=====Nation Consolidation Network===== ---- =====Objectives===== ====Force Required==== * Fleet of 20 - 21 pilots (up to 30 in low/null) * 3 - 4 logistics needed * 5 - 10 snipers needed * 4 - 5 command ships/strategic cruisers * Sites take about 10 - 20 minutes ====Military Information==== Your objective is to split your forces, clear a path to the Nation's staging area, and destroy the fleet you find there. Sansha defenders have designed their security to separate capsuleer forces, but once both sides have breached the final area you will be able to reunite. ====Background Information==== The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile "consolidation network" facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference. Synopsis from ISHAEKA-0077. DED Special Operations. Authorized for Capsuleer dissemination. ---- =====Enemies===== Below is a list of enemies that spawn in this site. ^Name^Sig (m)^Speed (m/s)^Orbit (km) / Speed (m/s)^EWar^Damage (dps) / Volley (hp)^Range (km)^EHP (x1000)^ |Antem Neo|184|1350|60 / 205|-|168 / 840|146-176|88| |Auga Hypophysis|325|1100|6 / 170|Scram / Web|480 / 2400|12-20|52| |Deltole Tegmentum|540|850|12 / 118|Scram / Neut / Paint|818 / 4500|45|179| |Eystur Rhomben|49|3360|11 / 560|-|120 / 600|10-12|9| |Mara Paleo|65|2050|60 / 310|RR Shield|-|-|30| |Niarja Myelen|53|2760|15 / 405|Jam / Neut|-|-|4| |Ostingele Tectum|530|850|40 / 118|-|528 / 2640|45-65|290| |Renym Meten|33|2550|9 / 410|Web|192 / 960|10-12|9| |Romi Thalamus|200|1520|18 / 205|-|320 / 1600|23-33|106| |Schmaeel Medulla|36|4000|12 / 640|Scram / Web|50 / 252|12-20|9| |Tama Cerebellum|39|2100|12 / 355|Scram|300 / 2700|70|8| |Vylade Dien|422|170|60 / 170|Combat Booster|-|-|275| |Yulai Crus Cerebi|400|800|60 / 118|-|397 / 1984|160-210|118| ---- =====Priorities===== This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works. As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on. ^#^Targets for the entire fleet^^Reason^ ^:::^Regular Targets^Sniper Targets^Small Targets^:::^ |1|Auga Hypophysis|-|Niarja Myelen|The **Augus** because they are very easy to kill and web as well as warp disrupts. The **Niarjas** because they jam and neut| |2|Deltole Tegmentum|Mara Paleo|Tama Cerebellum|**Deltoles** because they neut, target paints and warp disrupts, then **Vylades** because they boost resists. The **Maras** because they remote repair. **Tamas** due to their high damage and warp disruption, then **Schmaeel** before **Renyn** due to its ability to warp disrupt in addition to webbing.| |:::|Vylade Dien|-|Schmaeel Medulla|:::| |:::|-|-|Renyn Meten|:::| |3|Ostingele Tectum|Yulai Crus Cerebi|Eystur Rhomben|**Ostingeles** before **Romis** as they are easier to hit and do more damage. **Yulais** before **Antems** as they are easier to hit and do more damage. **Eysturs** pose no specific threat.| |:::|Romi Thalamus|Antem Neo|-|:::| ---- =====Triggers===== The acceleration gates leading deeper into this site will be unlocked by the killing all the Sansha in the other side's pocket. So when the cruiser-side finishes their pocket, it unlocks the acceleration gate for the battleship-side, and vice versa. This means that you have to see it through on both sides in order to get to the fourth and final pocket where the sides come together to finish the site off. ---- =====Special Requirements===== *This site splits the fleet up into cruiser- and battleship-sized hulls. *Requiring you to have both in your fleet *This site requires you to have snipers in your fleet. *Able to lock and apply good damage up to 120 km *This site benefits greatly from having an anchor for the last pocket. *Ship with an above-average tank to go in first ====Cruiser and Battleship sized hulls==== The acceleration gates leading deeper into this site has ship restrictions, forcing your fleet to split up based on ship type. Certain ships are allowed to go through either of the gates. Below is a list of ships allowed through either or both sides. ^Cruiser-side^Battleship-side^ |Cruisers|Battleships| |Frigates|Mining Barges| |Destroyers|Large Industrials| |Battlecruisers|| |Logistics|| |Industrials|| ====Snipers==== Several ships in the last pocket will spawn at sniper ranges up to 150 km away from where you land. While they will slowly approach to their preferred 60 km orbits, it is pretty much critical to have some ships able to lock and apply good damage out to at least 120 km. ====Anchor==== While not a critical role, having an anchor that goes in first to ensure that the initial full room aggro is directed to them is a safety measure. It helps avoid initial split aggro while you're facing a full wave of Sansha. It also gives people a point of reference for orbiting, to keep the fleet together. ---- =====Hints & Tips===== * There are four pockets separated by acceleration gates. The fleet comes together in the fourth and final pocket, with the gate being called Fleet Staging Area. So be sure to consolidate your fleet when you reach this gate and ready your anchor and logistics on both sides before going in. * The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised. So you will encounter the same type of ships in each site, but the number of ships per type in each individual wave will be slightly different. * Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times. * The next acceleration gate is located 50+ km away from where you land in the pocket, so be sure to start moving right away. * Remember to keep an eye on your capacitor if you have prolonged attention from a bunch of Deltole Tegmentums. While their individual neuting is rather small, it adds up.