#Nebulous: Fleet Command
1 messages · Page 15 of 1
we are very tired and are going to try and make anti-swarm axfords again
nebulous has dubbed this ship the meth rapid???? 😟
a name vital to keep
Alright, lab rats, it's Friday, and that means it's time for some Friday Night NEBULOUS: Fleet Command! Ready your fleets - anyone is free to join the game!
Friday Night Fleet Command! Viewer Games Night - anyone is free to join! Join the discord for VC - type !discord in the chat!
but yes, if you want a purely anti-swarm axford, 2x250, 4x120, VLS-2
<@&942093958551588904>
we were going to go with 1x250 and 1x450, just to give us a little more flexability to engage cargo feeders or ocellos
we were probably just going to put a pinpoint in the backpack to keep it safe, but we should probably try to fiddle around with s2h sometime -,-
undermounting the big gun mount by that far is a very sad thing to inflict an axford with
feed an axford the murder juice, give it as many guns as you can fit
gods
it has named the vauxhall "wink" on top of that
is nebulous trying to tell people we're a drug dealer?
FUCK SAKE
i mean, gods, yes, this fleet is meant to beat up Little Guys™️, but really??
Fleet 'Axford Knuckledusters ACT(T)' is composed of 3 ships that cost 3000 points:
Meth Rapid : 'Axford' class Heavy Cruiser [Gun Sensor PD]
Wink : 'Vauxhall' class Light Cruiser [Gun Sensor PD]
Muggy Sound : 'Sprinter' class Corvette [PD]
we could probably shuffle some things around to give the muggy sounds a proper dc, thinking about it
augh, damnit, backpack pinpoints don't work
shuffled around radar and vls-1s
Fleet 'Axford Knuckledusters ACT(T)' is composed of 3 ships that cost 3000 points:
Meth Rapid : 'Axford' class Heavy Cruiser [Gun PD Sensor]
Wink : 'Vauxhall' class Light Cruiser [Gun PD]
Muggy Sound : 'Sprinter' class Corvette [PD Sensor]
way more axford ammo than you need
big raider over big dragon
swap a large DC for a DC central
you also have about 4/3 the amount of 250 ammo you need on the vauxhall, and same principle for big whip over big dragon
citadel CIC to RCIC, buy a rapid in the empty compartment on the axford with the points
why big raider over big dragon?
more speed more gooder on something as cumbersome as a capital
and we could probably cut down on axford ammo, yea, but individually it only pans out to ~30min effective firing time across all ammo types
we just split it into 2 different stores for redundancy
Oh, I know
I'm just saying that you need more like 20 minutes of uninterrupted, max buff modules firing time for the average game
you're also carrying far too much flak for a single stonewall on the sprinter, not that you need a stonewall in the first place. Buy the small dog an actual gun. It deserves it.
(then mount gyros -> ammo elevators, rcic over basic cic, PCC to rapid DC)
otherwise, good fleet
the sprinter's specifically for pd/radar support for the vaux
we could try to shuffle things around and put a pinpoint on the vaux itself, but that'd leave a pd arc exposed
No, my point is that a stonewall is good against S2 dumps, if you have at least 2+ of them
ah
and a sprinter with no gun is a sprinter that loses as soon as it runs into an OSP shuttle once the capgame gets tight
(well, no offensive capability - S1 offensive boxes are also nice, I hear, but I've not used them)
(ask misc)
better?
Fleet 'Axford Knuckledusters ACT(T)' is composed of 3 ships that cost 3000 points:
Meth Rapid : 'Axford' class Heavy Cruiser [Gun PD Sensor]
Wink : 'Vauxhall' class Light Cruiser [Gun PD]
Muggy Sound : 'Sprinter' class Corvette [Gun Sensor PD]
to beat out tugswarms with 10 bellbirds
fair and real
if we can't see them, we're at least going to sniff them out and punch them
raising my eyebrows a bit at the general 20mm ammo count vibe of "local woman terrified by containers"
but this is a very solid fleet (albeit I am terminally jammingcoded and seeing none makes me twitchy)
we got bitch-slapped by containers last game and are generally sick of it
is there any reason to take auroras over defenders currently?
are you playing against ANS? if not, no
they are better agents rockets but not by much
okay. these did pretty good
~75% of the damage on the meth rapid and wink was from a big brawl near the end against 4 ocellos, otherwise,,,, these are just. legitimately good ships
we're gonna move a few things around but,, damn
Fleet 'Axford Knuckledusters ACT' is composed of 3 ships that cost 3000 points:
Meth Rapid : 'Axford' class Heavy Cruiser [Gun PD Sensor]
Wink : 'Vauxhall' class Light Cruiser [Gun PD]
Muggy Sound : 'Sprinter' class Corvette [Gun Sensor PD]
Fleet 'Axford Knuckledusters ACT' is composed of 3 ships that cost 3000 points:
Meth Rapid : 'Axford' class Heavy Cruiser [Gun PD Sensor]
Wink : 'Vauxhall' class Light Cruiser [Gun PD]
Muggy Sound : 'Sprinter' class Corvette [Gun Sensor PD]
oh fuck augh
we've just played one of our worst games ever
but
we also pulled off 27 softkills with a tacked-on chaffbox
so
aurora zaps high-maneuver S2s and rockets, so it can be nice to have one on each side of a CA or one on a corvette to decisively shut down shuttles, but that costs too much for my liking
handy on more expensive setups
strobe correlator does basically nothing, firing RPF on BRN is plenty for swarms and correlators basically do not improve it
A nose Aurora on an Axford is a really nice luxury if you don't need the bullseye there (e.g. missile and beam) but it's a strain on the power
the 250 is a bit weird, I would personally stick with all 450 for better MN killing since the DPS difference is minimal, then crank the CA and CL up to 5 and 4 ammo elevators by cutting correlators, thruster nozzles and gyros in that order
when you have that many guns the value you get from buff modules just becomes so much greater
you'll need to swap one or even two of the larges on the CA for reinforced DC, and you probably want to pad the noses out with aux steering since you can get all 13-14 gun barrels firing while bowtanking
and you'll need an interruptor somewhere, the back mount of a CA or CL is ideal
<@&942093958551588904> opened the boat night channels! till won't be making it to this one
🚤 ‼️
Be on in a min
Fleet 'One Little Guy' is composed of 1 ship which costs 3000 points:
Little Guy with Glasses : 'Sprinter' class Corvette [Missile PD]
```This fleet uses 6 different missile types:
```yaml
SGM-100 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-102 Arcane Bolt With Level 25 Talent-LG : DIRECT - PSV(EO) - HEKP [13pts]
SGM-102 Arcane Bolt-LG : DIRECT - PSV(EO) - HE SHAPED [9pts]
SGM-112 Palisade-LG : DIRECT - PSV(EO) - HE FRAG [10pts]
SGM-200 Infinite Confetti Machine : CRUISE - PSV(EO)/ACT(RADAR) - NONE [165pts]
SGM-H-200 Overstimulation at a Party : CRUISE - PSV(EO) - HEKP [38pts]
We’ve done it, we’ve built the Surrender FFL
in-game testing conclusion: it's bad
surprisingly, the Sprinter class Corvette does not have much magazine depth on its own
nevermind the little guy is good actually
see, he won the game
"This one corvette did 6,220 damage!" vs "This one corvette cost 3000 points"
Fleet 'Huntervette Prototype' is composed of 1 ship which costs 500 points:
Captain Bhab : 'Sprinter' class Corvette [Missile Sensor PD]
```This fleet uses 4 different missile types:
```yaml
SGM-101 Ceremonial Arming Missile : DIRECT - PSV(WAKE) - HE SHAPED [1pts]
SGM-107 Diatom : DIRECT - CMD - HE FRAG [6pts]
SGM-H-300 Pigeonmid Scheme : CRUISE - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [29pts]
SGM-H-300 Poyais Colony Ship : CRUISE - ACT(RADAR)/[PSV(EO)] - HE SHAPED [32pts]
went tinkering after taking a mine hit that last game
modified Pyrope's anti-mine AMMs to be slightly more maneuverable at the cost of range, so ideally you can Z command them onto incoming S2s and pull double duty but it'll take some testing
ideally this finds stuff early game with the pinard, fires three missile salvos, hopefully gets a scout tug or two and then dedicates itself to anti-mine scouting, capping and escort duty
unlike a proper bomber it has no need to get anywhere near the targets, which is good because it has no survivability whatsoever
potentially does better with 100% pure EO but the budget looks a bit painful there
maybe it can get two act/[CMD], four EO
Submarine custom ruleset being streamed
TLDR is 1 MN per fleet vs 1 DD per fleet, torps only no hard PD
(Torpedo AMMs are allowed but no s1/s2 ones)
Interesting
oh huh someone made silent hunter but with osp
neat
that feels like it could be incredibly ANS favoured
unless they aren't allowed to use CMD missiles
or I guess if you can't use anything that locks
No FCR except parallax
OSP can also take a lot more torpedoes, I think.
