NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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Strongarm and Sieze Cap Fleet
   
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23 Apr @ 9:24pm
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Strongarm and Sieze Cap Fleet

Description
Fleet created by Trojan_Shad0w

Become the gremlin of the battlespace and watch the enemy squirm as a creeping cap lead slowly tightens around their necks.

This is an all sprinter dedicated cap fleet best used in 5v5s composed of 7 Size-3 Sprinters and 2 Gun Sprinters. As a cap fleet, avoid fighting ships outside of your weight-class (keep to tugs and below), run from fights you are outnumbered in, and use your resources wisely.

Each Size-3 sprinter is designed to function realatively on its own and be able to handle most of OSP's shuttle archetypes as well as tugs. During Deployment, send a couple to support your Gun Sprinters, maybe one or two to lag behind the frontline to grab points they clear, and one to capture each natural point and deter backcappers. With the rest, spread them around rocks near the outskirts to form a sort of perimeter to catch out shuttles, most importantly along routes leading near the carrier.

Launch the torpedoes for targets within 4km and use the S3Hs for targeting smaller ships at distances up to 15km, or even to deny natural caps at the start of the match.

Special note about these torpedoes, NEVER launch them against a Pavise (OSP 20mm turret) that is in range and unmasked. All terminal maneuvers were cut for the sake of cost and other reasons and will always be shot down. Try to either maneuver to an open side if close enough, or fire the S3Hs instead.

On the defensive side, try to point the right side of the ship towards the enemy to keep the Defender 20mm turret in use and use the S1 AMMs against corkscrewing missiles. Try to stay hidden as much as possible as craft will tear you apart. Stick near rocks, move along paths you aren't expected by avoiding the frontline's common areas, and use your speed to creep along the outskirts from cover to cover. If missiles come, and you aren't on enemy radar, simply pop chaff, turn off your radar, and stop moving. This should softkill all of OSP's blindfiring missile seekers. You can even turn off missile PD to save the AMMs. When spotted, keep moving and keep up momentum so you can be ready to change directions when rockets or craft are coming.


The gun sprinters are useful for capturing the central point, and if they survive until later, for creeping into new areas to test the waters. Fire RPF at shuttles until they slow to a stop, then fire HE to finish it off. Tugs will be tougher, try to avoid them until softened with missiles. You may even need to use AP to finish off meatier Tugs.
Use the same defensive tactics as the Size-3 Sprinters, although AMMs won't be at your disposal.


This fleet will take a lot of micromanagement and battlefield awareness. Stay zoomed out in Tactical View so you can track enemy movements and remember where ships currently are and will be. Watch the Victory Points bar throughout the match and don't let the enemy hold a lead for too long. Be prepared to sacrifice every ship for victory, but be patient and wait for perfect opportunities to surprise and strike, don't run out of steam too early.
1 Comments
ambientlamp 29 Jul @ 10:22am 
Based capfleet <3