[Fleet] 9E98 ARMOR Incursion Fleet Set up Thread [updated!]

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K950

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Post 2017.05.22 03:35

[Fleet] 9E98 ARMOR Incursion Fleet Set up Thread [updated!]

Greetings.

It has been requested before by a few individuals that we attempt an Armor incursion fleet.

It is my goal and purpose to bring that request to reality. There has been talk in the past about "next month" or "we'll do it soon" -- this time, we are. I will lead it.

1) Preamble
This thread is here to organize and discuss the particulars of the fleet before we conduct it. Fits, acceptable practices, pointers we need to know, and so on -- feel free to discuss the matter freely.

It's commonly known and accepted that shield fleets are the most effective. This thread is not to re-iterate that fact, nor to argue the merits thereof. As the Uni is primarily a teaching institution, and a number of individuals have expressed desire to try out armor incursions, participate in such, or are merely curious, it's my mission to execute it.

2) Fitting Concepts
The Wiki provides that 70% resistances and at least 10K HP of buffer in the designated tanking method is required.

As a matter of course, the Caldari battleships are going to have to wait this one out. That does bring a new race to the party - Amarr. As lasers are inherently thirsty on capacitor, we may need to resolve this matter beforehand. Cap injectors or other solutions are up for discussion here.

Let's get to the fits. You will notice two modules present on nearly all ships: Two Imperial Navy Energized Adaptive Nano Membranes. These, equivalent ones or higher, are mandatory, because they supply the vital resistances we need to meet minimum standards for fleet safety.

The Eos will be our preferred booster hull, but if you have an Astarte we can work with that too. I'm interested in input on this hull: I can't seem to find much information about suitable boosters for the way we use them. The token autocannon is for drone aggro. CPU is pretty tight indeed.
  Code:
[Eos, Eos - Armor AB Token Gun 4 Link 9E98]

Damage Control II
Corpum C-Type Energized Explosive Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy 1600mm Steel Plates
Drone Damage Amplifier II
Drone Damage Amplifier II

Federation Navy 10MN Afterburner
Drone Navigation Computer II
Drone Navigation Computer II
Drone Navigation Computer II

Armor Command Burst II, Rapid Repair Charge
Armor Command Burst II, Armor Energizing Charge
Skirmish Command Burst II, Evasive Maneuvers Charge
Skirmish Command Burst II, Interdiction Maneuvers Charge
125mm Gatling AutoCannon II, Phased Plasma S
[Empty High slot]

Medium Command Processor I
Medium Command Processor I


Acolyte II x5
Infiltrator II x5
Praetor II x5
Medium Armor Maintenance Bot I x5


The Nightmare. If you have Tech II guns, they may be easily squeezed in. Bring the usual crystals: Multifrequency, Gleam if you can use it well, Gamma. Some people like Xray for hitting the Mara in NMCs. Depending on how you like your Nightmare, you may elect to drop one sebo for another web or target painter. Having all options available allows for flexibility.
  Code:
[Nightmare, Nightmare - Armor No Prop Tachyon Beams VG 9E98]

Heat Sink II
Heat Sink II
Heat Sink II
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane

Sensor Booster II, Scan Resolution Script
Sensor Booster II, Scan Resolution Script
Target Painter II
True Sansha Stasis Webifier
Tracking Computer II, Tracking Speed Script
Tracking Computer II, Tracking Speed Script
Tracking Computer II, Optimal Range Script

Large 'Regard' Remote Capacitor Transmitter
Large Solace Scoped Remote Armor Repairer
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L

Large Anti-Explosive Pump I
Large Energy Burst Aerator II
[Empty Rig slot]


Acolyte II x5
Medium Armor Maintenance Bot I x4
Light Armor Maintenance Bot I x1


The Vindicator. T2 gunners should bring Null L with them. Should be all set.
  Code:
[Vindicator, Vindicator - Armor No Prop Blasters Neutrons VG 9E98]

Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Tracking Enhancer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Sensor Booster II, Scan Resolution Script
Tracking Computer II, Tracking Speed Script
Tracking Computer II, Tracking Speed Script

Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L

Large Hybrid Burst Aerator II
Large Anti-Explosive Pump I
[Empty Rig slot]


Acolyte II x5
Heavy Armor Maintenance Bot I x3
Medium Armor Maintenance Bot I x2


The Machariel.
  Code:
[Machariel, Machariel - Armor No Prop 800mm VG 9E98 ]

Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Sensor Booster II
Target Painter II
Tracking Computer II, Tracking Speed Script
Tracking Computer II, Tracking Speed Script
Federation Navy Stasis Webifier