that's true, MNs are very tanky
But also AIUI a MN bulk mag holds a lot, a DD taking 22 torps sacrifices everything else
hm, submarine DD...
We should to a CTF on boat night some time
Oh also ANS doesn't get CMD but does get EO
Sure
Assemble your submarines <@&814983541913813033>, we meet for battle on <t:1708822800:F>, <t:1708822800:R>, using the classic Silent Hunter rules modified a bit for the new status quo after the OSP Rebalance update.
Silent Hunter is a community ruleset meant to move Nebulous closer to submarine warfare. It's a game of stealth, information and awareness, strategy and cooperation, munition starvation and psychological combat. Each player controls one mid-size ship, with torpedoes as the only allowed weapon and point defence turrets completely absent. To emerge victorious you must tread carefully and softkill swiftly.
Silent Hunter 2024 Rules
- Uniform teams, Alliance vs OSP
- One ship per player, either Destroyer or Monitor, 800 point limit
- Capture The Flag on the Giant Coral map
- Torpedoes are the only allowed offensive weapon
- All PDTs and non-torpedo AMMs are prohibited
- The Bullseye FCR and Pinpoint FCR are prohibited (but not the Parallax)
- All other electronic warfare equipment is allowed (including Decoy Containers)
- Each ship may have at maximum 23 size 1 cells (as in, a single VLS-1-23)
- The Alliance team cannot use CMD seekers (but can use EO)
Ah... for game two they've swapped to 1 flag limit, nonuniform teams
the abominable creature
Fleet 'Crimson November' is composed of 1 ship which costs 1108 points:
Hex Easel : 'Keystone' class Destroyer [EWar Missile PD]
```This fleet uses only one missile type:
```yaml
SGT-305 Pike Block II : DIRECT - SAH(RADAR)/PSV(EO) - HE SHAPED [16pts]
800 pt limit!
... someone has a double sundrive monitor flanking at 44 m/s
yeah I think that's probably what I'd do
Fleet 'Run-Silent-Run-Deep' is composed of 1 ship which costs 799 points:
Archerfish : 'Cargo Feeder' class Monitor [PD Missile EWar]
```This fleet uses 2 different missile types:
```yaml
SGT-358 Gom Jabber : DIRECT - CMD/PSV(WAKE) - HE SHAPED [12pts]
SGT-358 gom jabber : DIRECT - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [12pts]
the fact that wake actually exists in this gamemode does make me want to bring more flares over chaff
hm
Wake exiests normay, ikei got some wake hits on those perfctay noram gales i ran on the last game
True, true.
I'm just not used to running any flares
here, I presume it'll be much more necessary, since the disco ball jams out the CMD and you can chaff+active the ARAD, especially if you illum the chaff
Disco's are easy enough to overcome just by getting closer, espicay when they have a secondary seaker.
very true, but I have no hangup room 😔
I wonder what the optimal MN/DD distribution is on a team of 4
If I was to run this event again, I would make an addition to the rules; if a torp has EO it's not allowed to have a backup seeker
In the other set of lobbies that Nekoboy wasn't streaming, we kept with uniform factions, and the meta shifted strongly towards ANS using EO/ARAD, and there's not much response you can do to that other than have really quick micro which I don't like
Oh yeah you gotta pos-fire dazzler and kill radar and comms
Not comms, ARAD only targets radar
But requiring the pos fired Dazzler is still nasty
Especially since if you're unlucky they can random walk out of the cone and reacquire
Could make getting the dazzler on target really hard with multiple tubes plus a mix of speeds and hot/cold launch, so you have a bunch coming from separate angles
Heck, toss cruise on
Making the logi officer cry I see
They know what they did
I assume EO isn't allowed as the backup seeker either, then?
Very sad, I'll probably switch to SAH/WAKE
ARAD/EO is at least seduceable with offset jam but other than that not much better
I did, in fact, have to cut (almost) all the DC 😔
Fleet 'Crimson November' is composed of 1 ship which costs 800 points:
Hex Easel : 'Keystone' class Destroyer [EWar Missile PD]
```This fleet uses only one missile type:
```yaml
SGT-305 Pike Block II : DIRECT - SAH(RADAR)/PSV(WAKE) - HE SHAPED [9pts]
but 4x SAH/WAKE on a Spotlight should be very persuasive
yep, put two salvos of four into a Monitor from the nose and it died (and that was with an AMM + Pavise carrying liner right next to it because I couldn't be bothered to make a new fleet)
now I'm kind of tempted to see if this actually works as part of a pub fleet
(are you better off with a Raines for this, though?)
Fleet 'Submarine Hunter-Killer Pack' is composed of 4 ships that cost 3000 points:
Hex Easel : 'Keystone' class Destroyer [Beam Missile PD Sensor]
Mould : 'Keystone' class Destroyer [Beam Missile PD Sensor]
Witch Hazel : 'Raines' class Frigate [EWar Gun]
Amber : 'Sprinter' class Corvette [PD]
```This fleet uses 3 different missile types:
```yaml
SGM-101 Hobgoblin : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-H-390 Warglaive : DIRECT - PSV(EO)/CMD - HE SHAPED [32pts]
SGM-H-390 Warglaive Mle. 1545 : DIRECT - PSV(EO)/CMD - HEKP [48pts]
Inspired by sub night?
Ayup.
Instastage over torpedoes in an actual environment, of course, and you have to have something in the spinal mount worth the using (so an unbuffed beam will have to do)
the raines carries around the jammers and a spyglass - turn the spyglass off if the jammers are on and vice-versa, the shuttle exists to run onto a cap and die
Makes me wonder if the sprinter really needs a radar and reactor
Probably not, since the Ceremonial Arming Missile is never supposed to be fired, but that probably buys me...
what, one active decoy per DD and another two chaff each?
Not sure if it's necessarily worth it
Fair
Terrible idea: After ditching the radar, also trading the VLS for a cannon and some RPF you can pos-fire where shuttles are
(At least where you think they are)
my son has every disease
it takes ~4 blankets to cover a solomon, right?
i think we're having the worst idea of our life
can you send immobile ships into battle?
Yes you can, but AFAIK it's only really useful on a missile barge or EWR ship
@wary flame this is your fault
Is it? I thought Misc was an advocate of sprint mines
Nah, mines + ConL, thus his fault
(for the record, if you move seven keystones and a raines in a murder blob, you are immune to mines)
Almost certainly, a pair of Raines gets you more magazine depth and slots for jammers/illuminators/etc with a much smaller RCS
It is pretty nice for EWR buoys though, you can get one for 135 points
Magazine depth?
