Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

Wednesday, 7 May 2014

Strategikon: Agkulis Condor

I've never liked Caldari ships.

Too many hard lines, and all sense of elegance thrown out the window for practicality and cost efficiency. That's not to say they aren't good ships... I doubt anyone on the wrong end of a Drake's missile tubes would say that. But I do like a bit of style to my ships.

And also speed has been a consideration. Caldari have some of the slowest ships in the universe, and no thick bulkheads to make up for it, instead relying on shields. Fair enough, but flying without a few dozen meters of metal between me and hard vacuum isn't what I call peace of mind.

That said, with Mordu's Legion releasing their own designs, I find myself in need of learning how a Caldari fights. And for that, we'll start at the beginning: The Condor.


This may be a popular ship soon because it's being re-designed. I think I prefer the current design, but can't complain about the new one!


This is an attack frigate, and like all attack frigates is designed to be completely cap stable with tackle and propulsion running. It's also a missile boat, so despite having a definite range limit and lower on paper firepower, you'll be able to put out that damage much more reliably and consistently within your range.

Unusually for a Caldari vessel, it also comes with a utility high-slot, and in fact shares a slot layout with the Slasher. 4-highs and 4-mids make for some interesting choices when it comes to electronic warfare, but 2-lows limits the amount of hull customization you can make.

It's a natural shield tanker (as given by the 4-mids), but there are some inventive armour brawling set-ups out there too. The Condor is actually incredibly versatile, quite a departure from the usual Caldari philosophy of specialization. That said, its bonus only works on Kinetic missiles, so you are restricted in what damage you can apply efficiently.

Without further ado, here's the ship fitting for my Caldari training.

[Condor]

[High Slots]
Rocket Launcher II, Caldari Navy Scourge Rocket
Rocket Launcher II, Caldari Navy Scourge Rocket
Rocket Launcher II, Caldari Navy Scourge Rocket
5W Infectious Power System Malfunction

[Med Slots]
1MN Afterburner II
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I
Medium Ancillary Shield Booster, Navy Cap Booster 50

[Low Slots]
Damage Control II
Ballistic Control System II

[Rigs]
Small Ancillary Current Router I
Small Auxiliary Thrusters I
Small Auxiliary Thrusters I

This is a rocket brawler, and the fitting is terribly tight. Similar to most Slasher set-ups, it's designed to get right next to most ship hulls, and gently stab them to death underneath the tracking of their guns. The Condor can do this a little more reliably that it's Matari counterpart, thanks to the use of rockets.

This really is a rather standard flexible brawler. Standard tackle trinity (Afterburner/Webifier/Scrambler) gives you range control, some speed tanking and, of course, the snare to keep people from warping off.

The majority of the tank is in the Medium Ancilliary shield booster. This provides a massive shield repair, if only for a while. It's not designed to be maintained full-time, and once your charges run out, so does your tank. A lot of your survival will come from where you position yourself in a fight. A note on charges: Navy capacitor charges are smaller than common ones, and so you can fit more into your Ancillary booster. They cost a bit more, but if you have access to the militia LP store, they won't hurt too much.

I said that this is a flexible ship, and that your position will keep you alive. Similar to the Rifter, come in close against ships with poor tracking (e.g. lasers), and widen your orbit against those with poor range (e.g. blasters). Rockets will hit reliably out to (nearly!) their maximum range, and will do the same damage at all ranges.

A note on using rockets: Transversal velocity does not affect them, but it will keep you alive against turreted ships. Rockets will do more damage the more you can slow down your opponents. You can rig or implant for better rocket damage (which we'll discuss later), but slowing your opponent down is the only way you can do so in a fight. So land the web/scram first. Then fire rockets.

There's a neutralizer in the utility high. This will drain your opponents capacitor, and leave them more or less helpless. I haven't used this extensively, but it's been done to me a many times before. It can cripple a laser boat, but even has use against other ships. Drain the cap on the enemy well enough, and they won't be able to keep their warp disruption on you. This gives you control over the engagement, in that you can run when you like to.

