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.
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.
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 |
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 | - |
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.
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 |
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.
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.