It looks like you lose out on two mounts for the same amount of missiles that way, plus support modules
unless you mean I can literally afford two Raines with the same missile setup for one DD
I think the Keystones only get 4 missiles in one pair of mounts?
Nah - as per the Hazel readout, it's 6 per CLS
In the big ones yes
But you only get 2 of those
So you get 20 missiles per Keystone vs 24 per Raines pair
Ah, I see.
Which costs about the same, since Keystones pay more for programming channels and power
Don't get me wrong, I do like the Missile/Beam Keystone
But I think you want to invest a bit more into Beam to make it worthwhile
Since it costs 100 points for the base Beem
75, but yes
these used to just be missile-only, but then I didn't actually have room for anything else worthwhile
and I liked the idea of having a beam sitting around to let me execute things that survive the insta-stage
Huh, thought the railgun was 75 and beam 100, TIL
That is fair, I suppose if you're using instastage you don't necesarrily need the beam to break DT
My old version of that fleet was cruise missiles with the ability to be a somewhat-understrength beam fleet after using up the load
So different concept
Yeah, the way I ended up using them in the test pub was:
- Raines jams Ocello + bulker
- Instastage HEKP salvo into Ocello, HEI into bulker
- beams finish off Ocello
I'm kind of dubious just because you're investing a lot of points into two different weapon systems that fit a pretty similar niche
In that if you're in instastage range, BSHORTed beams kill an Ocello quite well anyway
You're not wrong, and I expect this probably isn't as optimal as it could be
But the target splitting could be worth it
how much support is too much support
750pts
Depends, do you count caps as support?
Arguably the threshold is above 3k, since rail DDs probably count as support and a rail array is terrifying
I wouldn't be unhappy to see a fleet that brought 2k of scouting and jamming
we are possibly thinking of making a parasite support fleet
which is to say we are currently making a parasite support fleet
which is a terrible idea
but still
I think support fleet can mean a lot of different things
17 has woken up and chosen to play WHM, I see
what in all hells is whm
and the answer depends a bit on what your team is bringing too
White Mage, XIV's healbot class
I do think one player focusing on some aspects can be really good but it requires coordination
What seems to be fairly common is the "caps plus assorted useful support ships" fleet, that has like 1.5k points of scouting/jamming/ELINT and 1.5k points of caps
yes this would be for an ans 5v5 game assuming other roles are taken
i.e. just filling in the gaps that most pub lobbies leave empty
ideally it'd be direct support for a battleship
I think a bb fleet should be able to bring the support it needs in its 3k
You could hit up @wicked mirage for her support CL she was running alongside an Axford (Summer Rose maybe?) for a while
please do not justify the 3k solomon players with names like "sharnhorst" any more
Bringing something to take out the OSP's Bloodhounds and EWRs is probably one of the most helpful things you could do for an allied BB
that is actually a good point
(that said, if you're willing to expand your definition of "support" somewhat, the average beam BB is a huge fan of rail arrays)
I think beam bb also really wants vision
Any BB really
more than like ships standing around it
we are mostly just tired of getting our shit pushed in and instead want to get our shit pushed as an ablative for someone else who can actually play and win a game
You commit so much time getting anywhere you really want to know that you're going somewhere useful
maybe a super spyglass for a gun bb is nice to have
if I had to pick any close support element
Could go Shore Bombardment Axford plus assorted helpful escorts and hang out behind the BB providing tracks and fire support
we are currently making a jammer/shore bombardment axford with extra pd pickets and a stealth hunter/killer keystone to take out vision
[Reply to:](#1164000873031151637 message) Could go Shore Bombardment Axford plus assorted helpful escorts and hang out behind the BB providing…
that actually sounds like a fun fleet, perhaps I should make that myself
I assume railstones don't actually ever carry anything but rails and rail support
I think Pyrope has this exact fleet lol
Fleet 'Keystone Sniper FIT' is composed of 6 ships that cost 3000 points:
Eight of Cups : 'Keystone' class Destroyer [Rail Sensor PD]
Nine of Swords : 'Keystone' class Destroyer [Rail]
Two of Cups : 'Keystone' class Destroyer [Rail]
Page of Pentacles : 'Keystone' class Destroyer [Rail]
Queen of Pentacles : 'Keystone' class Destroyer [Rail]
Judgement : 'Keystone' class Destroyer [Sensor]
Fleet 'Keystone Sniper FIT' is composed of 6 ships that cost 3000 points:
Eight of Cups : 'Keystone' class Destroyer [Rail Sensor PD]
Nine of Swords : 'Keystone' class Destroyer [Rail]
Two of Cups : 'Keystone' class Destroyer [Rail]
Page of Pentacles : 'Keystone' class Destroyer [Rail]
Queen of Pentacles : 'Keystone' class Destroyer [Rail]
Judgement : 'Keystone' class Destroyer [Sensor]
your railstones
50rpm
(still less than pyrope's railcello fleet but it works)
As an Ocello player: Terrifying
actually wait we should try making a rail axford or solomon
later after we finish our "getting ready to sit the game out" fleet
There are battle rails that bring 250s as well
Because you can actually approach and use them after your rails have made them thoroughly sad
I imagine they're pretty tricky to play though, because if you try to close in too soon and they're still functional enough to shoot back, sig bloom means they can trivially lock you and Keystone squishiness means you die to functional guns
And if you play too cautiously you could have just spent those points on more rails
ioho you should be too busy shooting other people to ever do this
[Reply to:](#1164000873031151637 message) Because you can actually approach and use them after your rails have made them thoroughly sad
being close to the enemy is the enemy
you should be millimeters from the withdrawal line shooting anything you can see
got to 5.46 RPM on an Axford, which makes me somewhat sad
😔
Did someone want my support CL design?
there must be a better way
(the answer is our keystones)
on one hand, yes, on the other hand, I also want to glue an axford to it
we want them
[Reply to:](#1164000873031151637 message) Did someone want my support CL design?
(is this actually of the axford jammer fleet line? no, but shut up)
Fleet 'Axford Jammer CET' is composed of 4 ships that cost 3000 points:
Tipsy Fuss : 'Axford' class Heavy Cruiser [Gun EWar Missile PD Sensor]
The Blind Dip : 'Keystone' class Destroyer [Sensor Gun Missile PD]
Hefty Drama : 'Sprinter' class Corvette [PD]
Soap : 'Sprinter' class Corvette [PD]
```This fleet uses 2 different missile types:
```yaml
SGM-H-270 Lord of its Domain : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [13pts]
SGT-378 If You Can Read This You're Too Close : DIRECT - ACT(RADAR)/[CMD] - HE SHAPED [14pts]
we have made Terrible Decisions
we should reinforce it but we also built the rest of the fleet and then came back to fill it in
actually hold on we should just get rid of the backpack shouldn't we
hold on on
Reinforced CICs are for ships that get hit
Fleet 'Axford Jammer CET' is composed of 4 ships that cost 3000 points:
Tipsy Fuss : 'Axford' class Heavy Cruiser [Gun EWar PD Sensor]
The Blind Dip : 'Keystone' class Destroyer [Sensor Gun Missile PD]
Hefty Drama : 'Sprinter' class Corvette [PD]
Soap : 'Sprinter' class Corvette [PD]
```This fleet uses only one missile type:
```yaml
SGM-H-270 Lord of its Domain : DIRECT - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [13pts]
this is a ship meant to get hit
but also
the backpack missiles were probably not worth it
put the rail DD array into the test range
two minutes in, one of the ocellos it was shooting at nose-in simply blew up
I think this is a good fleet
it is a good fleet
also: these pd picket ships really don't like being voltron'd on to the axford
the axford doesn't seem to mind too much tho
we might put these on more fleets tbh
I have achieved 52.45 formation rail rounds per minute 😌
time to go ruin someone's day
wait did you do it with axfords?
sadly they did not have the necessary power I needed to achieve this goal
😔
I needed to not just embrace the keystone, but divest myself of the coward's logic of "needing restores"
if I ever get shot for any reason, the game is over
my drives WILL explode if I flank for too long
my railguns WILL eventually melt into slag from a fire rate of ~0.9 rounds per second
I do NOT care
Fleet 'Effective SSBN Doctrine' is composed of 6 ships that cost 3000 points:
Fait Accompli : 'Keystone' class Destroyer [PD Sensor]
Red Right Hand Finger #1 : 'Keystone' class Destroyer [Rail]
Red Right Hand Finger #2 : 'Keystone' class Destroyer [Rail]
Red Right Hand Finger #3 : 'Keystone' class Destroyer [Rail]
Red Right Hand Finger #4 : 'Keystone' class Destroyer [Rail]
Red Right Hand Finger #5 : 'Keystone' class Destroyer [Rail]
```This fleet uses only one missile type:
```yaml
SGM-113 Buckler : DIRECT - ACT(RADAR) - HE FRAG [2pts]
actually, let me take an AMM off and add a Ceremonial Arming Missile
then we're done
oh you renamed them
oh, no, I didn't use your fleet.
