Difference between revisions of "User:Breeze one/sandbox2"

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{{FCC Links}}
 
{{FCC Links}}
 
{{FCC Doctrine Links}}
 
{{FCC Doctrine Links}}
==Good Omens==
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==Rail Moas==
 
{| 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:Omen.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|caldari|48}}</div>[[File:Moa.jpg|128px|]]</div>
| valign="middle" style="padding:4px;" | While these Omens are ostensibly brawler fit (using Pulse Lasers), what sets them apart from any other T1 Brawling Cruiser doctrine such as [[TWEET Thoraxes]], is their flexibility in range. In addition to brawling with Multifrequency crystals, these Omens can switch to T2 Scorch ammunition and effectively project excellent damage out to 20km, allowing the fleet some flexibility in pulling range and, to a limited extent, kiting an opponent. The tactical flexibility that comes from this provides an FC with a good evolution from pure brawling doctrines, and is a move towards proper skirmish doctrines such as Caracals
+
| valign="middle" style="padding:4px;" | You would be forgiven for thinking that Rail Moas would be another Caldari Sniper doctrine, in the tradition of [[Longbow Cormorants]], or Rail Feroxes. However the Moa lacks any range bonus, unlike the other two ships, making the Rail Moa more of a mid-range ship than a pure sniper
  
In addition to their flexibility in range, the Omens carry a substantial tank, and move at a relatively good 1.6km/s without overheating or command bursts, making them a fairly dangerous opponent at whichever range they choose to engage
+
While the Moa can be fitted with Blasters as a pure close range brawler, its relatively low speed, and lack of range projection in this form makes it relatively unimpressive versus alternatives such as Thoraxes or Omens. Fitting Rails however allows the Moa some flexibility in range, while still benefitting from its good tank and damage bonus
 
|}
 
|}
 +
==Implementation==
  
==Implementation==
+
The Rail Moa does its best damage at around 20km, with Antimatter ammunition. The twist for the Rail Moa though is that by loading T2 Spike ammunition, it can also project equally good damage out to 40-50km. T1 fit variants can match the range with Thorium ammunition, however the falloff in damage is significant for T1 fitted ships
  
While the Omens have the optionality to be used to brawl up close just like a Blaster Thorax, they are at their best when utilizing their range
+
This flexibility makes Rail Moas a solid T1 Cruiser option for Null Sec combat, where range control can be difficult, and the flexibility to engage at long range is arguably more important than having the good tracking to deal with small ships, which will be a less frequent opponent in this space. In comparison to [[BLAP Caracals]], which are the closest comparable for this style of fighting, the Moa carries a heavier tank, and more sustained (and instantly applied) damage, versus the Caracals’ high burst damage, and excellent application to small ships, but long reload time
  
T2 Lasers will project excellent Scorch damage out to 20km, and T1 fits will project a little less damage to the same range with Radio crystals. Therefore if facing a superior opponent where you don’t fancy committing to a close range fight, try to pull range (or start at range) and make them chase you. Your speed, plus range projection should let you pick off a few ships as you burn away, and let you gain an advantage, or at the least, let you disengage with a few cheap kills
+
The Moa, like most T1 Cruisers, struggles for capacitor stability with a MWD fitted. While some fleets will fit an Afterburner to avoid this issue, this is primarily a home defense tactic, and is less useful for roaming fleets where the speed to reposition on-grid and escape bubbles is very useful. Instead, a capacitor booster can be fitted in the mid slots to address the capacitor issues. This does detract from your shield tank, however the Moa’s innate tank bonus means that even with this compromise, its tank remains roughly equivalent to other T1 Cruisers, at around 35k EHP
  
On the flip-side of this though, be aware that although Pulse lasers are primarily a short range weapons system, they don’t quite have the awesome tracking of Blasters, and the Omen itself doesn’t get a tracking bonus to the hull. Frigates who get up close to you can therefore out-track your guns, even with close range ammunition loaded - so tackle (Scrams + Webs) and using “Keep at Range” commands rather than “Orbit” are essential to hit smaller targets like this. The FC may elect to have the fleet anchored on him for this purpose
+
The tactics for the Rail Moas are largely an extrapolation from that of [[Good Omens]]. When facing larger opponents such as Battlecruisers, you will want to fight at relatively close range, aim to use your higher damage Antimatter ammunition, and take advantage that even at close range, your Railguns will track their larger hulls quite easily, while, unless they are pure brawling fit, they will struggle to track you quite as effectively. Be aware that ships such as Feroxes or Harbingers will easily out DPS you at longer ranges, or simply out-range you entirely if allowed to
  