800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
Large Solace Scoped Remote Armor Repairer

Large Projectile Burst Aerator II
Large Anti-Explosive Pump I
[Empty Rig slot]


Medium Armor Maintenance Bot I x2
Heavy Armor Maintenance Bot I x3
Acolyte II x5


The Oneiros is the preferred vessel to be used for logistics vessels. A lot of people can fly Guardians so that is an option as well. If you have better skills, upgrade the reppers to T2, drop the cap recharger for another remote tracking link, and with top skills, drop the cap battery for yet another tracking link.
  Code:
[Oneiros, Oneiros - Armor AB 4L 3 Link Logi IV VG 9E98]

Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
800mm Steel Plates II
Capacitor Power Relay II
Capacitor Power Relay II

10MN Monopropellant Enduring Afterburner
Cap Recharger II
Cap Recharger II
Cap Recharger II

Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II

Medium Remote Repair Augmentor II
Medium Remote Repair Augmentor II


Medium Armor Maintenance Bot I x5


For the sake of completion, we have to have a Guardian fit here. A Guardian will need a capacitor partner, but given the importance of the logistics vessel, I would highly recommend two partners, one on standby in case the primary one gets jammed. If you have Logi IV, you will need 2 cap partners. This fit is adapted from PvP fits and thus can be rather tight to fit. The good news is afterwards you can swap out the afterburner and drop in a sensor booster and you have an instant 70k EHP standard Guardian.

  Code:
[Guardian, Guardian - Armor AB 4L 0M 2C Active DCII 9E98]

Dark Blood Armor Thermal Hardener
True Sansha Armor EM Hardener
True Sansha Armor Kinetic Hardener
800mm Steel Plates II
IFFA Compact Damage Control

10MN Y-S8 Compact Afterburner
F-90 Compact Sensor Booster

Large Solace Scoped Remote Armor Repairer
Large Solace Scoped Remote Armor Repairer
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter
Large Remote Armor Repairer II
Large Remote Armor Repairer II

Medium Ancillary Current Router II
Medium Trimark Armor Pump II


And now on for T1 hulls. Generally, if you have T2 blasters, simply upgrade to those and bring Null L in addition to faction Antimatter L.
  Code:
[Hyperion, Hyperion - Armor No Prop Blasters Neutrons VG 9E98]

Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Tracking Computer II
Tracking Computer II
Sensor Booster II

Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Large Solace Scoped Remote Armor Repairer

Large Anti-Explosive Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Acolyte II x5
Heavy Armor Maintenance Bot I x5

  Code:
[Megathron, Megathron - Armor No Prop Blaster Neutrons VG 9E98]

Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II

Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Tracking Computer II, Tracking Speed Script
Sensor Booster II

Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L

Large Anti-Explosive Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Medium Armor Maintenance Bot I x5
Acolyte II x5

  Code:
[Tempest, Tempest - Armor No Prop 800mm AC 9E98]

Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Target Painter II
Tracking Computer II, Tracking Speed Script

800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet Phased Plasma L
Large Solace Scoped Remote Armor Repairer
Large 'Regard' Remote Capacitor Transmitter

Large Anti-Explosive Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Acolyte II x5
Medium Armor Maintenance Bot I x5


And now for the Amarr battleship. By preference I would like to run with an Apocalypse because its tracking bonus means it has a better chance of applying DPS over the Abaddon. If you would like to bring an Amarr battleship, please let the FC know so he can arrange a Guardian to send you capacitor. An alternative is to fit a Heavy Electrochemical Capacitor Booster with regular Cap Booster 3200s. This brings up the problem of procuring said charges (out of corp alt to drop cap boosters in a jetcan?) efficiently without holding the fleet up. Pulse lasers are an option too.
  Code:
[Apocalypse, Apocalypse - Armor No Prop Pulse VG 9E98]

Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Tracking Enhancer II
Heat Sink II
Heat Sink II
Heat Sink II

Sensor Booster II, Targeting Range Script
Tracking Computer II
Tracking Computer II
Target Painter II

Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L

Large Anti-Explosive Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Acolyte II x5
Medium Armor Maintenance Bot I x5


Getting ready
This first thread post will be updated as progress continues. Our objective is to run a fleet on a Saturday, however because of the limited information about incursions and their progress, we'll only get about a day or 2 day warning that we'll be moving out.

We still need logistics pilots available and boosters have been appropriated, mails will go out shortly.
Last edited by K950 on 2017.06.14 16:04, edited 6 times in total.
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Cassiel Seraphim

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Post 2017.05.22 19:46

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

Excellent initiative, I know there are people out there curious about armour, so hopefully this will give them the incentive they need to come out and try it.

