Difference between revisions of "Durka Battleships"

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(merged with a section on solo durkas)
(Solo Durkas: added rokh fit)
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[empty rig slot]
 
[empty rig slot]
 
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[empty rig slot]</pre>
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====Rokh====
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<pre>[Rokh, Durka]
 +
'Stoic' Core Equalizer I
 +
'Stoic' Core Equalizer I
 +
'Stoic' Core Equalizer I
 +
'Stoic' Core Equalizer I
 +
Damage Control II
 +
 +
F-S15 Braced Deflection Shield Matrix
 +
F-S15 Braced Deflection Shield Matrix
 +
Large Azeotropic Ward Salubrity I
 +
Quad LiF Fueled Booster Rockets
 +
Heavy F-RX Prototype Capacitor Boost, Navy Cap Booster 800
 +
Heavy F-RX Prototype Capacitor Boost, Navy Cap Booster 800
 +
 +
Large 'Vehemence' Shockwave Charge
 +
Large 'Vehemence' Shockwave Charge
 +
Large 'Vehemence' Shockwave Charge
 +
Large 'Vehemence' Shockwave Charge
 +
Large 'Vehemence' Shockwave Charge
 +
Large 'Vehemence' Shockwave Charge
 +
Large 'Vehemence' Shockwave Charge
 +
Large 'Vehemence' Shockwave Charge
 +
 +
Large Anti-EM Screen Reinforcer I
 +
Large Anti-Thermal Screen Reinforcer I
 +
Large Anti-Kinetic Screen Reinforcer I
 +
 +
 +
Medium Shield Maintenance Bot I x3
 +
Medium Armor Maintenance Bot I x2
 +
</pre>

Revision as of 22:52, 21 January 2012

'Durka' is the Agony term for a dedicated smartbombing battleship. These can be used either solo, or as coordinated gang.

The Durka Gang

Gang Strategy

This type of gang is designed for hunting and ganking blobs; the bigger the better. HSLR T2 Cruisers, T1 Battlecruisers, Snipe or RR Battleship gangs. The type doesn't really matter. The main idea is to catch a blob of ships typically by using a cloaking interdictor. Smartbombing Battleships specifically fit for this tactic are jumped in on top of the hostile blob by using a cyno and a Titan's jump bridge. The devious aspect about this tactic, is that it is nearly impossible for the hostile blob to spot this trap before it's too late to do anything about it.

16 seconds (3 volleys of smartbombs) is about the maximum time that a conventional blob can last when hit by this type of gang. 25 Durkas (Smartbombing Battleships) will do 60,000 EM damage per volley. This is enough to kill almost any HAC, Recon, or below. 8 Seconds later, the 2nd volley will go off for a total of 120,000 EM damage. This is enough to kill snipe fit or lightly tanked battleships, and many Battlecruisers. 16 Seconds after the initial wave, the 3rd volley of smartbombs will have added to a total of 180,000 EM damage which will kill anything but the heaviest EM tanked HICs and Command Ships.

If the gang consists of 1/2 the number of Durkas, 12-14, there is still enough smartbombing power to kill a HSLR HAC/Recon gang in 2 volleys.

Typical Scenarios

Scenario 1: Moving Hostile Gang

  • Find the target: Hostile fleet is spotted moving down the pipe. Cov ops confirms blob is warping gate to gate. dictor and cyno ship set up 50km and 70km respectively in front of the gate in the next system. Cyno ship uses "look at" on the nearby gate and adjusts the camera such that the two gates the hostile fleet is warping from and to are overlapping as one icon. The cyno pilot then attempts to get good alignment by moving his ship so that his ship's icon and the 2 gate icons all overlap.
  • Spring the trap: Hostile fleet comes in local, dictor decloaks and drops 1st bubble. Cyno ship decloaks. Dictor powers to 15km past cyno ship and waits. When hostile fleet is confirmed by cov ops to be warping into the trap, the FC calls for the cyno ship to pop the cyno, the Titan connects the bridge, and Durkas bridge in using the Titan. Durkas approach cynosural field (also the bubble catch point) and the Durka Commander instructs the Durkas to toggle hardeners to overheat but not to turn on hardeners yet. When hostile fleet is on close range scan, Durka Commander orders Durkas to activate hardeners. When enemy fleet gets caught on the bubble, Dictor pops 2nd bubble preventing enemy ships from warping out. Dictor then powers away, cloaks, and fraps the rest of the fireworks
  • 0 Seconds Elapsed: Durka Commander orders Durkas to fire smartbombs doing 60,000 em damage killing all tacklers, t1 cruisers, recons, snipe fit HACs and Battleships, and most heavy tanked HACs and logistics. Durkas begin trying to lock and scram/web heavy ships that won't pop in one or two volleys.
  • 3 Seconds Elapsed: Durkas warp scramble and web remaining ships to keep them from getting out of range. At this point, remaining enemy ships have only begun to move for 1 second at most though many will experience much lag.
  • 8 Seconds Elapsed: 8 seconds after first cycle of bombs (around 3-5 seconds after enemy ships can begin to move away), Durkas fire off 2nd volley of smartbombs for a total of 120,000 em damage killing all remaining tanked HACs, Battlecruisers, and lesser tanked battleships. If only a few ships remain, Durka Commander orders Durkas stop smartbombing, release heavy drones and kill each remaining ships.
  • 16 Seconds Elapsed: 16 seconds after the first cycle of bombs (around 11-13 seconds after enemy ships can begin to move away), Durkas set off final wave of smartbombs killing all heavy tanked battleships and most command ships and heavy dictors. Remaining heavily damaged commandships or heavy dictors are finished off with heavy drones from Durkas.