Procedural Plan

Preferred orbit 
  • Start at 500m. 
  • Widen to 8km if needed.

Pre-activated modules 

DCU2, AB2, Overheat all

Combat activation order
  1. Lock
  2. Orbit
  3. Webifier
  4. Scrambler
  5. Rockets
  6. Neutralizer
  7. Manage heat (Turn off heat on tackle modules first)
  8. Shield booster (Re-heat module after deactivating)


Final thoughts

This is very similar to how you fly the Kontarion Breacher. What you lose in firepower and defenses, you gain in lowered signature radius and speed. You also swap out the drones for a neutralizer.

Hard to say which one is better for newer pilots, but I'm more inclined to say Breacher. The drones help you to apply damage at all ranges, while you learn to slingshot kiters, and the greater tank will let you react to changes in fights more comfortably.

I'm also acutely aware that the Mordu's Legion ships, with their warp disruption bonus, are more likely to be suited to kiting. However, as shameful as it is for a Khanid to admit, I'm still learning how to use light missiles.

Thursday, 3 April 2014

War record: Initial Rifter trials

Or: Rusty ship, rusty pilot.

So, my first few sorties were a terrible tragedy.

Lets start with my first flight since I returned from the Academy.

This flight was actually when I was still flying with Stay Frosty. There's not much to tell about this defeat. Rather than make the most of the Rifter's fall-off bonus, I decided to brawl at point blank range. The Tristan has drones and a tracking bonus to hybrids... close range is not where you want to be if they are blaster fit. And this one was.

Maybe things would have gone better if they were rail fit, but the next flight shows that my piloting skills really suffered from my absence.

Before that though, I lost this clone. A simple gank as I warped into Hek to re-ship. An important reminder to not be sloppy with your long range navigation, and to mind your suspect timers.

The second defeat was one of pure incompetence. I decided to change my control layout. What I thought I was doing was hammering my after burner on, wondering why the module wasn't working, and I wasn't going faster. What my opponent saw was a Rifter crawling along furiously pulsing it's warp scrambler.

Again, I lost this clone, as I was too slow in warping away. Luckily the implant lost wasn't too expensive, and my skills had outgrown the need for it.

The third loss was against a Slicer, and kind of solidifies a theory I have about capturing plexes. When I was a pirate, the easiest kills I made were on brawling ships orbiting warp-ins. In this fight, I thought that since I was sitting on the warp-in, I could catch any kiter that came in before it could get to it's preferred range. As such, when I saw the Slicer on D-scan, I loaded close range ammo.

Unfortunately, the pilot overheated his MWD, rushed toward me and got out to his preferred range before I could tag them with my scrambler and web. I then had to spend 10 seconds reloading barrage before I could hit them. If I had long range ammo fit before the fight started, I might even had won.

However, before the fight began, I had already given my opponent control over the engagement. He chose when to start the fight, whereas I was simply waiting for him. If you are capturing a plex, I highly recommend a kiting ship. It gives you much more control over the engagement, as you can simply speed away from a fight. There are exceptions, but if you have terrible reflexes (like me) this will make you more successful.

These kills were fairly won by my opponents. It's important to not excuse your losses, as doing so encourages complacency. In frigate combat, there is no room for error, and even the slightest mistiming or course correction can mean the difference between loss and defeat. As a pilot, you must learn to shelve your ego, and admit your mistakes, and the simple truth that your adversary was better than you.

That way you can get better than them quicker, and exact revenge.

Review

Know your ship: If you are flying a long fall-off Rifter, don't get close to the blaster-boat. But actually these losses did give me clarity on what ammunition is useful for the Rifter to carry. Playing the averages, it does cut down what you need to carry quite a lot.

Navigation discipline: If you have insta-dock warp ins, use them. Related to this, have an escape plan ready for when your ship is lost. I like to warp to the sun, but any celestial body will do. Follow up by warping to your safe spot.

Timer awareness: If you are a suspect, never assume anywhere is safe.

