ships while dictating the optimal range for the T2 Void ammo. If you cannot get within optimal range, then Null is a good alternative out to max scram range.<br><br>
 
It is recommended that the FC fly one of the DD cruisers.<br>
 
It is recommended that the FC fly one of the DD cruisers.<br>
  
===Logistics===
+
=== Logistics ===
Being Afterburner fit, this logistics cruiser is not going to be able to close range (or pull range) as quickly as the DD cruisers. As such, it is important to decide where to be at the start of an engagement (close vs. at range, and in what direction from the main body of the fleet).<br><br>
+
Being Afterburner fit, this logistics cruiser is not going to be able to close range (or pull range) as quickly as the DD cruisers. As such, it is important to decide where to be at the start of an engagement (close vs. at range, and in what direction from the main body of the fleet).<br><br>
  
 
Bring lots of cap boosters, and be aware that it may be necessary to procure more after each battle.<br>
 
Bring lots of cap boosters, and be aware that it may be necessary to procure more after each battle.<br>
  
===EWAR===
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=== EWAR ===
EWAR should sit with the DD and within repping range of the Logi and keep their transversal up with the Afterburner. EWAR pilots should be familiar with a range of dampening tactics (splitting, focusing, script changes), organizing drones, and using the smartbombs to burn to and kill enemy drone swarms.<br><br>
+
EWAR should sit with the DD and within repping range of the Logi and keep their transversal up with the Afterburner. EWAR pilots should be familiar with a range of dampening tactics (splitting, focusing, script changes), organizing drones, and using the smartbombs to burn to and kill enemy drone swarms.<br><br>
  
When engaging enemy drones, ensure that you are not surrounded by friendly drones and frigates first. Cycle the EMP bomb to take out the drone's shields, followed by the two proton bombs to kill their armor and structure.<br>
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When engaging enemy drones, ensure that you are not surrounded by friendly drones and frigates first. Cycle the EMP bomb to take out the drone's shields, followed by the two proton bombs to kill their armor and structure.<br>
  
=Fits=
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= Fits =
  
==Main body==
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== Main body ==
  
The main body of the Gallente Armored Cruiser fleet consists of DD / Logi / EWAR in a ratio roughly equal to 6 : 2.5 : 1.5 with a max of about 25 ships, with the ideal being about 15-20 ships.
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The main body of the Gallente Armored Cruiser fleet consists of DD / Logi / EWAR in a ratio roughly equal to 12 : 5 : 3 with a max of about 25 ships, with the ideal being about 15-20 ships.
  
  
===Damage Dealers===
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=== Damage Dealers ===
 
T2 tank is essential, T2 guns are optional.<br>
 
T2 tank is essential, T2 guns are optional.<br>
{{Fittings
 
|name=Thorax, Dual-Prop Armor Fit
 
|high=Heavy Electron Blaster II, Void M<br>
 
Heavy Electron Blaster II, Void M<br>
 
Heavy Electron Blaster II, Void M<br>
 
Heavy Electron Blaster II, Void M<br>
 
Heavy Electron Blaster II, Void M<br>
 
|mid=10MN Afterburner II<br>
 
Experimental 10MN Microwarpdrive I<br>
 
J5b Phased Prototype Warp Scrambler I<br>
 
Fleeting Propulsion Inhibitor I
 
|low=Damage Control II<br>
 
Magnetic Field Stabilizer II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Armor Explosive Hardener II<br>
 
1600mm Reinforced Rolled Tungsten Plates I
 
|charges=Void M<br>
 
Null M<br>
 
|drones=Hornet EC-300 x5<br>
 
Hobgoblin II x5
 
|rigs=Medium Ancillary Current Router I<br>
 
Medium Anti-Kinetic Pump I<br>
 
Medium Anti-Thermic Pump I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
}}
 
  
===Logistics===
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=== Logistics ===
 
Drones can be swapped out for EC or Logi drones at the FC's discretion.<br>
 
Drones can be swapped out for EC or Logi drones at the FC's discretion.<br>
{{Fittings
 
|name=Exequror, Armor repping logistics
 
|high=Medium Remote Armor Repair System II<br>
 
Medium Remote Armor Repair System II<br>
 
Medium Remote Armor Repair System II
 
|mid=10MN Afterburner II<br>
 
Medium Electrochemical Capacitor Booster I<br>
 
Conjunctive Magnetometric ECCM Scanning Array I<br>
 
Conjunctive Magnetometric ECCM Scanning Array I
 
|low=Damage Control II<br>
 
800mm Reinforced Rolled Tungsten Plates I<br>
 
Reactor Control Unit II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Armor Explosive Hardener II<br>
 
