COMING
SOON
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