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{{FCC Links}}
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==Artillery Thrashers==
{{FCC Doctrine Links}}
 
==Golden Horde==
 
 
{| style="padding:0px;"
 
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|amarr|48}}</div>[[File:Punisher.jpg|128px|]]</div>
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| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[File:thrasher.jpg|128px|]]</div>
| valign="middle" style="padding:4px;" | The Golden Horde are Blaster MWD Punishers. They take advantage of the Punisher’s natural resist bonus, and 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. With a good Logi wing, the Golden Horde can punch well above its weight.
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| valign="middle" style="padding:4px;" | Gate-camping Artillery Thrashers are the bane of many solo Low Sec and Null Sec pilots. Fitted for insta-locking, and delivering up to 1.5k volleys of damage, a couple of these ships can remove a frigate from the field in seconds. A small fleet of them can remove even Cruisers in the same way
  
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 exceeds even Magic Merlins.
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It is possible, if generally sub-optimal, to add tank to an Artillery Thrasher and fly this doctrine with Logi support, however the most common and effective way to fly the Thrasher remains as a roaming gate camp – similar to [[Longbow Cormorants]] – catching and devastating single ships moving through gates. It’s low effort PvP, but it’s a fun casual fleet because of that, and it can rapidly get more interesting if you can annoy nearby residents sufficiently to provoke a response fleet for a proper fight
 
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==Implementation==
 
==Implementation==
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Like all Destroyers, the Thrasher is designed for pure damage dealing. Bonuses to tracking, damage and range make it a deadly force with Artillery – able to hit for 1.5k volleys up to 30km away
  
Your basic strategy is to use the MWD to get into range, using Null ammo for mid-ranged damage, then once scrams/webs are applied to your opponent, orbit at 500m, deactivate the MWD (to reduce signature radius) and switch to short range Void ammo for max DPS.
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Impressive as that is though, it doesn’t quite match the exceptional ranges of [[BLAP Talwars]] or [[Longbow Cormorants]] which make them the preferred option for skirmishing with other fleets. What the Thrasher does excel at however, is in having the joint-highest scan resolution of any T1 destroyer, and in delivering its damage in an instantaneous volley of damage. The Talwar’s missiles need time to deliver their volley, and Comorants deliver sustained rather than volley damage. A Thrasher however can simply delete an opponent as soon as it can lock it. And with such a high base scan resolution, combined with modules and rigs designed to maximize this, a Thrasher can lock and fire almost faster than your fingers can move on the keyboard
  
The Punisher’s main weakness is its speed. With the Microwarpdrive it can catch almost anything Battlecruiser and above, but 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.
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With these advantages, Gate Camping for individual unsuspecting targets is the name of the game. A full gate camping Thrasher in Low Sec will maximize its scan resolution, and usually not fit a propulsion module. Pre-aligned out, it can lock, tackle and fire within a single server tick. Assuming sufficient numbers to instantly kill an opponent on that first volley, the Thrasher can hit warp and leave the grid on the next server tick - before gate guns even lock them
  
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.
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To do this effectively, pre-cycling modules is essential. Make sure fleet members are familiar with this technique (click an offensive module with no target locked and it will start flashing – once you lock a target, those flashing modules will now activate immediately and automatically as soon as you have a target locked that they can apply to)
  
==Fleet Composition==
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Pilots should fly independently on this fleet – waiting for a fleet warp or command will likely get you killed. Thrashers should be pre-aligned and hit warp themselves as soon as they unleash their first volley
  
3:1 ratio of DD to Logi is ideal
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If fighting on a gate in Null, or if engaging flashy suspect targets on Low Sec gates, where Gate Guns aren’t a concern, the pre-alignment tactics don’t apply, and the Thrashers can remain on grid and usually deliver several volleys before an opponent has time to react
  
Tackle frigates need to have scrams fitted (as well as the usual warp disrupter) to try and help slow down anything moving fast
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If you cannot kill an opponent rapidly in a couple of volleys, then you will want to avoid the fight – the Thrashers are extreme glass cannons due to their focus on maximizing scan resolution and damage and as soon as an opponent starts fighting back, it is likely you will rapidly lose ships. For the same reason, engaging a fleet or small gang is inadvisable unless you have overwhelming numbers. This is a true ganking fleet
  
ECM is the preferred EWAR, although any EWAR will help
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It is unlikely that you will be allowed to gate camp a single site indefinitely. Eventually, nearby residents will usually form a response fleet, either due to irritation, or hoping for some cheap Thrasher kills. Be aware of this and keep your eyes and scouts watching both sides of the gate for such a threat. If you are close to a home station, then this may be a good chance to re-ship into a more combat efficient fleet to take the fight they bring
  
An Armor Command Destroyer offers huge flexibility with the MJD, while Command Bursts can give push the already high tank even higher, however it is an extremely expensive addition to an otherwise very cheap doctrine
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If you get chased off a gate and don’t want/cant re-ship to fight them off, then simply re-position your Thrashers to another gate with high traffic (look on Dotlan for systems with high numbers of jumps)
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==Fleet Composition and Fits==
  