Imperial Navy Multifrequency is your default short range option for both fits (8km optimal). Conflagration can be useful for some added DPS in close range fights with larger opponents, but the tracking penalty hurts against anything equal or smaller than you. Scorch/Microwave (20km+ optimal) are your long range ammunition options
+
Against equal or smaller sized ships, the fleet will most often burn away from an opponent, to minimize transversal, force them to chase you, and allow you to apply your medium guns
  
Your drones are a useful source of ancillary DPS at any range. 3x Mediums and 2x Lights is your best damage combination given your bandwidth. Gallente (Hobgoblins + Hammerheads) offers the best DPS, but their lack of speed makes them useless against anything that isn’t tackled, which removes their usefulness in a kiting situation. Acolytes and Valkyries offer a more flexible option
+
In either situation, the fleet will want to be anchored on a single anchor or the FC in order to ensure the fleet stays together, and remains at the preferred range for the engagement
  
Pulse Omens are optimized for Low Sec roaming, where range can be controlled to some extent by plex mechanics, and where small ships are prevalent, making the better tracking of Pulse Lasers necessary compared to Beam Lasers. For Null Sec roaming, in addition to the usual Caracals, an FC might prefer to look towards [[Rail Moas]], or even Beam Omens, in order to engage in the Null meta where mid-long range fights are more common, and fleets are more likely to involve larger ships such as Battlecruisers where tracking is less of an issue
+
The Moas do not carry any tackle of their own, due to the lack of mid slot space, plus the tendency of the doctrine to fight outside, or right on the edge, of tackle range. This means you rely on Interceptors, and Interdictors to prevent an opposing ship or fleet from leaving the grid. Once again, this makes Rail Moas optimal in Null Sec, while in Low Sec the lack of bubble mechanics means this fleet may struggle to catch opponents
  
 
==Fleet Composition and Fits==
 
==Fleet Composition and Fits==
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====Mainline DD====
 
====Mainline DD====
  
With all V skills, the T2 “Dream Fit” has a 35k EHP tank, 464 DPS with Multifrequency + Drones, and moves at 1.6km/s. The Scorch ammunition which comes with T2 weapons is a key part of the fleet’s effectiveness, however lower skilled players can use T1 Weapons and Imperial Navy Microwave or Radio ammunition to achieve the same range, albeit at lower damage levels
+
T2 Guns are strongly preferred due to the excellent damage which Spike gives you at long range. T1 fits lose a lot of DPS at the longer ranges when using Thorium or Iron ammunition, reducing your flexibility slightly
 
 
Note that you only have room for one tackle module, so a split of scrams, points and webs is very useful. The exact ratio should take into account how many dedicated long webbing ships you also have in fleet (see below for comments on support ships)
 
 
 
{{ShipFitting
 
| ship=Omen
 
| shipTypeID=2006
 
| fitName=Armor Fleet MWD
 
| fitID=Armor-Fleet-MWD
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=1600mm Rolled Tungsten Compact Plates
 
| low2typeID=11325
 
| low3name=Energized Adaptive Nano Membrane II
 
| low3typeID=11269
 
| low4name=Energized Adaptive Nano Membrane II
 
| low4typeID=11269
 
| low5name=Heat Sink II
 
| low5typeID=2364
 
| low6name=Heat Sink II
 
| low6typeID=2364
 
| mid1name=50MN Cold-Gas Enduring Microwarpdrive
 
| mid1typeID=5975
 
| mid2name=Small Electrochemical Capacitor Booster I, Navy Cap Booster 400
 
| mid2typeID=5011
 
| charge1name=Navy Cap Booster 400 x21
 
| charge1typeID=32006
 
| mid3name=Faint Epsilon Scoped Warp Scrambler
 
| mid3typeID=5443
 
| high1name=Focused Medium Pulse Laser II
 
| high1typeID=3512
 
| high2name=Focused Medium Pulse Laser II
 
| high2typeID=3512
 
| high3name=Focused Medium Pulse Laser II
 
| high3typeID=3512
 
| high4name=Focused Medium Pulse Laser II
 
| high4typeID=3512
 
| high5name=Focused Medium Pulse Laser II
 
| high5typeID=3512
 
| rig1name=Medium Energy Locus Coordinator II
 
| rig1typeID=31486
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2typeID=31055
 