😔
I don't use other people's fleets in general
understandable
tbf we did rename yang when we stole her from pyrope
also, put a pinard on that bad boy
[Reply to:](#1164000873031151637 message) Fleet 'Effective SSBN Doctrine' is composed of 6 ships that cost 3000 points:
Fai… 📎
nose pinard intel keystones are great
it's worth it if anyone else in your team brings a pinard
which is a solid "probably"
I mean, this pub has two Solomons and one of them's a full 3k with side missile launchers instead of PD, so
plus it gives you a chance to tell if there are md fleets or spotters around the same hemisphere as you
Won't spot the radarless MD builds tho
I generally like bringing at least one backup radar
I might be able to fit a frontline in somewhere, but if I lose the prowler intel keystone, I figure I'll be losing at least one of the rails anyway
maybe, I guess if I see a keystone formation and one doesn't have a rail
thats probably my first target usually
this is the chap who did nearly 40k with this the other day, very much a Defender Check
huh, just ran into my first actual nebulous smurf
that I know of, at least
farmer's is just straight up smurfing
Someone doesn't want that GADM ribbon
we find that three wil work when your bow tanking at 5km+ vs most OSP ships though ocellos can see you at ike 6km~
[Reply to:](#1164000873031151637 message) it takes ~4 blankets to cover a solomon, right?
<@&942093958551588904> anyone feel like a pub game or two?
I could maybe do one game
We might be around for game two
alright that sounds like enough that I will hop into activity 2 and go from there
does game 2 sound good for you peri? Tom is pretty time-limited and would like to start finding a game now
we could do a game or two
I'm excited to try this version of the Ruby Axford ^^
Fleet 'Ruby {BRD} (CH+Rails+Intel)' is composed of 3 ships that cost 3000 points:
Ruby, Bardic : 'Axford' class Heavy Cruiser [Gun Rail PD Missile Sensor]
Emblem of Summer : 'Keystone' class Destroyer [Rail EWar PD Sensor]
Little : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 3 different missile types:
```yaml
SGM-H-2-2 Rose Quartz Shard : CRUISE - ARAD(RADAR)/ACT(RADAR) - HE SHAPED [14pts]
SGM-H-221 Fire Dust Flare : CRUISE - ACT(RADAR)/[PSV(WAKE)] - HE SHAPED [15pts]
SGM-H-238 Meteor Shards : DIRECT - CMD/ACT(RADAR) - HE SHAPED [15pts]
Everyone seems to be in on the basic cic sprinters lately
I always felt they tend to randomly die more but ig 15 pts is a lot and they are not at all tough either way
Neat fleet tho
your ship names always make me inexplicably happy
Thanks ^^ Little is so cute!!!
I could, and maybe I should xD I guess going down to Mk61's wouldn't be too bad.
But thanks!~
205 points doesn’t seem too bad to randomly lose to a missile ocasionally
Though Im curious as to the reasoning behind stock drive?
I am also gradually coming to the conclusion that I don’t actually dislike OSP, I just dislike playing OSP solo in pubs
The stackulous osp games earlier were great, felt like real solid neb gaming
OSP capfleet is a joy
so much less vulnerable to ANS bringing Wierd Shit than the inverse
as long as someone has bloodhound plus MDLN
Yeah Im a huge fan of at least some MDs in every 12k
They’re just so useful
Being able to supress capitals and kill small ships at range is very very powerful
you 100% need them for orbital sprinters/frigates and they're very good for beam DDs
OSP has no other counter to the stratospheric bombers that isn't incredibly risky
speaking of OSP cap fleets and variabilites, we have noticed that CLs don't stand up to roughly 90% of there points in shuttles
is this just an us thing or like have CL players forgoten to fear rickets
Feels like a lack of rocket fear. People aren't scouting corners for rockets reliably ime
Yeah people just don’t really fear rockets I feel
Admittedly I don’t think you need to in the same way
Though the squadrons of them were performing really well, I think a single rocket shuttle can get pretty shut down by a defender or two
Yeah the squadrens do help with pening PD as well as the Lyerbird jamming out the PD's FCR also helps a lot
I think one defender per rocket launcher reliably shuts down a rocket strike, sans jamming
which means you do need the lyrebird squadrons
Yeah the lyrebird rocket strikes I think are very real
the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man! the hanged man!
Nice Damage!
i think this is some of our best softkillulous ever
wait how did we manage to pull amms out of our ass
Yeah that happens wiht AMM's, we think it counts dubbe intercepts as a an exrtra aunch
makes sense
I've definitely been playing too greedily into your rockets recently lol
whenever I play a Vauxhall, my innate feral gremlin instincts activate and propel me directly towards the enemy by the most direct route
Ash, have you consiterd the abomibe hoard or any of it's reated feets, they are far better at that sort of agro play then vauxen
Yes, which is why my two to three most recent fleets are DD swarms
I now have developed the micro to actually play them right
You're not alone, the other day I had two MMTs get into a visual range gun duel with a vauxhall and mine weren't winning but I doubt the vaux was enjoying it either
Also gosh formations are so much easier to control after being reminded shift-rightclick exists
exactly
biggest buff to my micro skills by far
just point at a sprinter and go "yeah, 120 into this schmuck, 250 into the other guy"
We are so used to formations we will shift+Right click even when we have one ship
🫵 shuttle main
The Hanged Man!
That's some very nice beam battleshipping, well done.
Looks like you almost didn't have Terrible missile defense too.
Points basically x.x
The first test for the new Ruby version went really well btw!
This was on the Killboard btw.
It was really brutal vs the 2 Ocello duos they had, because the Ocellos that bow tanked me got bow-to-stern'd by Rails, and the two that didn't to protect themselves against rail damage while fighting me got blasted by the 450's instead.
Nice
rail arrays vs ocellos is a fantastic matchup, I think
You can just infinitely kite them if they're not running the 40 m/s setup, and these days ocellos run such little DC that they can't deal with the constant event spam
Best part: I can get away with a single Magazine since Rails aren't as ammo hungry as 450. This Axford has 2 Rails and a Mk68.
Yeah ^^ I have Dragon/Whip for my drives too so I can go decently quick for an Axford.
What's the draw of the rail Axford?
I was a bit eh on it when I saw that it cost as much as two Keystones but had the firepower of 1.5 with max buffs.
Armourm DR, higher repair threshold
Hm. Fair. I figure the 450's also nice for execution shots/dealing heavy permanent damage instead of just events, even if that brings you down to 1:1 rail firepower vs a Keystone
To be clear I am genuinely unsure if I'm over valuing rcic it's just a thing I have noticed recently in fleets
It would definitely last longer as an a-cap if I did that.
