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ThermoStability, Stabbers & Support

brawling stabbers, with balanced ewar, and speed

This is a relatively simple but at the same time very complex doctrine to fly and fly well.

The pros of this doctrine:

  • Speed & versatility is critical - (2.9K m/s base, 4.1K m/s with heat - bring drugs and lots of paste)

  • Shield Tanked, 2 LSE and Cruiser logi by default

  • 2 utility high slots - can be used for neuts or nos, or missiles

  • main / core archetype has missiles in utility high slots

  • those wishing to use the utility will balance the ewar and have neuts in the high slots - look for at least 2 scrams, webs, damps, tracks and missile guidance - assuming this configuration, there will be 20 neuts in fleet.

  • decent damage projection into falloff

PREREQUISITES

MWD is essential in this roam, minimum warp speed of 4.8au/s, please also bring sufficient amounts of ammo and ranges.

Critical mass ~15+ Aim for 20+ - anything more, and you can add additional support ships and logi as required.

Multiple Dictors & Booshers, and Logi is not mandatory - however they open up engagement opportunities.

After selecting scouts, aim for balanced EWAR, and harmonise with the following support ships:

skirmish inty

hunting for targets, acting as scout for the fleet

combat prober

combat prober specialised in combat probing with ability to warp the fleet as required

dictor

fitted with a cloak and a bubble

assault frigate

heavy tackle - fitted with a scram and a good tank - specialised role

boosher

MJD fit, with optional offline reps and bots

EAF

specialised role, but is optional as EWAR is significant within this fleet

logi

dedicated cruiser logi, rep bots only - with warp speed rigs

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OMEGA

MAINLINE DPS ARCHETYPE, introductory fit

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mainline ship, this is a good option if you are new to this fleet

ADVANCED ARCHETYPE, specialised fits

not for the faint hearted - you will be flying this ship if you want to perform a specific task - chasing down a target and scramming them for example. 

Lots of neut potential within this doctrine.  Assuming x2 of each fit below, each fleet will have 20 neuts.

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scram the kiters and those trying to get away, minimum of x2 in fleet

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webs, minimum of x2 in fleet

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damps, minimum of x2 in fleet - focus on hostile logi

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tracks, minimum of x2 in fleet

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Missile guidance disruption, minimum of x2 in fleet - focus on cerbs and caracals

SUPPORT SHIPS

TBC