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Hyperspatial kitey cruisers, with ranged DPS
This gang is a high speed kiting concept that uses ships that are configured to perform in a certain way, rather than specific ships to fill roles in the gang.
Speed is essential - > 2.5km/s
DPS range is essential - up to 50km
Don't get scrammed - watch for AFs!
Don't get isolated - watch for Huginns and Rapiers & again, watch for AFs!
The gang utilises its speed and damage projection to stretch out opponents and kill chasing or separated targets.
The main archetypes are Anti-Support, DPS ships and Support ships.
The gang can be built up from as little as two Anti-Support ships then other ships can be added as required to balance it in favour of the type of opponents you may face - ie. more Anti-Support if you expect to face gangs that bring a lot of tackle. More DPS if you expect them to bring heavier comps.
The desired attributes for this archetype are high speed and agility, good damage projection, the ability to kill small targets fast and a long point.
Some of the ships have extra utility or bonuses that make them more potent in this role but any of these ships will work.
The Anti-Support ships' job is to act as a screen and kill support and tackle ships quickly to prevent gang members from being seperated, tackled and killed themselves.
You are not there to shoot the primary - you are there to prevent the DPS ships from getting tackled.
DPS ships apply large quantities of damage at long range to enable bigger/tankier targets to be killed, and support ships primarily provide bonused EWAR to deal with high threats to the gang.
It is worth considering the different types of DPS ships in use - although RLML is a great option for kitey cruisers, the reload time and the lack of a constant and sustained damage application can leave you without the ability to kill tackle and thus vulnerable to incoming scram tacklers.
Hyperspatials are a requirement for all DPS ships.
The support ships' job is to disable targets that are a large threat to our gang, through some method of disruption like damps, ECM, TD or cap warfare.
Potential targets would include, but are not limited to: range bonused tackle, other support ships, potent ranged damage dealers, logistics.
Damps are the obvious first choice, they are predictable, unlike ECM, and work well against most targets.
ECM is also potentially effective, especially against small ships that tend to have low sensor strength, although it is chanced based, so inherently it is your best guess as to whether it will be effective.
TD and cap warfare are highly dependent on the opponents you face being susceptible to them.
Some of the attributes for a good support ship in this gang are:
High speed and agility to control range and avoid threats OR medium speed and agility and increased EWAR optimal ranges
The ability to operate outside of the opposing gangs range if the situation demands it (long targeting range and bonuses to optimal range)
To be effective against a range of targets