| rig3name=Medium Trimark Armor Pump I
 
| rig3typeID=31055
 
| drone1name=Valkyrie II x3
 
| drone1typeID=21640
 
| drone2name=Acolyte II x2
 
| drone2typeID=2205
 
| charge2name=Conflagration M x5
 
| charge2typeID=12814
 
| charge3name=Scorch M x5
 
| charge3typeID=12818
 
| charge4name=Imperial Navy Multifrequency M x5
 
| charge4typeID=23089
 
| charge5name=Nanite Repair Paste x50
 
| charge5typeID=28668
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=With all V skills:</li><li>35k EHP</li><li>392 DPS with Scorch at 24km optimal</li><li>1,651m/s unheated</li><li>Cap stable
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=2006:2048;1:11325;1:11269;2:2364;2:5975;1:5011;1:32006;21:5443;1:3512;5:31486;1:31055;2:21640;3:2205;2:12814;5:12818;5:23089;5:28668;50::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
 
 
{{ShipFitting
 
| ship=Omen
 
| shipTypeID=2006
 
| fitName=T1 Pulse Omen copy
 
| fitID=T1-Pulse-Omen-copy
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=1600mm Rolled Tungsten Compact Plates
 
| low2typeID=11325
 
| low3name=Prototype Energized Adaptive Nano Membrane I
 
| low3typeID=16391
 
| low4name=Prototype Energized Adaptive Nano Membrane I
 
| low4typeID=16391
 
| low5name=Heat Sink II
 
| low5typeID=2364
 
| low6name=Heat Sink II
 
| low6typeID=2364
 
| mid1name=50MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=35659
 
| mid2name=Initiated Compact Warp Scrambler
 
| mid2typeID=5445
 
| mid3name=Small Electrochemical Capacitor Booster I
 
| mid3typeID=5011
 
| high1name=Focused Modulated Pulse Energy Beam I
 
| high1typeID=6809
 
| high2name=Focused Modulated Pulse Energy Beam I
 
| high2typeID=6809
 
| high3name=Focused Modulated Pulse Energy Beam I
 
| high3typeID=6809
 
| high4name=Focused Modulated Pulse Energy Beam I
 
| high4typeID=6809
 
| high5name=Focused Modulated Pulse Energy Beam I
 
| high5typeID=6809
 
| rig1name=Medium Trimark Armor Pump I
 
| rig1typeID=31055
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2typeID=31055
 
| rig3name=Medium Trimark Armor Pump I
 
| rig3typeID=31055
 
| drone1name=Acolyte I x2
 
| drone1typeID=2203
 
| drone2name=Infiltrator I x3
 
| drone2typeID=2173
 
| charge1name=Imperial Navy Multifrequency M x5
 
| charge1typeID=23089
 
| charge2name=Imperial Navy Microwave M x5
 
| charge2typeID=23101
 
| charge3name=Navy Cap Booster 400 x20
 
| charge3typeID=32006
 
| charge4name=open
 
| charge5name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=With Max Alpha Skills</li><li>31.6k EHP</li><li>207 DPS with IN Microwave at 19km optimal</li><li>1,296m/s unheated</li><li>Cap stable
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=2006:2048;1:11325;1:16391;2:2364;2:35659;1:5445;1:5011;1:6809;5:31055;3:2203;2:2173;3:23089;5:23101;5:32006;20::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
  
 
====Logistics====
 
====Logistics====
  
As this is a fairly fast moving MWD fleet, we need an equally fast moving Logi. That basically rules out Augorors, which are slow, and rely on cap chains which can become strained as the fleet moves quickly around grid. The Exequeror is more suitable for fast moving, semi-independent Logi squads
+
Given you are, or should be, anchored on one ship when fighting, cap chaining Logi such as Ospreys can work well here, and in general, are more forgiving of low skills than independent Logi such as Scimitars. Either can work, however Uni FCs may wish to call for Osprey Logi to fit with the BLAP Skillplan which many pilots will have trained
 