Scenario 2: Static Sniping Hostile Fleet

  • Find the target: Hostile snipe fleet is blobbed up attacking a POS or sov structure. Cov ops scouts cyno ship (HG Rapier) into system and give cyno ship a drop on the enemy sniping blob.
  • Spring the trap: Cyno ship lands at 0 in the middle of the blob and pops the cyno.
  • 6-8 seconds elapsed: A HG HIC also bridges in and immediately pops his bubble to prevent ships from warping out. At the same time, Durkas bridge in on top of the sniping blob and immediately set off smartbombs. All sniping Battleships die in 1-2 volleys.
  • 14-16 seconds elapsed: Any remaining that were slightly out of range of some durkas are killed with the 2nd smartbomb cycle or killed with heavy drones from Durkas.

Fittings

Armageddon

[Armageddon, HG Durka]
Armor EM Hardener II
Armor EM Hardener II
1600mm Reinforced Crystalline Carbonide Plates I
1600mm Reinforced Crystalline Carbonide Plates I
1600mm Reinforced Crystalline Carbonide Plates I
1600mm Reinforced Crystalline Carbonide Plates I
Reflective Plating II
Co-Processor II

Heavy Capacitor Booster I, Cap Booster 800
Prototype I Sensor Booster, Scan Resolution
'Langour' Drive Disruptor I

Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge

[empty rig slot]
[empty rig slot]
[empty rig slot]


Berserker I x5

~300,000 EHP vs. EM
~478,000 EHP vs. EM when overheating

Electronic Upgrades V required for Co-Processor II

Megathron

[Megathron, HG Durka]
1600mm Reinforced Crystalline Carbonide Plates I
1600mm Reinforced Crystalline Carbonide Plates I
1600mm Reinforced Crystalline Carbonide Plates I
Armor EM Hardener II
Armor EM Hardener II
Reflective Plating II
Damage Control II

Heavy Capacitor Booster I, Cap Booster 800
Prototype I Sensor Booster, Scan Resolution
Initiated Harmonic Warp Scrambler I
'Langour' Drive Disruptor I

Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge

[empty rig slot]
[empty rig slot]
[empty rig slot]


Berserker I x5

~310,000 EHP vs. EM
~482,000 EHP vs. EM when overheating

Weapon Upgrades V required to fit. If only Weapon Upgrades IV, then swap the scrambler for a 2nd 'Langour' web.

Rokh

[Rokh, Bridge Durka]
1600mm Reinforced Crystalline Carbonide Plates I
1600mm Reinforced Crystalline Carbonide Plates I
Armor EM Hardener II
Armor EM Hardener II
Damage Control II

Large Shield Extender II
Photon Scattering Field II
Photon Scattering Field II
Heavy Capacitor Booster I, Cap Booster 800
Prototype I Sensor Booster, Scan Resolution
Initiated Harmonic Warp Scrambler I

Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge

[empty rig slot]
[empty rig slot]
[empty rig slot]


Valkyrie I x5

~290,000 EHP vs. EM
~455,000 EHP vs. EM when overheating

Tactical Shield Manipulation IV required to fit T2 shield hardeners.