Know your controls: Don't be an idiot. Know which button turns on your after burner.

Know your situation: I'll recommend it here again. For capturing a plex, use a kiter.


Wednesday, 13 November 2013

Strategikon Arcani: Kontarion Breacher

I believe I am coming to understand the mind set of a brawling pilot.

I have a certain distaste for it myself. Simply engaging and bullying your opponent from close range is hardly befitting of the intelligent warrior. But I can see now that there are nuances to learn when fighting within a few kilometers. And brawling is a part of flying the Kataphract Slicer. 

Equally, although I have respect for Minmatar fighters, I don't understand their mind set, or fully understand their tools of war. As I said before, Matari ships are gutter fighters, their use of projectiles in the age of space travel a sign of the desperate freedom fighter. Amarr ships are more like phalanx soldiers, well armed and armoured, but lacking flexibility.

Fortunately, the Minmatar are not wholly disimilar from the Khanid. As a people, we Khanid are mentally robust, and unlike our Amarr bretheren do not cling to tradition and dogma as a shield against reason. The Tribes, in their search for weapons, have many ships dedicated to missiles and rocketry... a trait which the Khanid can certainly sympathise with!

Khanid designed vessels are all missile based, with technology borrowed from our Caldari allies. In true kataphract fashion, our vessels exemplify thick armour and the tactical flexibility such a weapon system offers. The Republic, in one of it's rare bouts of wisdom, produced a frigate similar to this, albeit shield based instead of amour... clearly the Republic has yet to find funds to reproduce the advanced alloys coming out of Khanid Innovations.

So without any further exposition, presenting the Breacher.


Do not be fooled by its... spartan appearance. This is a tough vessel, and an extraordinary ambush predator. 

Relatively light on it's feet (for a full combat vessel) it provides extremely strong shield defenses. Whilst not as tough as Caldari shields, it can repair it's shield strength very rapidly.  

It fields two light drones, which make up roughly a third of it's firepower. I like drones. They provide firepower at any practical range, and whilst they need to be looked after, they can be relied upon to hound the target.

Missile systems have a travel time before firepower is applied, but unlike turrets, do not need to track or account for falloff. In fact, rockets, whilst giving a lower damage than other weapons, can better a pulse laser in range, and that's before rigging!

These elements all combine to make it an almost perfect training brawler.

[Breacher, Kontarion]
Damage Control II
Overdrive Injector System II
Ballistic Control System II

Medium Ancillary Shield Booster, Navy Cap Booster 50
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I
1MN Afterburner II

Rocket Launcher II, Caldari Navy Inferno Rocket
Rocket Launcher II, Caldari Navy Inferno Rocket
Rocket Launcher II, Caldari Navy Inferno Rocket

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Bay Loading Accelerator I

Hobgoblin II x2

This set up is fairly mundane, but the simplicity is balanced with effectiveness. With my skills, rockets hit out to about 7.6km, which lends itself to some brawling tactics:
  • For pulse laser ships, keep as close as you can. The tracking on lasers is relatively weak, so you will mitigate damage this way.
  • For blaster and autocannon fit ships, maintain a 6-7km orbit. With the fall off from those weapon systems, you'll be out of the bulk of their firepower. 
Keep an eye on your drones, but they're fairly autonomous. If the enemy starts shooting at them, bring them back in, then release after the enemy has forgotten about them.

Repair your shield as needed. Unlike most active tanks, the Ancilliary shield booster is quite immune to energy neutralizers. In addition, your rockets don't use capacitor either... so long as you're in range you can deal damage to your target.

This can be seen in this Tristan fight. My capacitor was drained completely, but the drones and rockets punched their way through regardless. A bright ray of sunshine, on an otherwise terrible month.


Tuesday, 29 October 2013

Strategikon Arcani: The Kataphract Slicer

My return to the battlefield also brings with it a new direction. I must start learning new flight techniques. The Kontos Executioner has served me well as a training vessel, teaching me the importance of range control and damage application. Now, we will look at how to effectively wield a kontoss, without the aid of a Webifier.