Energized Adaptive Nano Membrane II
 
|drones=Hobgoblin II x5
 
|rigs=Medium Trimark Armor Pump I<br>
 
Medium Anti-Kinetic Pump I<br>
 
Medium Anti-Thermic Pump I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
}}
 
  
===EWAR===
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=== EWAR ===
  
 
The smartbombs are not for adding DPS to the primaried target-- they are for killing enemy drones.<br>
 
The smartbombs are not for adding DPS to the primaried target-- they are for killing enemy drones.<br>
{{Fittings
 
|name=Celestis, Sensor Dampening Cruiser
 
|high=Small EMP Smartbomb I<br>
 
Small Proton Smartbomb I<br>
 
Small Proton Smartbomb I
 
|mid=10MN Afterburner II<br>
 
Phased Muon Sensor Disruptor I<br>
 
Phased Muon Sensor Disruptor I<br>
 
Phased Muon Sensor Disruptor I<br>
 
Phased Muon Sensor Disruptor I
 
|low=Damage Control II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Explosive Plating II
 
|drones=Hornet EC-300 x5<br>
 
Hobgoblin II x5
 
|rigs=Medium Inverted Signal Field Projector I<br>
 
Medium Inverted Signal Field Projector I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
}}
 
  
==Support==
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== Support ==
  
 
* 1-3 interceptors, up to 5 tackle.
 
* 1-3 interceptors, up to 5 tackle.
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* Loki or Legion links if available.
 
* Loki or Legion links if available.
 
* If going into null, bring a few interdictors.
 
* If going into null, bring a few interdictors.
 +
 +
[[Category:Doctrines]]

Latest revision as of 18:00, 15 January 2023

This article is deprecated and no longer in use. There is no replacement information available.

Dual-Prop Thorax Doctrine

General description

The Dual-Prop Thorax fleet consists of three main components:

  1. Damage Dealing Ships (DD)
  2. Logistic Ships (Logi)
  3. Electronic Warfare Ships (EWAR)

These components, together with supporting inty/tackle/scouts/boosters, have the ability to field a substantial amount of DPS and staying power for a small to mid-sized fleet of relatively small and inexpensive ships.

Pros and Cons

Advantages:

  • Relatively low cost ship fittings
  • Substantial DPS at brawling ranges
  • Significant tank when all components of the fleet are working in tandem

Disadvantages:

  • Requires a fair amount of SP to field the T2 guns and tank
  • Not particularly well suited for engaging sniper fleets
  • For all components to work in tandem, requires a fair amount of piloting skill

Tactics

Being a fleet particularly well suited to brawling, the FC should seek engagements conducive to this (eg, at a gate, a plex, or anywhere you can get a punt or otherwise land directly on the opposing fleet).

Damage Dealers

Dual prop enables the DD to use MWD to get in brawling range of the target before switching to afterburner after getting scram and web on the target. Switching from MWD to Afterburner will reduce signature radius while helping the cruiser stay under the guns of larger ships while dictating the optimal range for the T2 Void ammo. If you cannot get within optimal range, then Null is a good alternative out to max scram range.

It is recommended that the FC fly one of the DD cruisers.

Logistics

Being Afterburner fit, this logistics cruiser is not going to be able to close range (or pull range) as quickly as the DD cruisers. As such, it is important to decide where to be at the start of an engagement (close vs. at range, and in what direction from the main body of the fleet).

Bring lots of cap boosters, and be aware that it may be necessary to procure more after each battle.

EWAR

EWAR should sit with the DD and within repping range of the Logi and keep their transversal up with the Afterburner. EWAR pilots should be familiar with a range of dampening tactics (splitting, focusing, script changes), organizing drones, and using the smartbombs to burn to and kill enemy drone swarms.

When engaging enemy drones, ensure that you are not surrounded by friendly drones and frigates first. Cycle the EMP bomb to take out the drone's shields, followed by the two proton bombs to kill their armor and structure.

Fits

Main body

The main body of the Gallente Armored Cruiser fleet consists of DD / Logi / EWAR in a ratio roughly equal to 12 : 5 : 3 with a max of about 25 ships, with the ideal being about 15-20 ships.


Damage Dealers

T2 tank is essential, T2 guns are optional.

Logistics

Drones can be swapped out for EC or Logi drones at the FC's discretion.

EWAR

The smartbombs are not for adding DPS to the primaried target-- they are for killing enemy drones.

Support

  • 1-3 interceptors, up to 5 tackle.
  • CovOps scout if you can get them-- punts directly onto sniper fleets would be fantastic.
  • Loki or Legion links if available.
  • If going into null, bring a few interdictors.