Typhoon

[Typhoon, HG Durka]
1600mm Reinforced Crystalline Carbonide Plates I
1600mm Reinforced Crystalline Carbonide Plates I
1600mm Reinforced Crystalline Carbonide Plates I
1600mm Reinforced Crystalline Carbonide Plates I
Armor EM Hardener II
Armor EM Hardener II
Damage Control II

Heavy Capacitor Booster I, Cap Booster 800
Supplemental Scanning CPU I, Scan Resolution
Initiated Harmonic Warp Scrambler I
'Langour' Drive Disruptor I

Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge
Large 'Vehemence' I Shockwave Charge

[empty rig slot]
[empty rig slot]
[empty rig slot]


Berserker I x5
Medium Armor Maintenance Bot I x5

~368,000 EHP vs. EM
~580,000 EHP vs. EM when overheating

Fits with Weapon Upgrades III

Special Note: Typhoon HIGHLY Recommended

  • Typhoon has much EHP vs. EM than the other battleships. This can be pushed even higher with a 3rd EM hardener but if other types of Durkas are in gang, then there's little point. An entire Typhoon HG Durka gang, however, could push their EHP up to ~750,000k and bomb longer.
  • Typhoon has the largest drone bay of the Durkas allowing it to use 5 heavy drones and either 5 medium combat drones or 5 medium armor rep drones for repping ships after the trap.
  • Typhoon can easily afford to use 2 ewar mods while only requiring Weapon Upgrades III.
  • Typhoon is the fastest of Durkas and among the cheapest on the market.
  • Typhoon only requires Minmatar Battleship I. To train Minmatar Frig and Cruiser IV and Minmatar Battleship I takes only 8-9 days.

Cyno Rapier

[Rapier, HG Cyno]
1600mm Reinforced Rolled Tungsten Plates I
Armor EM Hardener II
Armor EM Hardener II
Damage Control II

Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Photon Scattering Field II
Photon Scattering Field II
Photon Scattering Field II

Covert Ops Cloaking Device II
Cynosural Field Generator I
[empty high slot]
[empty high slot]

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I

~374,000 EHP vs. EM
~639,000 EHP vs. EM when overheating

Sabre

[Sabre, double bubble]
Co-Processor II
Co-Processor II

Medium Shield Extender II
X5 Prototype I Engine Enervator
Faint Epsilon Warp Scrambler I
1MN MicroWarpdrive I

Interdiction Sphere Launcher I, Warp Disrupt Probe
Prototype Cloaking Device I
Interdiction Sphere Launcher I, Warp Disrupt Probe
125mm Gatling AutoCannon II, Barrage S
125mm Gatling AutoCannon II, Barrage S
125mm Gatling AutoCannon II, Barrage S
[empty high slot]
[empty high slot]

Small Polycarbon Engine Housing I
Small Polycarbon Engine Housing I

Broadsword

[Broadsword, HG Broadsword]
Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II
Damage Control II

Photon Scattering Field II
Photon Scattering Field II
Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Large Shield Extender II

Warp Disruption Field Generator I
Prototype Cloaking Device I
Cynosural Field Generator I
125mm Gatling AutoCannon II, EMP S
125mm Gatling AutoCannon II, EMP S
125mm Gatling AutoCannon II, EMP S

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I

Solo Durkas

Solo durkas are generally fit more for escape rather than tank. They are typically brought out to bait frigate-heavy gangs, with the aim of killing the initial tackler group and warping off before heavier ships are able to land.

Fittings

Armageddon

[Armageddon, Durka]
'Halcyon' Core Equalizer I
'Halcyon' Core Equalizer I
'Halcyon' Core Equalizer I
'Halcyon' Core Equalizer I
Co-Processor II
Damage Control II
Inertia Stabilizers II
Inertia Stabilizers II

Quad LiF Fueled Booster Rockets
Heavy F-RX Prototype Capacitor Boost, Cap Booster 800
Heavy F-RX Prototype Capacitor Boost, Cap Booster 800

Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge

[empty rig slot]
[empty rig slot]
[empty rig slot]

Rokh

[Rokh, Durka]
'Stoic' Core Equalizer I
'Stoic' Core Equalizer I
'Stoic' Core Equalizer I
'Stoic' Core Equalizer I
Damage Control II

F-S15 Braced Deflection Shield Matrix
F-S15 Braced Deflection Shield Matrix
Large Azeotropic Ward Salubrity I
Quad LiF Fueled Booster Rockets
Heavy F-RX Prototype Capacitor Boost, Navy Cap Booster 800
Heavy F-RX Prototype Capacitor Boost, Navy Cap Booster 800

Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge
Large 'Vehemence' Shockwave Charge

Large Anti-EM Screen Reinforcer I
Large Anti-Thermal Screen Reinforcer I
Large Anti-Kinetic Screen Reinforcer I


Medium Shield Maintenance Bot I x3
Medium Armor Maintenance Bot I x2