R-CIC's can't be popped by MD's or 100mm.
Unless it's HE-HC
Hmm yeah I guess it depends what the role is
if it's HE-HC, then your corvette wandered in front of a plas/100 liner and it wasn't surviving anyway
True lol
Or a plas/100 MN, but yeah same difference
Technically however, a Gun Shuttle can carry some HE-HC in order to POS fire the CIC of a disabled Sprinter.
The first shot will make a hole because HE-HC has 8cm armor pen, then the second one will go in.
I guess, but I'm not sure many people will have it
Yeah it'd be really niche to do that lol
Maybe if their fleet otherwise has plas
I can say we bring HEHC on our gun shuttles just to take advantage of the stray reactor bloom, or some one elses plasma
and shuttle fleets tend not to be short on points
Though I guess if your sprinter is otherwise busted even if they can't quite kill the cic it's probably not doing much for you
1 MD liner 9 gun shuttles 🤔
Yeah 1pt is a very cheap hedge
Yeah eventually MD's and 100mm will kill a Sprinter anyway either through critting the drive or reactor, or killing the DC team(s).
And Grape does both of those things very quickly.
The more I think about it 15 points is a lot for a sprinter
Or redding out the CIC or drive and breaking a non-reinforced locker
The team survives the locker breaking iirc
Ahh, huh
Yeah
Breaking Lockers simply gets rid of any restores they had left and also removes a component that might otherwise split damage with adjacent components.
And I guess losing the shipwide buffs in the case of DCC/DCX/Workshop
yeah you need to hit the thing the DC team is in to kill them
Yeah.
Yeah sprinters will mostly have 1 rapid team
I'm personally a fan of 3x MD + many AMMs liner with fleet support rail Ocello buddy
I really like fitting the bloodhound in md fleets
last game I had with it was hovering in the stratosphere and slowly sandpapering down the QoH
true, but parallax+bullseye is fine in practice if primarily for the burnthrough
I assume if I were to ever to switch to 2x3 MD liners I'd bring either a Perfect Dog or some kind of barebones Spyglass Ocello
While I like the Rail Ocello conceptually, I think it's rather a luxury pick
It's pretty hard to fit it in a 4v4 team comp
I really liked @radiant sable's rail ocello + MD liner fleet
Yeah, my personal taste is that 3k rails/MD doesn't do twice what a 1.5k investment does in 4v4
Since one cap fleet, one MD+Railcello fleet only leaves two fleets worth of frontline and that can just get run over
I can say that they can be nice to have on the team, 17 was doing good work wiht hers in the ast few games we had
Yeah, there are definitely comps it can work with, IMO it's just a lot safer of a pick in 5v5
At 5v5 I think it's more justifiable, yeah
ha
Same principle as my rail DD fleet, I think, though ANS has an easier time just bringing meat in the two point five slots of frontline
Yeah, ANS frontline is also more self-sufficient which helps
A random Axford with a bullseye is enough to give you tracks
I should do shore bombardment CA plus mini-array
yep, and then my build can also get fireable tracks out to 11.5 anyway and locks inside 9
... but honestly if something's inside 9 of a rail array it's either dying or you're running
I start getting twitchy whenever I'm within "450s can remotely hit me" range
against the modern ans bombardment fleets that is like 11k
Eh, good to have the capabilities. Speaking as someone who will immediately detach a single MMT to go harass rails the moment I see them
Don't want to have to run your entire array away from one 250-point tug
Ayup
I've been vaguely rotating adding some Mk62s in the array so that I can kill a MMT more quickly, but that feels like it's Points I Do Not Have
It's 50 points for 4 mk61s plus ammo
And it means you can fight for caps in a point scramble
Yeah, I know - I'm just aware that I quite literally cannot cut anything else unless I cut the intel center
which feels bad
Fair
But on the other hand
You're a rail array, you can afford the micro: scout cruise S2s are a lot cheaper than intel centers
(This is probably not good advice)
LMAO
I also think if you have an ocello and md liner pair, the ocello needs decent pd at least
to cover the liner
you could also just fit 50 AMMs in the liner 🙂
My current setup is just a nice fancy 450 Ocello that goes with the frontline and an MD liner that does its own thing
While there's some synergy in the Ocello providing locks from the frontline it's mostly just a matter of filling in two niches well
you can fit 50 amms on the liner but you are in trouble if they have containers
Being able to spend 1750 points on the Ocello is so nice
ANS containers?
Terrifying
I think I run 50 AMMs + 2x pavise + grazer on my MD liner
(then the usual on the ocello)
that probably works
I think that scheama works OK, if no one just trys to test how deep your AMM mag is, but also most foks wont send more then a salvo ot two agesnt a decent PD net untill they think it's degraded
i'm tentatively interested to try ANS vs ANS and OSP vs OSP when conquest comes out, as teams will be able to build and develop their fleets with mirror factions in mind
Was EO around back in the old days of ANS vs ANS?
ANS does have the anti-hybrid PD
amusingly enough, I think OSP is very good at countering OSP
pavises vs. containers and mines
Only very briefly
CMD is pretty scare in OSP vs OSP, presumably
Definitely want to have Hangup Ocellos around to cover your team
100mm bulkers sound like an actual nightmare in OSP v OSP
Oof, yeah, 100mm HE probably shreds them
100mm HE has 30 cm of pen, bulkers have 20 cm of armour
nothing bad will happen here
gets super hard countered by monitors though I guess
yeah bukers have as much armour as a Rains
100mm MNs seem pretty good, immune to 100mm themselves
wait frigates have 20 cm of armour???
They do
It has to be pretty close to a perpendicular hit, but 16cm pen vs 15cm armour
They dont? grape can only pen a sprinter with fresh armour
Ahh ok
Practically pretty easily, Raines like to put their flat face towards enemies
It's definitely worth shooting with Grape when you're outside HE range
It's a 40-degree window IIRC
TBF I do switch to HE on sprinters once i get in close, becsoue an actual kill is better then a reactor bloom when your at sub 1km
Agenst sprinters
Yeah I've regretted overusing grape against Sprinters more than a few times lol
the other thing with HE on frigates is it's a lot less of a pain to hit them with it compared to sprinters
I think the terror in osp mirrors was rocket shuttles iirc
but with the pavise buffs maybe its not as bad
I could see it
mass drivers sound like hell also
oh yeah, that sounds incredibly painful
really OSP mirrors sound just like incredible levels of rocket tag or the single longest possible fight between two monitors
I think it would still be as like you can jamm out a Pavies's FCR and then not worry about it.
[Reply to:](#1164000873031151637 message) but with the pavise buffs maybe its not as bad
And if teh launching ships adar is jamed out it wont launch AMM's eather
Grape probably helps out a lot vs rocket shuttles
Also I don't think they pen MNs nowadays?
Can still kill MNs with enough rockets presumably but it's a lot less cost efficient against a 500-point MN than a 1500 Ax
Re: rails, I've been recommended triple rail DD and 4TC Spyglass Axford
which I like the sound of
I've been running that but trading the third DD for a jamming Raines. It's been working well so far
Still under active refinement, but it's good fun
Fleet '4TC testing' is composed of 4 ships that cost 3000 points:
Promachos : 'Axford' class Heavy Cruiser [Gun EWar PD Sensor]
Psilos : 'Keystone' class Destroyer [Rail Gun Sensor PD]
Toxotes : 'Keystone' class Destroyer [Rail Gun PD]
Peltast : 'Raines' class Frigate [EWar PD Sensor]
Ah, I helped Hekkura make a fleet just like that! I can help you put one together if you want ^^
anyone down for a pubulous?
we could
Alas, no Neb on Mondays for me
Well done Ash, lol
I was very happy with my torpcorvs there, I ran each one of them into a separate wing of three gun/rocket shuttles
twice the corv managed to kill all three of them and once it traded for one of them and my S2H frigate and reserve vette managed to mop up the other two
did not expect "spread super thin and play a full court press against the enemy capfleet because we have no frontline" to work quite that well
if they'd had proper lyrebirds and pavises I probably would not have managed it, though
lol
need to free up points for real weave on the S3H to make damn sure
Hey attacking them all sides is a good strat!