 
====Primary DD Fit====
 
====Primary DD Fit====
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The full insta-locking Thrasher reaches 2k signature strength, letting it insta-lock almost anything – including Interceptors. However this does leave the Thrasher with a tissue paper tank. Depending on the purpose (and location) of the fleet, FC’s may wish to go full insta-locking, or to mix a few insta-lockers with a main fleet of more robust ships which can survive at least one volley of gate guns if a pilot is slow to warp off
  
====Pulse Laser DD Fit====
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====Logi====
 
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Logistics ships are of little use here – limited tank and terrible resists means you’re almost always going to benefit more from additional DPS than Logistics support
====Autocannon DD Fit====
 
  
====Inquisitor MWD Armor Logi====
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====Support Ships====
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T1 Frigate scouts can be useful to watch for incoming targets on either side of a gate, and watch for possible response fleets, and if gate guns aren’t an issue, then ECM ships can help keep a larger target from firing back while the Thrashers take a few more volleys to finish them off. Otherwise, support ships are minimal

Latest revision as of 08:51, 22 May 2022

Artillery Thrashers

Logo faction minmatar republic.png
Thrasher.jpg
Gate-camping Artillery Thrashers are the bane of many solo Low Sec and Null Sec pilots. Fitted for insta-locking, and delivering up to 1.5k volleys of damage, a couple of these ships can remove a frigate from the field in seconds. A small fleet of them can remove even Cruisers in the same way

It is possible, if generally sub-optimal, to add tank to an Artillery Thrasher and fly this doctrine with Logi support, however the most common and effective way to fly the Thrasher remains as a roaming gate camp – similar to Longbow Cormorants – catching and devastating single ships moving through gates. It’s low effort PvP, but it’s a fun casual fleet because of that, and it can rapidly get more interesting if you can annoy nearby residents sufficiently to provoke a response fleet for a proper fight

Implementation

Like all Destroyers, the Thrasher is designed for pure damage dealing. Bonuses to tracking, damage and range make it a deadly force with Artillery – able to hit for 1.5k volleys up to 30km away

Impressive as that is though, it doesn’t quite match the exceptional ranges of BLAP Talwars or Longbow Cormorants which make them the preferred option for skirmishing with other fleets. What the Thrasher does excel at however, is in having the joint-highest scan resolution of any T1 destroyer, and in delivering its damage in an instantaneous volley of damage. The Talwar’s missiles need time to deliver their volley, and Comorants deliver sustained rather than volley damage. A Thrasher however can simply delete an opponent as soon as it can lock it. And with such a high base scan resolution, combined with modules and rigs designed to maximize this, a Thrasher can lock and fire almost faster than your fingers can move on the keyboard

With these advantages, Gate Camping for individual unsuspecting targets is the name of the game. A full gate camping Thrasher in Low Sec will maximize its scan resolution, and usually not fit a propulsion module. Pre-aligned out, it can lock, tackle and fire within a single server tick. Assuming sufficient numbers to instantly kill an opponent on that first volley, the Thrasher can hit warp and leave the grid on the next server tick - before gate guns even lock them

To do this effectively, pre-cycling modules is essential. Make sure fleet members are familiar with this technique (click an offensive module with no target locked and it will start flashing – once you lock a target, those flashing modules will now activate immediately and automatically as soon as you have a target locked that they can apply to)

Pilots should fly independently on this fleet – waiting for a fleet warp or command will likely get you killed. Thrashers should be pre-aligned and hit warp themselves as soon as they unleash their first volley

If fighting on a gate in Null, or if engaging flashy suspect targets on Low Sec gates, where Gate Guns aren’t a concern, the pre-alignment tactics don’t apply, and the Thrashers can remain on grid and usually deliver several volleys before an opponent has time to react

If you cannot kill an opponent rapidly in a couple of volleys, then you will want to avoid the fight – the Thrashers are extreme glass cannons due to their focus on maximizing scan resolution and damage and as soon as an opponent starts fighting back, it is likely you will rapidly lose ships. For the same reason, engaging a fleet or small gang is inadvisable unless you have overwhelming numbers. This is a true ganking fleet

It is unlikely that you will be allowed to gate camp a single site indefinitely. Eventually, nearby residents will usually form a response fleet, either due to irritation, or hoping for some cheap Thrasher kills. Be aware of this and keep your eyes and scouts watching both sides of the gate for such a threat. If you are close to a home station, then this may be a good chance to re-ship into a more combat efficient fleet to take the fight they bring

If you get chased off a gate and don’t want/cant re-ship to fight them off, then simply re-position your Thrashers to another gate with high traffic (look on Dotlan for systems with high numbers of jumps)

Fleet Composition and Fits

Primary DD Fit

The full insta-locking Thrasher reaches 2k signature strength, letting it insta-lock almost anything – including Interceptors. However this does leave the Thrasher with a tissue paper tank. Depending on the purpose (and location) of the fleet, FC’s may wish to go full insta-locking, or to mix a few insta-lockers with a main fleet of more robust ships which can survive at least one volley of gate guns if a pilot is slow to warp off

Logi

Logistics ships are of little use here – limited tank and terrible resists means you’re almost always going to benefit more from additional DPS than Logistics support

Support Ships

T1 Frigate scouts can be useful to watch for incoming targets on either side of a gate, and watch for possible response fleets, and if gate guns aren’t an issue, then ECM ships can help keep a larger target from firing back while the Thrashers take a few more volleys to finish them off. Otherwise, support ships are minimal