But first, a history lesson.

Early Khanid settlements were on Arthra, now caled Amarr Prime. The Amarr civilization grew on an island of the coast of Khanid lands, the isolation no doubt leading to their zealous obsession with God. The Khanid themselves lived on the mainland, tribes of horse masters engaging in petty squabbles with each other.

When the Amarr left their cloistered island in the Reclaiming, the Khanid were the first to be absorbed into their growing empire. We became famed mounted warriors, adopting a heavily armoured style. Our warriors and mounts were covered in gleaming chain mail. Such was our prowess, that the Amarr, whilst all other civilizations crumbled before them, recognized the Khanid as equals.

This heavy cavalry warrior is known as the kataphract: quite literally meaning 'fully enclosed.'

Heavily armed and armoured, these were flexible assault troops, often required to field both lance and bow, well defended, but used offensively.

To mirror this, we will need a true master of frigates.


The Imperial Navy Slicer.

Advanced laser technologies increase the range of this vessels weaponry, extending our reach beyond that of the Kontos Executioner. Significant increases in power output to weapon hard points give this ships two turrets more punch. It can be flexibly fitted, giving more armour, more speed, or even more range. For those in the Crusade, this ship is easily obtained.

Today, we will look at a balanced ship, one that lives up to the potential of the thinking warrior.

The Kataphract Slicer

[Imperial Navy Slicer, Kataphract]
Fourier Transform Tracking Program
Heat Sink II
Overdrive Injector System II
Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II

Faint Warp Disruptor I
Limited 1MN Microwarpdrive I

Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
[empty high slot]

Small Capacitor Control Circuit I
Small Energy Locus Coordinator I
Small Energy Locus Coordinator I

The rig slots are my personal preference, but at least one Locus Coordinator is a must. My own ship exchanges the Fourier Transfrom Tracking Program for a Tracking Enhancer 2, but this requires some implants.

This vessel is a true Kataphract; able to wield it's 'short' range weapons to beyond 20km, with the speed and agility that was once associated with cavalry. Not only that, but it fields the armour lacking on the Kontoss Executioner, able to withstand more punishment, and patrol for longer before re-docking, truly a ship 'fully covered'. It also carries several plates of black armour... hardly the true Khanid Black, but better than nothing.

I cannot claim full credit for this fitting, as I started with a basic layout given by a very dark shadow indeed: Rixx Javix. His fitting for the Slicer formed the basis for the Kataphract.

Like his ship, this is a flexible vessel. Our running order is still to kite, to give us a chance of tactical withdrawal. However, our much improved defenses allow us to engage in close quarter fighting as well. Since we can only control range with our speed and piloting, this option proves extremely useful.

Fighting drill:

  • Overheat weapons
  • Orbit at 18-20km
  • Fire
  • Manage heat
  • Repair as needed (turn auto-repeat off)
  • If the enemy closes and lands a scram on you, switch to Multi-frequency crystals, and hope God is smiling on you that day.

This ship is fairly expensive. If you are still unsure of your skill, stick to the Kontos Executioner.

As the infamous pirate Javix says, be daring. This ship will be enable you to engage a wide variety of targets. However, my own advice is this: be smart. This ship is flexible, but flexibility comes at the price of excellence in any one field. Brave men die in glorious fashion. Smart men go home to their wives.

Wednesday, 14 August 2013

Stategikon Arcani: Ballista

For our first solution to the I-Hub siege problem, let us consider the ballista

A ballista is an accurate weapon, as siege equipment goes. It is essentially an over sized crossbow, hurling javelins at your enemy at great range.

It's best used against troops, rather than buildings. A 4 meter long stick to the chest presents a greater problem to the average infantry man, than it would to a stone wall. However, it's lighter construction, and the kinetic force it exerts still make it useful as a piece of siege equipment for a light, highly mobile task force.

Essentially, fire enough large sticks at a wooden gate, and eventually you'll get in. Hardly elegant, but easier to move than larger pieces of siege equipment.