I almost wonder if the "no frontline" played to our advantage here given all the bulkers
no real targets for any of them except Pyrope (sorry)
I actually had the same thought afterwards, us having no frontline meant all their frontline went off chasing your rail fleets and left all the points open for me
although it's a bit of a high risk strategy since if their capfleet player had their shuttle wings properly configured it would likely have been a cap deadlock or a loss
these corvs are designed to go 1v2 with shuttles, but 1v3 is a stretch when each corvette only gets six missiles and the shuttles are 250% of the price
theoretically I could've shot at the shuttles too, my tracks were good enough, but I don't know how much rails do to them
my singular job those games was to go "heehee hoohoo" and gaze at the hapless creatures advancing on my position like very determined ants into a magnifying glass
Normal shuttles don't enjoy rails much, they have barely any DR (if any, I can't remember whether it's 0, 5 or 10%) so you might even be able to grey them eventually
also one DC team is easy to overwhelm
capital ships are more important targets, though, and for some reason all of those had reinforced everything and small DC lockers, so they were unreasonably tough
truly a follower of the ash and gold school of reinforced everything shuttles
make them work for it
Far advanced too, it's got the PD and the interruptor as well and lyrebirded it
At the point your pavises turn into rebounds I think you just need to be taken off life support and let the disease take you
Pinpoint over Bullseye???
Bullseye + pinpoint is an interesting choice, redundancy and more jam resistance isn't bad
Both, surprisingly
Oh I didn’t see it had both
I think the Bullseye is hiding underneath
Which makes sense since that's the side with the lomger-range weapon
wait, does using 2 fcr at the same time make it harder for them to jam you out?
I think it's that the Pinpoint is 3km shorter range (or 2.5km) for more jam resistance at the moment
which is great for my torpcellos
pinpoint is 6.5km should be slightly weaker than bullseye
Pinpoint's a bit stronger than a Bullseye at every range it can reach
And quite a bit more jamming resistant, I believe
https://vxtwitter.com/Secondlina/status/1762253409682399740 new logos for you neb players @olive blade
Someone on the Nebulous server asked for melee weapons and one of the options they mentioned was "a crane with a knife" so I went and made this
Lol xD
the creature
Reminds me of that Space Engineers video I saw where someone made a giant spring loaded boxing glove as a weapon on a ship.
now mod it into the game :3
literal bonkulous
It’s real! The DC-less quad prowler BB is real
quad prowler BB???
interesting choice of position
it has six GPCs and three magazines
the main downside is that it has a frontline and no bullseye so it can't hit anything anyway
the team has fired about 50 S2H and managed to kill a shuttle
jesus christ how horrifying
gods
the Sah/[HOJ] missile frigate fleet is blowing up an ocello squadron that only had one aurora and one MK66 between them
in the manner of the ancient Greek Graeae with their eye and tooth
I should start a youtube channel and cast some of these
yeah lmfao
Blue League Heroes
100mm
Wasting disease
It’s contagious I stg
you absolutely should
[Reply to:](#1164000873031151637 message) I should start a youtube channel and cast some of these
PERFECTLY BALANCED
"and here, we have... oh dear, it seems that this liner has chosen to place their illuminator on the side opposite their mls-2 launchers. bad luck."
PSA: Put real guns on your ocllo
AS ALL THINGS SHOULD BE
I didn't even notice it was lining up for a Canyon Draw, I was zoned out after the fighting ended
since there was of course no cap gaming
besides the cap corvs from the 4 prowler BB
that man will go far
the wastage going from "games watched" to "games good to upload" is quite high, yes
but that one would qualify purely because of the insane BB
Did the BB ever shoot anything?
mines
holy fuckulous
second game, average ANS comp
opposing are Kyanite, a no-decoy rocket container liner, five MDMNs, four wings of three shuttles and a bloodhound
if you read this top-down it's the evolution of an ANS player into embracing HELL CAPITAL BALL
(that said, if OSP picks their fights correctly they should just win this on caps)
(find the CL fleet, MD it to death, then Benny Hill around for the rest of the game)
Do the shuttle wings at least have a lyerbird per wing?
two shuttles with T20, R18 and pavise, one with double bellbird and pinpoint
fourth wing is six T20s since that's a different player
one group made a run on the BB, bounced off defends since they only had two launchers
container liner died to cruise HEKP at the 10 min mark, doing basically nothing
Not the worst setup, but yeah you only have two RL launchers wich is a problem
third game has a real capfleet on the OSP side but ANS has three BBs and two CAs, while OSP has two LNs and a pile of poorly built monitors that can't really hurt capital ships
so ANS will almost certainly just sweep with their line of Solomons
they will now sweep even faster because half the MNs sat in their own tug's reactor bloom and now have no armour
horrible bastard creature
such a bastard creature, apparently, that hazel cannot comprehend its mysteries
tl;dr:
4x TC spyglass BB, eight barrels of 450, 15 HEI CMD/SACT S3H in the backpack with three S3 activest decoys, and a no radar/no reactor/reinforced everything capshuttle
bit sad I could only fit two AEs, though, with a missile salvo size of 5
(I needed the remaining slots for extra reactors)
(the ship is 2x small whip / 2x big raider)
(it is an abominable creature)
If you bump the missiles to a Raines can you fit the missing AEs? Spending 2800 points on a ship that has less 450 output than an Ocello is painful
Realistically, I change one small whip to a big reactor, and then I start replacing small reactors with AEs
but the allure of the battleship with the maneuverability and speed of a cruiser calls to me
37 m/s 120 Axford battlecruiser line has been my gimmick lately for a reason
nobody expects the ANS gunline to run you down like that
actually, is three hybrids per salvo enough to penetrate OSP PD these days
I could drop a bus array for another AE like that, which gets to three AE, and then figure out some other stuff to potentially get all the way to 4AE max output...
Three hybrid salvos is what I run on my Axford, the one-two punch of 2xACT[CMD] HEI Bigtail +1xCMD BSSJ HEKP Bigtail has seemed pretty effective, though non-greedy Ocellos will shut it down
do your hybrids have basically any penaid
honestly even without, I've seen, and run, incredibly greedy OSP liners very often
they're either hardened skin cork or hardened skin weave, forget which
Mixed salvos launch in order from top to bottom I believe, so the BSSJ being last means it covers the forward missiles nicely
I know one of the Estoc variants is cork and the other is weave, but I forget which is which between the HEKP or HEI
presumably hardened skin pushes it over a breakpoint?
aurora breakpoint + goes from one max warhead EL AMM to two
Yes, makes it take 2 AMMs
how many AE's does that bring you up to?
three
if I drop a small reactor somehow, probably by changing my drive setup, that takes me to four
Can you stuff a PCC in?
Already has one
Can you stuff a second one in?
🤔
hey <@&942093958551588904> is anyone up for one game of nebulous at this moment
i can maybe be on in a bit
how long is a bit?