Skill preparations:
The passive armour tank modules such as adaptive nano membranes require you to have trained a decent level for the armour compensation skills. People who aren't trained into armour yet need to look up the following skills to make the membranes useful:
  • Hull Upgrades V
  • EM Armor Compensation III (preferably IV)
  • Explosive Armor Compensation III (preferably IV)
  • Kinetic Armor Compensation III (preferably IV)
  • Thermal Armor Compensation III (preferably IV)
  • Remote Armor Repair Systems III (for armour maintenance bots)
    (will take a couple of weeks if you go for IV in the compensation skills)

Command bursts?
What did you have in mind for command bursts? I would recommend you run at least an Astarte with the following:
  • Federation Navy Command Mindlink (improves all boosts)
  • Armor Command Burst II (rapid repair)
  • Armor Command Burst II (armor energizing)
  • Skirmish Command Burst II (interdiction maneuvers)
  • Skirmish Command Burst II (evasive maneuvers)

Otherwise you'll not be able to use many of the webs you've fit and you'd need like 3-4 logistics to keep everyone up (4th one due to reps landing at the end of the cycle for armour, instead of immediately like in shields). If you go without a booster, I'd strip all painters and webs from the regular ships and run with a Huginn instead, sporting 3 painters and 3 webs, then paint by numbers.

Starter fit for Oneiros:
Your fit isn't cap stable for a budding logistics pilot. Seems like you might have done the classic mistake of just using an All V character and bumping logistics down to IV ... which assumes you have all other skills at V, which most logistics IV pilots won't have. I suggest something like this instead:
  Code:
[Oneiros, Incursions (starter fit - logistics IV)]

Capacitor Power Relay II
Capacitor Power Relay II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
800mm Steel Plates II

10MN Monopropellant Enduring Afterburner
Cap Recharger II
Cap Recharger II
Cap Recharger II

Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II

Medium Remote Repair Augmentor II
Medium Remote Repair Augmentor II


Medium Armor Maintenance Bot I x5
Note that there's no explosive membrane, because the Oneiros have the signature of a fly and mitigates a ton of damage from the torpedoes that do explosive and kinetic damage, plus the extremely high kinetic resistance help level out the damage as well. This way you get increased thermal and EM resists, which helps against the weapons they take the most damage from, turrets.

Dps fits:
Add 5 medium armor bots to the Oneiros fits and 5 x Acolyte II + light/medium/heavy armor bots (depending on drone bay size) for the damage dealers. Also in general for blasters, T2 should use null with tracking scripts, meta blasters use faction antimatter with optimal range scripts. But always carry both scripts for flexibility. No more than one sensor booster and it should be a scan resolution script, not targeting range. Unless you're competing and need to shoot before the other guy, the second sensor booster is a wasted midslot on that Nightmare that should be replaced by just about anything else.

Full focus with armour?
Is the idea to put shield incursions on hold, only running armour for the entire focus? Or just for an evening or weekend?
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K950

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Post 2017.05.22 23:31

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

a) Command bursts: I had one person express interest in bringing some kind of Gallente command ship the last focus where announced such intentions. Your link choice sounds solid.

b) Oneiros: I selected that one based on my own skills, which I assumed everybody else had too :D. Specifically, mine are: Shield/Armor/Energy Emissions to IV; Capacitor Management V; Capacitor Systems Operation V; Logistics Cruisers V.

A handful of FCs I've spoken with (not just incursion ones, but PvP ones too) settle on the sentiment of "Logi Cruisers V or bug out". We cannot be so strict on the requirement but we should still insist pretty hard on it.

c) Full focus with armor. Whereever the focus is, let's say Mobit because that's the only one I remember, we'll run the entire focus with armor. When the focus is up, I'll start a thread on the fashion of an AAR to review how it went, and we'll revert back to shield. Based on opinions and expressions, we may elect to continue this venture on an infrequent basis.
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Cassiel Seraphim

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Post 2017.05.23 11:00

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

K950 wrote:b) Oneiros: I selected that one based on my own skills, which I assumed everybody else had too :D. Specifically, mine are: Shield/Armor/Energy Emissions to IV; Capacitor Management V; Capacitor Systems Operation V; Logistics Cruisers V.
You had two fits, one for logi IV and another for logi V, my comment was regarding the logi IV fit, which seemed weird as it assumed you had pretty much any other skill at V except logi IV.

K950 wrote:A handful of FCs I've spoken with (not just incursion ones, but PvP ones too) settle on the sentiment of "Logi Cruisers V or bug out". We cannot be so strict on the requirement but we should still insist pretty hard on it.
We're EVE University, expecting all logi to be Logistics V would be shooting ourselves in the foot, we'd not get many logistics pilots that way. For a lot of scenarios, Logistics Cruisers IV is more than doable to get a decent working logistics ship, be that Incursions, WHC, HSC, LSC or NSC.