Which brings us to this: the Man'jenuk Stealth Bomber



[Purifier, Man'jenuk]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

1MN Microwarpdrive II
[empty med slot]
[empty med slot]

Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Torpedo Launcher II, Mjolnir Rage Torpedo
Covert Ops Cloaking Device II
[empty high slot]

Small Processor Overclocking Unit I
[empty rig slot]


Posted above is a max damage fitting for the Purifier, the Amarr stealth bomber. If it looks inflexible, that's because it is, and because it is designed to be.

  • 700dps
  • Low price
  • Relatively low Skill Points
  • Cloak


This solution draws inspiration from the tragically named CFC raiding groups that roamed around Fountain in their conflict with the equally tragically named TEST Alliance: Please Ignore. Despite their names, however, they do have some of the best strategies and tactics in New Eden, proving the old adage: a rose by any other name can still make you bleed with it's thorns.

The CFC would form large raiding parties of Stealth Bombers and assault various sovereignty structures. They were largely successful in paving the way for larger capital fleets to come and put in the decisive blow. Using Black Ops battleships, these fleets could strike deep into enemy territory.

The advantages of the Stealth bomber are it's relatively low price tag to damage done ratio, coming in under 50 million isk and putting somewhere between 400-700dps depending on skills. Whilst the max damage variant takes a while to skill up to, meta modules and faction ammo can be used for similar effects.

It's use is simple. Warp to structure, target and begin firing.

The supreme advantage of the Stealth Bomber is it's cloaking device. Should an enemy fleet counter attack the siege fleet, cease fire, cloak up, and warp away to evade capture. You can then regroup, and mount a surprise counter-counter attack from stealth!

Unfortunately, it is not perfect for our task. Like the versatile ballista, the Bomber is best used against heavy troops, or in this case, cruisers and battleships. It only achieves our benchmark dps at highest skill levels, and as you can see, is fairly inflexible.

Any changes to the above fitting will result in a loss of dps. More than that, unless you are a missile specialist, you will have to stop your normal weapons training in order to use such a bomber.

Unlike the Null sec warlords, we have no need for the complex web of jump bridges and Black Ops ships. The Crusades operations can all be done via traditional Jumpgate warfare.

It certainly provides you with a plethora of strategic options, and a good soldier of the crusade is not doing himself a disservice in training for one. However, I prefer a much less subtle ship, which I'll discuss in my next post.

Monday, 5 August 2013

Strategikon Arcani: Infrastructure Hub Siege (Sub-capital)

So after the rout at the Lamaa I-Hub, I decided that a siege vessel was needed.

The target:




Shield: 10,000,000
Armor: 2,500,000
Structure: 2,000,000
Shield regen: 700 hp/s

The above stats are really not accurate, but I'm having trouble finding legitimate sources of information for an I-hub. If anyone has any other details (beyond about the same as a POCO and hearsay) I'd be grateful. Remember, the FW hub is a smaller version of the null-sec sovereignty one.

Nevertheless, the shield regen alone gives us a good base DPS target. If our We should at least be aiming to cancel out the regen. then whoever else joins the fleet can actually begin applying damage.

We also need to consider the mobility of the ship. Ideally for shooting structures, you would use capital ships. Even if I could pilot it, it becomes unviable as a solo pilot, due to the need for scout ships, jump drive operators and so on. It is not Strategically mobile in Low security space.

The use of capital ships is a fleet effort. It should not be done lightly.

Needless to say, a capital ship is also an attractive kill mail. Many pilots would risk a great deal to take one down.

Range, whilst traditionally needed for large caliber weapons (so you're not caught in your own explosion), is not an issue here. The explosion radius of star ship weapons is far exceeded by the range of even the smallest caliber star ship weapon.

Defense is less of an issue than you might think. The I-hub does not shoot back, and should the siege fleet be assaulted, the first thing to do is retreat to a more advantageous battlefield. Staying to fire a few more volleys into the structure (or shoot down a frigate) will cost you your ship, and maybe even your clone.

