AT6 Strategy Assessment
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Original text by Laurentius, July 2009.
The arena is a sphere with a 125km radius. In order to dicate the fight and dominate the battlespace you will therefore need either speed or range or both. If we take a look at all the fights from AT6, 4 distinct strategies emerges:
1) Low speed, short range (LSSR). Maximises tank and DPS and rely on the fact that the enemy need to fight to win. Uses EWAR (especially damps) to get the enemy ships into range. Often battleship heavy, with smartbombs to kill enemy drones. Errors in initial deployment might be difficult to remedy.
2) Low speed, longe range (LSLR). Classical sniper setup. Maximises tank but pays for range with lower DPS than the LSSR strategy. May use webs and paints to hit fast movers close by. Often battleship heavy, with smartbombs to kill enemy drones. Errors in initial deployment might be difficult to remedy. This was the consistent AGONY strategy throughout the tourney.
3) High speed short range (HSSR). The mobile gank squad. R.U.R followed this strategy for most of the tourney. Beachboys 7 vagas in our first match is another example. Medium and light ships only, as the battleships are too slow. Speed is paid for by lesser tank, but it also means increased surviability and the ability to make quick changes to deployment. Errors commited during warp-in is thus less ciritical. Good DPS, but need to get in close.
4) High speed, long range (HSLR). Medium and light ships only, as the battleships are too slow. Missile or drone-based firepower is most often seen with this strategy. Sentry Ishtras or navy vexors, cerberus, navy caracals and even stealthbombers were employed in the tourney. Speed and range is paid for by lesser tank and less DPS, but it also means increased surviability and the ability to make quick changes to deployment. Errors commited during warp-in is thus less ciritical.
1) If fighting a mirror image (HLSR vs HSLR for example), other factors that the choosen strategy will decide. quality of execution, damagetypes, pilot quality, leadership etc.
2) LSSR should prevail against HSSR but will be at a serious disadvantage against the long range setups. Against a sniper LSLR setup it should prevail only if the long range setup commits an error in initial deployment. Against HSLR it will be defenseless, unless it can permatank the HSLR damageoutput (leading at best to a draw)
3) LSLR should defeat LSSR provided it can warp in at range. Against the high speed setups the HSSR can be especially deadly due to tracking issues (guns/sentries) or speed (missiles). If the HSLR can maintain a range advantage it will win, otherwise the LSLR should prevail against HSLR.
4) HSSR can be very strong against HSLR, hunting down poorly tanked speedboats and destroying them with ease, especially as their speed often negates large amount of missile damage. Against LSLR it can prevail if it can mainttain a speed advantage vs tracking. This wil often end in a close match though. AGONYs LSLR were faced with HSSR in our 1st, 4th and 5th match and we lost 2 (1 & 5). HSSR will run into even more trouble against LSSR due to tank and DPS beeing the deciding factor.
5) HSLR should defeat LSLR with ease. If it can maintain a range advantage against LSLR, it wil also emerge victorious against such teams. Against HSSR it will need a speed advantage to win.
In conclusion, a HSLR setup is promising, and can it maintain speed and range advantages it will be very difficult to kill. However, this is also the strategy that requires the best pilots and leadership, as skill, initiative and coordination is absolutely vital.