Is Logistics Cruisers V amazing, does Logistics Cruisers V and perfect fitting and cap skills allow for soo much more? Of course it is and of course it does! Most logistics pilot should seriously consider training it as soon as possible if they end up liking logistics ... but is it "Logi Cruisers V or bug out"? No, not at all. That's just silly talk. You get more people interested and ultimately into logistics by giving them something more tangible to start off running with, before sinking months into perfecting their skills.
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Rashar Arji

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Post 2017.05.23 12:05

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

X Solo Nestor? (A)
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K950

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Post 2017.05.23 19:59

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

Heard about solo Nestor logi.

I'm not sure of the specifics of how it works, but I did do a trial run on the test server. A NMC is perfectly tankable solo, even with 5 Romis (at least the first wave that is). An OTA doesn't work because of the neuting pressure of the Niarjas. An NCO doesn't work because of the elevated DPS levels.

A Marauder can tank all 3, but won't be very effective at applying DPS. I used a dual-rep Paladin.
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Rashar Arji

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Post 2017.05.23 20:09

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

This is the fit I currently have sitting in PYFA. Though, as Cass said on slack, you could use crystals for more local rep power.
SPOILER WARNING!
[Nestor, Solo incursion nestor]

Damage Control II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II

Imperial Navy Cap Recharger
Pith X-Type Shield Boost Amplifier
Pithum B-Type Adaptive Invulnerability Field
Pith X-Type X-Large Shield Booster
Pith X-Type Shield Boost Amplifier
Pithum B-Type Adaptive Invulnerability Field

Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II

Large Capacitor Control Circuit II
Large Remote Repair Augmentor II
Large Remote Repair Augmentor II


Heavy Armor Maintenance Bot II x5

Inherent Implants 'Squire' Capacitor Systems Operation EO-605
Inherent Implants 'Noble' Remote Armor Repair Systems RA-705
Inherent Implants 'Squire' Capacitor Management EM-805

Add genos for more cap stability.
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Analiese Aubernet

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Post 2017.05.23 20:45

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

The typical advantage of armor tanks over shield tanks are that they free up utility midslots at the cost of some of the damage modules in the lows. As such, should an armor incursion fleet play to that advantage? Instead of trying to roughly imitate a shield fleet focused around long range damage projection in OTA + NMC sites, the fleet could use the extra utility mids and fleet slot opened up if you use a solo logi to add a Huginn and try to run the short ranged site - the NCO - very quickly.
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Cassiel Seraphim

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Post 2017.05.23 21:07

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

Analiese Aubernet wrote:The typical advantage of armor tanks over shield tanks are that they free up utility midslots at the cost of some of the damage modules in the lows. As such, should an armor incursion fleet play to that advantage? Instead of trying to roughly imitate a shield fleet focused around long range damage projection in OTA + NMC sites, the fleet could use the extra utility mids and fleet slot opened up if you use a solo logi to add a Huginn and try to run the short ranged site - the NCO - very quickly.
NCOs are always slower, because of the added enemies. Even with short range fleet setups, OTAs are faster and it's only a problem doing NMCs if you have zero people able to kill the Mara at 60km. They all come in close otherwise.

And the "more midslots" is a mixed bag. Armour ships use lowslots that shield use for tracking enhancers, so part of those midslots are needed to make up for the loss of tracking enhancers, so very few armour ships have "extra" utility mids if you factor that in, along with the fact armour ships also tend to have fewer midslots.
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Rikki Bigg

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Post 2017.05.24 02:36

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

Submitted for reference:

SPOILER WARNING!
[Eos, UNI VG]

Shadow Serpentis Damage Control
Centum C-Type Energized Adaptive Nano Membrane
Centum C-Type Energized Adaptive Nano Membrane
Imperial Navy 1600mm Steel Plates
Corpum B-Type Energized Explosive Membrane
Federation Navy Drone Damage Amplifier

Gistum B-Type 10MN Afterburner
Shadow Serpentis Stasis Webifier
Republic Fleet Target Painter
Republic Fleet Target Painter

Armor Command Burst II, Armor Energizing Charge
Armor Command Burst II, Rapid Repair Charge
Skirmish Command Burst II, Evasive Maneuvers Charge
Skirmish Command Burst II, Interdiction Maneuvers Charge
[Empty High slot]
Imperial Navy Large Remote Capacitor Transmitter

Medium Command Processor I
Medium Command Processor I

Acolyte II x5
Garde II x5


Question: what is lacking with an armor fit Tempest to include projectiles?
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Cassiel Seraphim

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Post 2017.05.24 17:41

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

Overtanked I think and could use a token gun to give yet another module to trigger drones (I know you have painters and web), plus drones have issues applying without using several drone modules to augment their tracking.