@wary flame What do I arm corvettes with for 52pts incl. launcher
the weave S2H is very good at hitting but not at killing in the numbers I can afford
double MK62 if you have mounts spare, VLS-3 with two torps and one S3H if you don't and can maybe squeeze an extra point or two
the guncorv will not beat two gun shuttles and is an even roll against a single one at range, you need to close
are they RCIC?
the corvette? yes
the shuttle? also yes, I'm using a reinforced everything + 2x pavise shuttle as the target hull
that is a workable bit
if you reinforced the whole corv, you either give it two MK62s and embrace the cowboy gunslinger lifestyle or you unreinforce the corv, add an aux steering to split damage with the basic CIC and take about 15-20pts more missile
goodbye chaff box, you served me well
can't do chaff on one wing and defender on the other?
double defender double gun vette is MMT fodder
hang on, what's the actual budget and use case here
does this make hazel able to comprehend it? we shall see
Fleet 'NG 3 Magician' is composed of 2 ships that cost 3000 points:
Mirror of Days : 'Solomon' class Battleship [Gun Missile PD EWar Sensor]
Shield of Morning : 'Sprinter' class Corvette [Gun PD]
```This fleet uses 3 different missile types:
```yaml
SGM-101 Hobgoblin : DIRECT - ACT(RADAR) - HE SHAPED [2pts]
SGM-H-378 Estoc Mle. 1630 : DIRECT - CMD/ACT(RADAR) - HE SHAPED [27pts]
SGT-370 False Idol : DIRECT - NONE - NONE [8pts]
ah
so it does
yeah, that's a cheap vette
you want four 3pt AMMs there, which is an issue unless you're willing to accept the Hermann Corollary
which is advice I once got that amounts to "cut the active decoys, we chaff & emcon like men"
hm, I'm not sure if I have 3pt AMMs anywhere, just 2pt
it is unfortunataly glare o'clock for us right now, but we might be on in a bit.
[Reply to:](#1164000873031151637 message) hey <@&942093958551588904> is anyone up for one game of nebulous at this moment
SGM-1 Spring is a size 1 missile that costs 3 points.
got these from Nop, my Currency Conversion AMMs are barely-modified or identical to this
sometimes I increase range a tiny bit for AMM boxes intended to defend a squadron
you will beat the first MMT salvo, at which point he might well assume that you have more of them and not shoot you again
if he's two levels up in the I-know-you-know-I-know game he will keep shooting because he assumes you have eight, and as such he has packed 12 missiles per MMT like I do, so as to exhaust the reserves of a standard torpcorv
but since you can't afford 12 AMMs this will have to do
and it's good enough for government work
I can afford 12 AMMs if I remove all my killjoys and active decoys 🙂
I don't recall the last time I used an active decoy lol
This has definitely cost me when I forget to cancel locks
I always try to include a small sum of Active Decoys on important ships precisely because I don't trust myself to always Emcon effectively lol. Also I believe Active Decoy draw enemy missiles more strongly than chaff but I'd need to test this.
yes, but I can troll MMTs instead
We put them on our capital ships now, but also the ANS Duncans don't bother with them, nor do we often mess with EMCON with them, but that's more that they can generally hard kill any ""resonable"" missile strike on them is going to get hard killed
I figure this is the best way to force myself to get better at EMCON
Also IIRC chaff starts with a slightly larger sig but decays
I want to say 100k RCS for chaff and 80k for active
Fleet 'Horse-fleet-moderinazation' is composed of 4 ships that cost 3000 points:
White Horse : 'Axford' class Heavy Cruiser [Gun EWar PD Sensor]
Red Horse : 'Sprinter' class Corvette [Missile EWar PD]
Black Horse : 'Sprinter' class Corvette [Missile EWar PD]
Pale Horse : 'Sprinter' class Corvette [Missile EWar PD]
```This fleet uses 3 different missile types:
```yaml
SGM-H-33 Black Rose : DIRECT - CMD/ARAD(RADAR) - HE SHAPED [34pts]
SGT-300 Rod of Iron : DIRECT - CMD - HE FRAG [13pts]
SGT-336 Crysknife : DIRECT - CMD/SAH(RADAR) - HE SHAPED [12pts]
and anyones thoughts?
I'm trying to find it now though and all I'm seeing is a mention that Active Decoys have 100k RCS so not sure how accurate this is
Defenders are nice but I feel like it's pretty hard to excuse skipping the chaff box
Personally I would also swap a few RDCs for Larges, more teams and they might get you a few more restores
I do love the double whip Axford, my version runs big Raider instead but that's just a matter of preference
TBF the lack of chaffboxes is to get us back at being good about anti missle jamming, and better about active use of AMM's.
I like my chaff both because it's dirt cheap and because it is easier to keep it in illuminator cones, it doesn't aggressively fly away from the ship
the main use for Actdecoy in my experience is manually firing it ahead of you at incoming rocket container packs
It seems like it would be really nice to find the 20 points to finish filling up your S3 boxes with 7-point finisher torps, there's so many situations you can toss one at a disabled ship and make sure it stays down
triggers them more reliably than chaff if you don't have time to stop
That's fair but also I will Gale you
And that's what the size three AAM's are for
If they work
If you fire them at the rearmost missile I can see them clearing a whole salvo
Slightly awkward that it means you can't detach the Sprinters to go kill tugs without risking getting missiled
But then again you can usually tell if there's a missile fleet around pretty early
The active decoy rocket container thing is still not really worth it because I keep accidentally firing them with shift-z when I only want to chaff, and nobody has tried to rocketbox dump me in ages
But i think i can find 20 points for some finiser torps those sprinters dont need that much defender ammo
update: it turns out that the 12 3pt AMMs work fantastically when they're mining C point on aorta
the mine player was not especially pleased I survived
even less pleased when I told my buddy with the hangups to jam his minelayer's comms
Just had a terrible/amazing idea
Fake weave by using SAH/ACT and manually toggling the illuminator on and off so it wiggles between the illum target and its chaff
You can get fake weave on hybrids with ACT[CMD] so it's not an entirely wild idea
Clearly the best method is by doing SAH/CMD and firing it down an ELINT LOB with radar off then pos-firing the illum when the missiles get close enough
Ooh
the main thing I find with active decoys now is tube space rather than cost
like 8 chaff is pretty much always better
unless you don’t have room
Did you survive? xD
Yes, since if they never see the rail array, they can't fire EO at it
Blind firing missiles back up the path of incoming shots is a personal favourite of mine
I see lol
Yeah frig blobs are scary
certainly, just been an incredibly long time since I ran into one
this is the fourth pillars game in a row I've seen decided purely by whether the 1-2 capfleet beams were correctly positioned or not, this is getting kind of old
We're reaching that point of a patch where the game is becoming more and more solved
And it's kind of sad
Right, true
I don't even know what 'the meta' is anymore and at this point I'm too afraid to ask
It just seems to be 'anything I'm not playing
I think pillars is quite solved yeah
But I really don’t think the meta is that solved
Or if it is there’s a lot of variety within it
pillars is mapped out to the point every single rock has a counterstrike callout
it's just very locked down
You claim they have a CS callout but you’re the only person who Ive ever heard use them lol
Mayhaps this is all an elaborate hoax by you
Yeah there is some level of like The Meta being solved but that's more to do wiht pub games being unorganized shit shows with no coheasion on the team. Like it's not meta to run anti-cap H/K wings of shuttle for the OSP, but it dose work wonders
misc just made all this up for the bit
why on earth would I name something "weeble rock"
plausible deniability
I also like to think I'd be above "the buttcrack" but I can see it
weeble rock is a funny callout
I do like weeble rock
nobody has any idea why it's called "revenge rock"
apparently it's weeble rock because a vet player called weeble used to go there all the time, and all the others are reasonably self-explanatory
I assume it's called revenge rock because it's where all the actual ships come out from after getting B to avenge the acap shuttle
Dose anyone but us have any experience in like running an attack wing of FF(L)'s as a secondary part of there fleet?
I can usually only afford one, so no, but I have thought about bringing a 1x3 wing and two 3MD liners as a fleet before
If you do, let us know how ratting out cappers and hunting down missle ships goes for you.
