8/4/2023 0 Comments Starmancer put out fire![]() The Komondor has lots of forward facing universal mounts, and an Accelerated Ammo Feeder, which forces some real decisions to be made in how it is kitted out - but it can be a pretty decent generalist combatant and can use the distraction of the Bedlington to close in on individual ships to finish them off with perhaps high-alpha missiles or a collection of front facing ballistics pushing out ordnance on overdrive. So we've taken a Komondor (RH), a heavily armoured version of the standard Komondor. It's even lighter than the Schnauzer, and will almost entirely buckle under the weight of just a single stray Harpoon MRM. It's super-quick, and with an efficient shield it can survive some abuse. It's a great disruptive force - and can be built around the front-locked medium energy for support or alpha-strike hit and run. This also has an Ion-drone following it around (as a built-in wing), basically a free ion cannon. The Bedlington (CB), a high-tech modified version of the standard, has a much improved shield (although now locked to front, it covers about 300°). any of the Canebianco / Caomarelo / Rothund will always be worse in differing amounts and against different comparable strengths). We are immediately stronger due to the PACK Custom-shops having wide-ranging nett positive benefits (so comparable base ship vs. OR if we are feeling like we should go all customized: The Labrador is included to handle some logistics for the fleet, but also has a FELIX drone to provide on-field interference minor support and can operate fairly safely in a retreat condition with her burn drive.Īlso note that each one of these craft will perform poorly on their own, and it can be difficult to field a very small PACK fleet that maintains a decent level of combat effectiveness. This fleet also has a BRT (an Escort Destroyer with good point defense capabilities), which can be a good defensive choice - to give respite to the Pitbull and hopefully field against smaller / more mobile threats. The Schnauzer and the Pitbull are somewhat reliant on each other - as the Pitbull can't get close to anything that isn't harassed / distracted - and the Schnauzer can't stand toe-to-toe against many things without high levels of personal danger. Supplement them with a Pitbull - which has high alpha-damage potential from four small missile mounts, decent resilience from high armour, good pinning potential from the kinetic barrage of her built-in Ripsaw - and the fleet becomes much stronger. Depending on fit-out - they can bring some high-alpha or some generalist support with her all-round energy mounts. They are, however, paper thin - but the base level of mobility and flux efficiency gives them some level of survivability. These operate similar to 'Safety Override' ships (without the CR downsides) and consequently have high mobility and high flux handling. In this fleet, we decided to take a couple of Schnauzer-class frigates. I think it works, to an extent, and generally mixed fleets are more effective than simpler fleets. the sum is greater than the whole of it's parts. The design philosophy for PACK has been to create a set of fleet members who, when combined, outweigh the value of the individual players - i.e. The Clementine and Mandarine-class frigates are decently survivable, and have enough weaponry to at least stand up to Vanilla.ĭon't expect the Sickle and the Hammer to act as generalists but in either case they do have their niche (Sickle is super fast and can pack a decent punch - save a few to deploy late in a battle for quick support Hammer carries a medium missile mount so can be very dangerous as a support vessel).įighters are an okay option for the JP fleet - with the Orca being a capable carrier and all the fighters being able to hold their own. The Boxenstein is very sturdy, with lots of forward-facing weaponry - but suffers in mobility. The Satsuma is flexible and mobile, and can be a good hunter-killer destroyer. There is however a 'spine' of more typical ships to make playing as them not completely frustrating, and generally if trying to play successfully as the Junk Pirates you might want to start by basing your fleet around the following: The main design philosophy when creating the Junk Pirates was/is to create unusual ships, with atypical and asymmetrical loadouts.
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