Avoiding capture and warp disruption is much more important than being able to absorb damage.

Here are the necessities:


  • Damage scale-able up to or above 700dps
  • Strategic mobility
  • Warp disruption evasion.


Preferable:


  • Low cost
  • Accessible at low skill

Over the next few weeks, I will be posting my two solutions, for two different uses.



Wednesday, 24 July 2013

Strategikon Arcani: Patrol planning: Solo

Time for my first sortie.

Before I even un-docked from Station, I planned out my route. Using a reputable mapping service, I plotted a loop around the Bleak Lands and Devoid.

My objective: Engage pilots in solo duels.

The trick here is to avoid larger roaming fleets. Systems with high numbers of jumps are to be avoided. Large numbers of jumps are indicative of high traffic, and more organised patrol groups. Whilst the traditional Minmatar warrior is very much the heroic personal challenge seeker, the modern Republic soldier has adopted more conservative (and much more effective) military doctrines. This growth in tactical maturity has led to larger patrols focusing fire on single targets.

This is not to be treated as cowardice. Intelligent combat is always better than brave and foolish.

Systems with very-low to no jumps are to be avoided as well, but marked for later. There will be fewer targets here, and thus longer before any meaningful engagement can be made. However, these should be marked for later capture. Victory comes with the capture of systems, not with the number of enemy dead. Equally, the rewards for capturing plexes are higher than that of destroying enemy ships, and rewards will directly fund our own operations.

The course you plot will reflect your daring. Higher traffic will mean higher risk. You will have to decide what risk you will take.

To re-iterate the Strategikon's teachings here:

  • Plot your course
  • Avoid high traffic
  • Avoid very-low to no traffic.
Again, I am by no means a master. Please give your own insights into this strategy.



Strategikon Arcani: Tent-pegging

A practice drill used by ancient Khanids to perfect lancing techniques.

The drill is simple. A small object is placed on the ground, often a ring or a tent peg. A rider must charge at it, and pick the object off the ground with his lance or spear. It teaches accuracy in the placement of the lance, and also controlling the distance at which you approach the peg.

Why is this relevant to space-ships? Kiting.

Kiting is a tactic of using a long range weapon system, and keeping the enemy at distance. You can hurt him, and he can't hurt you.

This is smart, and is actually my preferred tactic. A traditional weapon of the Khanid is the kontos, a cavalry spear about four meters long. It requires two hands to use it effectively, meaning you control your mount with your knees, and you can't carry a shield. However, it has the excellent advantage of length.

It other words, all the danger happens at the other end of the stick.

With that in mind, I present you with my first series of ships:

Kontos Executioner



This ship is fragile, but has relatively good range in the world of frigates. It does require a high degree of training to use. You will need strong Engineering training, and also should be well versed in Advanced Weapon Upgrades to be able field it. Alternatively, you can use Implants to make up the difference whilst you train in these areas.

The kontos is still a melee weapon. Like the ancient weapon this frigate also uses close ranged weapons. Accuracy will be higher, as given by the tracking of close ranged weapons, but is not a true long ranged set up. Caution must be used in maintaining range.

As I am a terrible pilot, this is a good set up for me. The tactic is simple: Maintain distance.

  • Overheat weapons and web.
  • Orbit the enemy at 15km, using the MWD
  • Fire.
  • Manage heat.
  • If the enemy closes to 13km, use the overheated web.
  • If the enemy closes and lands a scram on you, switch to Multi-frequency crystals, and hope God is smiling on you that day.

In essence, you will practice tent-pegging. Control the distance, and keep your guns accurate. Overheating the web is important, as an overheated Warp Scrambler can hit out beyond 10km. Once that lands on you, your MWD shuts down, and your speed advantage is gone.

The caveat to this, is that you'll be controlling the ship with your knees. Be wary of the enemy frigate's movements, but focus on the range for now. Work on the more subtle placements of the ship later.

My code urges me to learn, so if there are any suggestions anyone has, please let me know.

(I also apologize for the horrible layout. I'm still learning to use this blasted technology.)