 
{{ShipFitting
 
| ship=Exequror
 
| shipTypeID=634
 
| fitName=Standard Exequror Logi
 
| fitID=Standard Exequror Logi
 
| low1name=Energized Kinetic Membrane II
 
| low1typeID=11249
 
| low2name=800mm Steel Plates II
 
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| low3name=Energized Explosive Membrane II
 
| low3typeID=11229
 
| low4name=Energized Adaptive Nano Membrane II
 
| low4typeID=11269
 
| low5name=Damage Control II
 
| low5typeID=2048
 
| low6name=Energized Thermal Membrane II
 
| low6typeID=11259
 
| mid1name=Small Electrochemical Capacitor Booster I
 
| mid1typeID=5011
 
| mid2name=Small Electrochemical Capacitor Booster I
 
| mid2typeID=5011
 
| mid3name=Alumel-Wired Enduring Sensor Booster
 
| mid3typeID=6159
 
| mid4name=50MN Cold-Gas Enduring Microwarpdrive
 
| mid4typeID=5975
 
| high1name=Medium I-ax Enduring Remote Armor Repairer
 
| high1typeID=16441
 
| high2name=Medium I-ax Enduring Remote Armor Repairer
 
| high2typeID=16441
 
| high3name=Medium I-ax Enduring Remote Armor Repairer
 
| high3typeID=16441
 
| rig1name=Medium Anti-Explosive Pump I
 
| rig1typeID=31011
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2typeID=31055
 
| rig3name=Medium Anti-EM Pump I
 
| rig3typeID=30999
 
| drone1name=Medium Armor Maintenance Bot I x5
 
| drone1typeID=23709
 
| charge1name=Nanite Repair Paste x150
 
| charge1typeID=28668
 
| charge2name=Targeting Range Script x1
 
| charge2typeID=29009
 
| charge3name=Scan Resolution Script x1
 
| charge3typeID=29011
 
| charge4name=Navy Cap Booster 400 x30
 
| charge4typeID=32006
 
| charge5name=ECCM Script x1
 
| charge5typeID=41155
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=634:11249;1:20351;1:11229;1:11269;1:2048;1:11259;1:5011;2:6159;1:5975;1:16441;3:31011;1:31055;1:30999;1:23709;5:28668;150:29009;1:29011;1:32006;30:41155;1::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
  
 
====Support Ships====
 
====Support Ships====
  
As with any brawling doctrine, long webs are invaluable for locking down targets. You don’t want to undock without at least one long webbing ship. One for every 10 other ships is a good ratio
+
Your primary scouts and tackle remain Interceptors as always. However due to this being an almost exclusively Null Sec doctrine, and given the tactics noted above, it would be frankly negligent to not have at least 2 Interdictors with the fleet. Sabres are (as usual) your best bet, due to the combination of speed, shield tank, and low signature radius
 
 
[[Hyena]], [[Huginn]] or [[Ashimmu]] all do very nicely here, and have the speed to keep up with the main fleet. A combination of Hyena and Ashimmu in particular does very well, with the Hyena grabbing an initial web with its longer range bonus, then the Ashimmu bringing in secondary tackle with its considerably larger tank. The Ashimmu’s Neuts also offer a nice tactical option
 
 
 
{{ShipFitting
 
| ship=Ashimmu
 
| shipTypeID=17922
 
| fitName=Support
 
| fitID=Support
 
| low1name=Energized Explosive Membrane II
 
| low1typeID=11229
 
| low2name=Energized Kinetic Membrane II
 
| low2typeID=11249
 
| low3name=Energized Thermal Membrane II
 
| low3typeID=11259
 
| low4name=Energized Adaptive Nano Membrane II
 
| low4typeID=11269
 
| low5name=Damage Control II
 
| low5typeID=2048
 
| low6name=1600mm Steel Plates II
 
| low6typeID=20353
 
| mid1name=50MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=35659
 
| mid2name=Stasis Webifier II
 
| mid2typeID=527
 
| mid3name=Stasis Webifier II
 
| mid3typeID=527
 
| mid4name=Medium Electrochemical Capacitor Booster I, Navy Cap Booster 400
 
| mid4typeID=4833
 
| charge1name=Navy Cap Booster 400 x31
 
| charge1typeID=32006
 
| high1name=Medium Infectious Scoped Energy Neutralizer
 
| high1typeID=16469
 
| high2name=Medium Infectious Scoped Energy Neutralizer
 
| high2typeID=16469
 
| high3name=Medium Infectious Scoped Energy Neutralizer
 
| high3typeID=16469
 
| high4name=Medium Ghoul Compact Energy Nosferatu
 
| high4typeID=16505
 
| high5name=Medium Ghoul Compact Energy Nosferatu
 
| high5typeID=16505
 
| rig1name=Medium Ancillary Current Router I
 
| rig1typeID=31360
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2typeID=31055
 
