16 points - 1 Damnation
12 points - 1 guardian
39 points - 3 Harbingers
26 points - 2 Hurricanes
4 points - 1 Vengeance
3 points - 1 Malediction
----------------------
100 points 9 ships
[Damnation, Armour]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
RADAR Backup Array II
RADAR Backup Array II
RADAR Backup Array II
10MN Afterburner II
Phased Muon Sensor Disruptor I
Phased Weapon Navigation Array Generation Extron
Balmer Series Tracking Disruptor I
Standard Missile Launcher II, Sabretooth Light Missile
Armored Warfare Link - Damage Control
Large Energy Transfer Array II
Armored Warfare Link - Passive Defense
Large Energy Transfer Array II
Armored Warfare Link - Rapid Repair
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Medium Tracking Diagnostic Subroutines I
Medium Inverted Signal Field Projector I
Light Armor Maintenance Bot II x5
Simple strategy for this ship.... stick to the logistics like glue passing it capacitor. Use the ewar on the appropriate enemy ships in conjuction with the other Battlecruisers.
[Harbinger, Armour]
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Energized Adaptive Nano Membrane II
Reactor Control Unit II
Heat Sink II
Adaptive Nano Plating II
Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Conjunctive Radar ECCM Scanning Array I
Phased Muon Sensor Disruptor I
Balmer Series Tracking Disruptor I
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Small Unstable Power Fluctuator I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hammerhead II x5
Scorch is GOD :). Power to the enemy as fast as you can (which for an armour ship isn't very fast), get into optimal and pound away. Each of the BC in the fleet has e-war so work with them to maximize disruption of the enemy weapon systems. Call for reps as needed.
[Hurricane, Armour]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Gyrostabilizer II
Energized Adaptive Nano Membrane II
Tracking Enhancer II
Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Fleeting Propulsion Inhibitor I
Phased Muon Sensor Disruptor I
Balmer Series Tracking Disruptor I
425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
Skirmish Warfare Link - Rapid Deployment
425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
Information Warfare Link - Sensor Integrity
425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hobgoblin II x4
Hammerhead II x1
Fly this the same as the Harbinger. Probably best to get a little close in range however. One cane should have the rapid deployment link, the other should have the sensor integrity link.
[Malediction, Armour]
Damage Control II
200mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Catalyzed Cold-Gas I Arcjet Thrusters
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
[empty high slot]
Small Diminishing Power System Drain I
[empty high slot]
[empty high slot]
[empty rig slot]
[empty rig slot]
Light tackle, grab targets and wait for the Vengence to take over then go on to the next. Trying to stay alive is the name of the game.
[Vengeance, armour]Relatively heavy tackle. Take over tackle from the Malediction. A 12k+ EHP tank makes this a tough cookie, especially against Warrior II drones. Call for reps as soon as you take damage ... you are going to need it.
Energized Adaptive Nano Membrane II
200mm Reinforced Rolled Tungsten Plates I
Adaptive Nano Plating II
Damage Control II
Catalyzed Cold-Gas I Arcjet Thrusters
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I
Rocket Launcher II, Caldari Navy Foxfire Rocket
Rocket Launcher II, Caldari Navy Foxfire Rocket
Rocket Launcher II, Caldari Navy Foxfire Rocket
Rocket Launcher II, Caldari Navy Foxfire Rocket
Small Polycarbon Engine Housing I
Small Polycarbon Engine Housing I
[Guardian]
... will cover logistics in a future article.
How To Fly
This is a pretty straightforward team. Combining fairly good DPS with a tough tank and lots of non-bonused e-war modules. Fly your 5 BC together in a blob. If going against another short range setup just have a nice furr-ball. If going against a longer range setup use the tacklers to stop targets giving time for the BC to catch up. In general place the tracking disruption on turret ships (duh!) and sensor dampers on the enemy logistics and long range setups to keep the enemy in close. The biggest e-war threats to this setup is probably tracking disruptors since most the the DPS comes from turrets. If you see an arbi, sentinel or a curse on the field... they should be primaried. Otherwise go after enemy logistics first and then through their DPS.
One nice thing about this setup is you are probably already flying this in normal BC gangs. As a result your FC should have a pretty good idea of the setup's strengths and weaknesses and how to use them. This team will do well against most other close range setups. It will struggle with long range setups (like Missile S.P.A.M.) but through the use of sensor dampers with range scripts + effective use of tackle it should do okay if well piloted.
Preliminary round setup
12 points - 1 Oneiros
13 points - 1 Hurricane
20 points - 2 Brutix
4 points - 1 Vengeance
----------------------
49 points 9 ships
With less points it makes sense to go with the high damage/lower point value Brutix. Cane should still have the Rapid Deployment link. Get in the enemy's face and kick it hard.
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