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{{FCC Links}}
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==Artillery Thrashers==
{{FCC Doctrine Links}}
 
==FCC Feroxes==
 
 
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{| 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|caldari|48}}</div>[[File:Ferox.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 Rail Ferox is one of the most popular T1 fleet doctrines around currently, and a staple of Null Sec roaming fleets. A solid tank, good mobility, and decent damage make the Ferox a powerful all round fighter, but its real strength is its double range bonus, which lets it reach ranges of well over 100km with T2 ammunition. A Ferox fleet is largely unrivalled in its ability to snipe at 100km+, yet is also durable enough to survive being caught at shorter ranges, giving them a wide engagement envelope, and diverse tactical options
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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
The Uni’s own FCC Feroxes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017
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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==
Feroxes shine best at range. That huge double range bonus lets them out-snipe the vast majority of comparable doctrines. Out of commonly used alternatives only the Cerberus, or sniper fit Battleships can realistically match the Ferox’s damage at range. In almost all circumstances therefore, your aim as FC is to start an engagement at range, and burn away from your opponent to allow you to snipe from range. Your speed is good for a Battlecruiser (around 1.2km/s unheated), and you can maintain range on most opponents for some time when starting at range like this
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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
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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
  
If caught in a close range scenario against an equal fleet (say, having jumped through a gate into a camping fleet), you would also anchor up on your anchor, and try to pull range. The Ferox has a good shield tank of around 70-80k EHP, however its DPS output cannot match similar doctrines such as Rail Brutix’s, so its best strategy remains to progressively pull range to take advantage of the Ferox’s natural strengths, while also maximizing your damage application as you do so, given the Ferox has no tracking bonus
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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
  
It should be noted that the Ferox’s range bonuses are not only felt at the edge of the 100km range, but also at mid-ranges, where the Ferox can still employ high damage “short-range” ammunition up to impressive mid-ranges. Antimatter ammunition for instance is the highest damage T1 ammunition, and can be employed out to 30km with the Ferox, a range where most other doctrines would have been forced to switch to lower damage ammunition such as Tungsten
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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)
  
Due to the Ferox’s range strengths, T2 guns for Spike ammunition is extremely valuable, and all fleet members should strive for this. With T1 guns, Thorium ammunition can also reach 90km+ ranges with decent DPS however
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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
  
Naturally, given the range of the Ferox, Null Sec is its natural home, combined with bubbles to keep an enemy fleet locked down while you apply from range
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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
  
As with all T1 Battlecruiser doctrines, the combination of great hull bonuses, numerous turret slots, solid tanks, and medium sized weapons, mean that they can fight equally well against Cruisers or Battleships. You may have trouble applying damage to Destroyer or Frigate fleets, however unless you are heavily outnumbered, or lack Logistics support, its likely they won’t be able to apply enough damage to break your tank before you pick them off. This flexible engagement envelope across ship sizes is one of the biggest appeals of T1 Battlecruisers, and the Ferox here is no exception
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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
  
==Fleet Composition==
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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
====Primary DD Fit====
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Some groups elect to drop the capacitor booster, and rely on good capacitor skills and good module management to carry a heavier shield tank instead. Given the Uni’s skillbase and the Ferox’s complete reliance on its capacitor for tank, mobility and damage, the FCC Ferox uses the cap booster variant. The fits below include options for T1 and T2 guns, however there is no T1 tanked option, as realistically, no-one should be flying a Battlecruiser without a T2 tank
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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)
  
Command Bursts are invaluable for this doctrine, and the Ferox with its utility high slot can be fitted to include a T2 Command Burst. Distribute these selectively, as they do not stack, and you may prefer to include a dedicated Command Destroyer or Command Ship for this role due to their hull bonuses as well as for simplicity. However in small numbers, it can be more important to maximize your DPS Ferox numbers by having the Command Bursts carried on the mainline ships themselves
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==Fleet Composition and Fits==
  
The priority for command bursts is Information Bursts to boost lock range, given your sniper tactics, however Shield tanking bursts, and Skirmish boosts for speed are all useful additions
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====Primary DD Fit====
{{ShipFitting
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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
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| shipTypeID=16227
 
| fitName=FCC Ferox T1
 
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====Logi====
 
====Logi====
Any MWD Cruiser Logi will have no issues keeping pace with the Feroxes, so the preference here is for BLAP Ospreys, both due to alignment with existing Uni BLAP doctrines, and also due to its slightly better tank compared to the Scythe
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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
<wikifit fittingid="138953" /><wikifit fittingid="128703" />
 
  
 
====Support Ships====
 
====Support Ships====
Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles. A Huginn or two for long webs can be very useful for taking down smaller scouts or tackle trying to get under your guns
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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
 
 
Should you wish to add a dedicated Command Burst ship rather than using the Feroxes themselves, a Command Ship is the optimum choice, with the Vulture the natural fit given its rail gun bonuses. However a Command Ship is an expensive and SP intensive option in a Uni fleet, and you may wish to dedicate the role to a Command Destroyer. In this case, given the importance of Information Command bursts for lock range, the Stork is the optimal choice
 

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