| rig3name=Medium Trimark Armor Pump I
 
| rig3typeID=31055
 
| drone1name=Infiltrator II x4
 
| drone1typeID=2175
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=17922:11229;1:11249;1:11259;1:11269;1:2048;1:20353;1:35659;1:527;2:4833;1:32006;31:16469;3:16505;2:31360;1:31055;2:2175;4::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
A Command Destroyer also adds a lot to the doctrine. Armor Command Bursts can boost your already solid tank, and a Skirmish Command Burst with Rapid Deployment can get the ships up to the all-important 2km/s speed (2.4km/s overheated) which gives a good chance to catch all but the fastest kiting ships. Plus the MJFG gives plenty of tactical options both for repositioning your fleet, or splitting up an enemy. Given you’ll be using both Armor and Skirmish boosts, the [[Magus]] is your best option
 
  
{{ShipFitting
+
Your second best support ship (after a Sabre) is a Command Destroyer. The MJFG helps with fleet repositioning, and the command bursts can increase tank, or decrease signature radius, amplifying the existing strengths of the doctrine. The Bifrost offers better flexibility of Command Bursts, with a useful bonus to Skirmish boosts as well as the standard Shield boosts, while the Stork generally carries a larger DPS threat. There is little to choose from, however if you already have sufficient DPS in fleet, the Bifrost is probably marginally more suitable
| ship=Magus
 
| shipTypeID=37483
 
| fitName=Double Burst Magus
 
| fitID=Double Burst Magus
 
| low1name=Dark Blood Adaptive Nano Plating
 
| low1typeID=14003
 
| low2name=Corpii B-Type Explosive Plating
 
| low2typeID=18744
 
| low3name=Damage Control II
 
| low3typeID=2048
 
| low4name=400mm Rolled Tungsten Compact Plates
 
| low4typeID=11309
 
| mid1name=1MN Y-S8 Compact Afterburner
 
| mid1typeID=6001
 
| mid2name=5MN Y-T8 Compact Microwarpdrive
 
| mid2typeID=5973
 
| mid3name=Micro Jump Field Generator
 
| mid3typeID=37479
 
| mid4name=Initiated Compact Warp Scrambler
 
| mid4typeID=5445
 
| high1name=Armor Command Burst II
 
| high1typeID=43552
 
| high2name=125mm Gatling AutoCannon II
 
| high2typeID=2873
 
| high3name=125mm Gatling AutoCannon II
 
| high3typeID=2873
 
| high4name=125mm Gatling AutoCannon II
 
| high4typeID=2873
 
| high5name=Skirmish Command Burst II
 
| high5typeID=43556
 
| rig1name=Small Command Processor I
 
| rig1typeID=43894
 
| rig2name=Small Trimark Armor Pump II
 
| rig2typeID=31057
 
| drone1name=Hobgoblin II x3
 
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| drone2name=Warrior II x5
 
| drone2typeID=2488
 
| drone3name=Hammerhead II x2
 
| drone3typeID=2185
 
| charge1name=Barrage S x2400
 
| charge1typeID=12625
 
| charge2name=Armor Energizing Charge x300
 
| charge2typeID=42832
 
| charge3name=Rapid Repair Charge x300
 
| charge3typeID=42833
 
| charge4name=Armor Reinforcement Charge x300
 
| charge4typeID=42834
 
| charge5name=Evasive Maneuvers Charge x300
 
| charge5typeID=42838
 
| charge6name=Rapid Deployment Charge x300
 
| charge6typeID=42840
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=37483:14003;1:18744;1:2048;1:11309;1:6001;1:5973;1:37479;1:5445;1:43552;1:2873;3:43556;1:43894;1:31057;1:2456;3:2488;5:2185;2:12625;2400:42832;300:42833;300:42834;300:42838;300:42840;300::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
Interceptors as always for scouting
 