That's exactly why I was thinking of it, yeah
Have the MD liners for open space, then when they retreat from the MD liners, hit them with the 6x rocket launcher punch
I will say having a lyerbird on one of them relay ups your pen rate, and it's not that much more expencve then a full RL18
Hm. Let's actually spin this up real quick
Defenders don't have an EO backup so you can just make them eppy at short rangee wiht one
missed one but nothing interesting
Halfway rocks is the most resonable named rock after the Donut
Fleet 'NG Hierophant' is composed of 5 ships that cost 3000 points:
Cryptographic Error : 'Bulk Freighter' class Line Ship [Rail PD]
Common Mistake : 'Bulk Freighter' class Line Ship [Rail PD]
Odd Accident : 'Cargo Feeder' class Monitor [PD]
Dropped Apostrophe : 'Shuttle' class Clipper [Rocket EWar PD]
Incorrect Semicolon Placement : 'Shuttle' class Clipper [Rocket PD]
I have no idea whether this is functional, but it's sure something
I use them a bit
it should be over power by such a mark on the bulkers that you can run the rest of the ship if the PD isn't on :^)
might want to swap to a standard 2TC spyglass tug and use the excess cash on AMMs, but otherwise, likely good
what’s the rpm?
ya was thinking the same thing
2 TC is usually plenty for MDs
also more mobile which is nice
I would try to fit in a third shuttle for a more full wing, but 2 might be enough to fuck up a CL.
[Reply to:](#1164000873031151637 message) Fleet 'NG Hierophant' is composed of 5 ships that cost 3000 points:
Cryptographic … 📎
run around and point your nose at stuff
If I drop to a barebones 2TC tug I might be able to afford a third shuttle
maybe
liners are surprisingly expensive
but tbh I don't use little frigate groups as much anymore
Is the second JRR actually more efficient than a second PCC?
maybe basics rather than yards though
don’t think so?
that might just be with BW2000 though
Fair, i was wondering how good ti is at ConL hunting and pushing lone Bulkers of points
[Reply to:](#1164000873031151637 message) but tbh I don't use little frigate groups as much anymore
It isn't, but the second PCC is 5pts more expensive
It also doesn't explode though
ConL hunting is generally not a valid meta concern any longer because softkill is so good they aren't actually scary
I don't find many lone bulkers on points, and I tend to find I hunt conL with cruise missiles
it turned out that I couldn't run the rest of the ship even with the PD off, however, so I had to buy the second PCC and suck up the cost in chaff
Going off our own personal experince, and how Bal-Con talks 3 shuttles wiht one yerbird gets you the best pen rate per rocket
[Reply to:](#1164000873031151637 message) 2 shuttles is good for rocket shuttle wings usually
they're just 3k point pinatas for anyone who finds them
still fun :D
share torps with clns today
interesting! I’ve always found 2 to be better but fun to know the pen/point thing <3
two is generally enough
its more just how many is enough
one is maybe not the going setup these days because defenders are rather better
wings of two gun shuttles are actually quite mean, I respect those
this entire fleet's concept is "buenos dias, fuckboy" with the MDs when they pop out of cover, and then when they retreat behind cover, "buenos dias, fuckboy" with the rockets
at which point I also expect the MDs to have somewhat attrited their PD
one is still kinda nice to try and trade for something
like toss it into the back line
use it to kill a scout or even just stall for time
I was toying with a fleet of one garbage launcher with ~220 missiles and two wings of 3 shuttles with an illum, 4 guns and a jammer each
wait cln :0
The SAH cruise CLN with illum escorts is an interesting idea
Fragile though, since if your illuminators go down you cry
Also not sure you can get enough illumination in the fleet to reliably get decoy separation early enough under jamming
ya, not a lot that cost effective either :(
<@&942093958551588904> anyone feel like one (1) pub game
Yeah We can see there use, however most of the time our corvs run into them (and we remember jamming) it's a defeat in detail for the x2 gun shutles wings.
[Reply to:](#1164000873031151637 message) wings of two gun shuttles are actually quite mean, I respect those
We are up for a pub game
alrighty I shall be in activity 1
like we do know that more dispersed feets are better at back-capping and hiding random ships about, but we have been wondering about the overall efecitacy of ratting fleets are overall
update: the MD linering would've worked better if I didn't get 90 S2H thrown at me
rocket shuttles worked very well, with the exception that the target they jumped was a beam axford and thus they didn't survive the experience
Does anyone have tips for finding targets with a Bloodhound instead of using the Bloodhound to keep track of a target your scout shuttles or teammates have already located?
Or are you not supposed to find targets with a Bloodhound
That's what an EWR is for
You can sweep the Bloodhound across a point or hold it at a corner you know a Beamstone is lurking behind, but they're not going to sweep the whole battlespace in a hurry
Hm. I may have to downgrade to 2x TC tug + EWR instead of the dog
rail plasma ocello
The ereg value!
"I noticed your 'support ocellos' don't also have support gun options"
"This is just the logical extension"
Some people think railcellos are better vs ANS than railstones are vs OSP
(Railstones vs ANS still do hella work tho)
I honestly can see why you'd say that
Not to mention ocellos can actually bowtank with rails
Railcellos have better targets into ANS than Railstones do into OSP
and they pay for it with significantly worse output
What do you shoot with railcellos?
Ahhhh
I might try those out then honestly
Question is how to use them effectively, besides the obvious 'don't'
pair them with other things that contribute meaningfully to the game
if you're bringing it with anything not a MD liner, take a 450 turret
Some of us like bringing them with Plas/100 MN's as a slow crousal preadtor of capitals
Not a fleet comp that I personaly like but it works
update on the previous MD fleet, on that note: swapped the perfect dog for a laundry rack/bloodhound 2x TC tug, that let me bring two more Pavises in the liner formation and a bunch of 2pt AMMs
Oh EWR and bloodhound, yeah I've heard of those
Feels like it's real hard to power tho
It’s hard to power, position, and get good tracks out of either module
But it is certainly cheaper
Technically it might not be cheaper than a bloodhound Tug plus EWR buoy, but EWR buoys come with lots of downsides of their own
Namely that they are piñatas for anyone who looks at them so you really want multiple
It's hard to power insofar as you just don't have the EWR and bloodhound on at the same time
kill them. kill them all.
(this track, for reference, was a BB who showed up on radar, got prio marked, and then immediately lit up by no less than 15 mass drivers)

<@&942093958551588904> Bideo gaem?
neb :D
nebbu!
Bideo gaem!
Fire ALL of the missiles
Found it!
the fabled OSP comms jamming!
it's in the Supplementary Radio Amplifiers
*Techhead found it
Hang on, Semi-active containers?
Laser guided pizza delivery
Are the illuminators on the container ship or on something else?
I like it, are they the really slow, really corkscrewy variant?
They're 205 m/s with 3.0g on Maneuverability and have Corkscrew ^^
On the CLN
heh xD
true pubulous experience incoming
Ah, the triple-Axford classic
yeah have fun with that one misc, I do not feel like playing into most of a stack as OSP on nyx
MDs 🙂
severe wasting disease, could get the same number of MD barrels with largely the same PD from a monitor
what does it do
I could see myself doing that by accident, if I were making a bulker in a hurry and using the left panel to add weapons
2xMD bulker isn't ridiculous
"Largely the same PD"... Misc that has 7 pavises and a chaffbox
(There could be AMMs in it but I doubt it)
that wasn't me saying it had the same PD
Note that the MDs are on opposite sides
it was perfectly symmetrical, it was clearly intentional
it also had 39 flares and no chaff
anyone down for a pubulous?
Yep. But when you're using the left panel to put weapons in, the slots are adjacent
(No pubulous for me at least until later, alas)
I would reccomend pinging the role
Ah, welp. I guess they're planning on driving perfectly bewteen two fleets
(Also no sadly)
I'm finally reinstalling Nebulous and trying to learn how to play
I believe 1, 3, 6, 8 are port-side weapons
it swaps halfway through
1, 2, 3, 4 alternate port/starboard
and then one side gets repeated