I'd probably run an Astarte like this instead:
  Code:
[Astarte, Incursions (ongrid booster)]

Damage Control II
Corpii A-Type Adaptive Nano Plating
Corpii A-Type Adaptive Nano Plating
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Tracking Computer II, Optimal Range Script
Tracking Computer II, Tracking Speed Script
Republic Fleet Target Painter
Federation Navy Stasis Webifier

250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
Skirmish Command Burst II, Evasive Maneuvers Charge
Skirmish Command Burst II, Interdiction Maneuvers Charge
Armor Command Burst II, Rapid Repair Charge
Armor Command Burst II, Armor Energizing Charge

Medium Command Processor I
Medium Command Processor I


Acolyte II x5
Medium Armor Maintenance Bot II x5
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K950

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Post 2017.05.25 13:49

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

A Tempest sounds fine to me, forgot to include that.

I will be bringing my Nestor, so we can always bring refits in cargo (plates or other minor modules) and refit off the Nestor.

The only thing I'm curious about is drones. I don't think Gardes will do very well, unless it's carefully timed with a wave spawn.

Are boosters decent ore runners with MWDs? He can run the AB until about halfway through the 2nd wave, approach me, refit for a MWD, and start his run. As long as we get a good boost right as he starts he run we should have boosts before he leaves boost range (if it's that far off, I don't know the exact distance).
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Cassiel Seraphim

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Post 2017.05.25 15:33

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

K950 wrote:I will be bringing my Nestor, so we can always bring refits in cargo (plates or other minor modules) and refit off the Nestor.
Will you be bringing a solo logi nestor? Or a nestor to run with an oneiros? Or just a nestor to have around for refits?

K950 wrote:The only thing I'm curious about is drones. I don't think Gardes will do very well, unless it's carefully timed with a wave spawn.
Depends on the ship. A ship like the Dominix with application bonuses to drones can easily make use of Gardes, people with max drone skills can also use Gardes if you've got a strong fleet that spends most of the time shooting at range, and then manually controls the gardes to go for cruisers. But in most cases, flights of Acolyte II drones are better.

K950 wrote:Are boosters decent ore runners with MWDs? He can run the AB until about halfway through the 2nd wave, approach me, refit for a MWD, and start his run. As long as we get a good boost right as he starts he run we should have boosts before he leaves boost range (if it's that far off, I don't know the exact distance).
Boosting range is at least 50km with base Leadership V and Wing Command IV skills (pre-requisite for command ships), up to a maximum of 65,8km with Fleet Command V trained. The refinery is 60km+ off from the beacon where you land.

The ore is also moved in the last wave, and since command bursts last for 2 minutes etc, it wouldn't be an issue as the booster usually turns off the boosts in the end, to have it ready for next site. You might run into CPU issues trying to fit even a compact MWD on the booster, but you can also have someone else run the ore, a Mach or someone with an alt, in a pinch.

Also, old topic ...
K950 wrote:
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[Apocalypse, Apocalypse - Armor No Prop Pulse VG 9E98]
... the Apocalypse with its 4 minute cap life (assuming max skills) will run out of cap in the very first or second site, it's really not doable without being feeded cap or relying on cap boosters to just fire its guns. Neither is a good option, which is why you generally don't see amarr ships in incursions, be that shield or armour (Nightmare being the exception, but it's not a pure amarr ship anyway).

For a ship to be useful in vanguard incursions, a good rule of thumb is that it needs at least 8 minutes worth of cap.
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K950

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Post 2017.05.26 04:16

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

1) Nestor to pair with an Oneiros OR Guardian. How many Amarr ships we see could heavily influence the Oneiros/Guardian choice. If we bring a Guardian, I can drop 4 of my mids for remote tracking computers or remote sensor boosters (hey we haven't tried those before!!) and/or pack a MWD to run the ore.

2) Gotcha. Aren't Geckos good option?

3) Noted

4) I would expect to see at least one because someone is at least curious about it. I think it's worth giving it a shot.

Pretty open to Guardians I think.
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Eulynn

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Post 2017.05.31 13:06

Re: [Fleet] 9E98 ARMOR Incursion Fleet Set up Thread

I have hull V and my compensations can be at 3 or more in just a couple days.

I don't mind picking up the modules to give this a try in my Vindi
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