Revision as of 07:16, 22 November 2017

Template:FCC Links Template:FCC Doctrine Links

Rail Moas

Logo faction caldari state.png
Moa.jpg
You would be forgiven for thinking that Rail Moas would be another Caldari Sniper doctrine, in the tradition of Longbow Cormorants, or Rail Feroxes. However the Moa lacks any range bonus, unlike the other two ships, making the Rail Moa more of a mid-range ship than a pure sniper

While the Moa can be fitted with Blasters as a pure close range brawler, its relatively low speed, and lack of range projection in this form makes it relatively unimpressive versus alternatives such as Thoraxes or Omens. Fitting Rails however allows the Moa some flexibility in range, while still benefitting from its good tank and damage bonus

Implementation

The Rail Moa does its best damage at around 20km, with Antimatter ammunition. The twist for the Rail Moa though is that by loading T2 Spike ammunition, it can also project equally good damage out to 40-50km. T1 fit variants can match the range with Thorium ammunition, however the falloff in damage is significant for T1 fitted ships

This flexibility makes Rail Moas a solid T1 Cruiser option for Null Sec combat, where range control can be difficult, and the flexibility to engage at long range is arguably more important than having the good tracking to deal with small ships, which will be a less frequent opponent in this space. In comparison to BLAP Caracals, which are the closest comparable for this style of fighting, the Moa carries a heavier tank, and more sustained (and instantly applied) damage, versus the Caracals’ high burst damage, and excellent application to small ships, but long reload time

The Moa, like most T1 Cruisers, struggles for capacitor stability with a MWD fitted. While some fleets will fit an Afterburner to avoid this issue, this is primarily a home defense tactic, and is less useful for roaming fleets where the speed to reposition on-grid and escape bubbles is very useful. Instead, a capacitor booster can be fitted in the mid slots to address the capacitor issues. This does detract from your shield tank, however the Moa’s innate tank bonus means that even with this compromise, its tank remains roughly equivalent to other T1 Cruisers, at around 35k EHP

The tactics for the Rail Moas are largely an extrapolation from that of Good Omens. When facing larger opponents such as Battlecruisers, you will want to fight at relatively close range, aim to use your higher damage Antimatter ammunition, and take advantage that even at close range, your Railguns will track their larger hulls quite easily, while, unless they are pure brawling fit, they will struggle to track you quite as effectively. Be aware that ships such as Feroxes or Harbingers will easily out DPS you at longer ranges, or simply out-range you entirely if allowed to

Against equal or smaller sized ships, the fleet will most often burn away from an opponent, to minimize transversal, force them to chase you, and allow you to apply your medium guns

In either situation, the fleet will want to be anchored on a single anchor or the FC in order to ensure the fleet stays together, and remains at the preferred range for the engagement

The Moas do not carry any tackle of their own, due to the lack of mid slot space, plus the tendency of the doctrine to fight outside, or right on the edge, of tackle range. This means you rely on Interceptors, and Interdictors to prevent an opposing ship or fleet from leaving the grid. Once again, this makes Rail Moas optimal in Null Sec, while in Low Sec the lack of bubble mechanics means this fleet may struggle to catch opponents

Fleet Composition and Fits

Mainline DD

T2 Guns are strongly preferred due to the excellent damage which Spike gives you at long range. T1 fits lose a lot of DPS at the longer ranges when using Thorium or Iron ammunition, reducing your flexibility slightly

Logistics

Given you are, or should be, anchored on one ship when fighting, cap chaining Logi such as Ospreys can work well here, and in general, are more forgiving of low skills than independent Logi such as Scimitars. Either can work, however Uni FCs may wish to call for Osprey Logi to fit with the BLAP Skillplan which many pilots will have trained

Support Ships

Your primary scouts and tackle remain Interceptors as always. However due to this being an almost exclusively Null Sec doctrine, and given the tactics noted above, it would be frankly negligent to not have at least 2 Interdictors with the fleet. Sabres are (as usual) your best bet, due to the combination of speed, shield tank, and low signature radius

Your second best support ship (after a Sabre) is a Command Destroyer. The MJFG helps with fleet repositioning, and the command bursts can increase tank, or decrease signature radius, amplifying the existing strengths of the doctrine. The Bifrost offers better flexibility of Command Bursts, with a useful bonus to Skirmish boosts as well as the standard Shield boosts, while the Stork generally carries a larger DPS threat. There is little to choose from, however if you already have sufficient DPS in fleet, the Bifrost is probably marginally more suitable