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Warfare & Tactics

 
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Thanatos plus 1 other ship setup

Author
Alisa Vaun
Angelic Refuge
#1 - 2011-12-13 05:47:15 UTC
There are times when hostiles are in your WH system and there are only 2 pilots available. I'd like help setting up a reasonable 2 man gang given the following conditions.
A. We have a Thanatos available.
B. They do not have a huge gang and they have no capital ships.
C. The 2nd pilot can fly Caldari and Amarr ships well, Gallente ships okay, and Minmatar ships poorly.

My 1st try is below. The Thanatos is setup to remote rep the Apocalypse and provide cap and fighter DPS. The Apocalypse is setup to neut ... everything and tackle. The plan would be to drop the Thanatos on the visitors at long range while the Apocalypse remains cloaked nearby. When I get a better idea of their gang strength either bail or uncloak the Apocalypse and kill them all ... well one of them at least. Comments on how many hostiles this setup can handle are welcome. Both ships tank about 2k dps and the fighters do 1.1k dps.




[Thanatos]
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay

Capital Shield Booster I
Invulnerability Field II
Pith B-Type Photon Scattering Field
Pith B-Type Heat Dissipation Field
Shield Boost Amplifier II

Capital Energy Transfer Array I
Capital Remote Armor Repair System I
Capital Remote Armor Repair System I
Drone Control Unit I
Drone Control Unit I

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II
Large Capacitor Control Circuit I

(tons of drones)


[Apocalypse]
Capacitor Power Relay II
Capacitor Power Relay II
RADAR Backup Array II
Armor Explosive Hardener II
Armor Kinetic Hardener II
Armor Thermic Hardener II
Armor EM Hardener II

Republic Fleet Warp Disruptor
ECCM Projector II
Republic Fleet 100MN Afterburner
Ship Scanner II

Imperial Navy Heavy Energy Neutralizer
Imperial Navy Heavy Energy Neutralizer
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Improved Cloaking Device II

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Berserker SW-900 x3




Vordak Kallager
Descendance.
GoonSwarm.
#2 - 2011-12-13 06:07:02 UTC
I'm not even going to mention all of the horrible things that are wrong with those fits, but instead, I am going to advise you that dropping a Solo carrier with only a single other pilot to support it in a combat situation is, to put it simply, a bad idea.

If you need to defend your space with only two pilots online, one of which is a Thanatos, assign fighters to a Nano Lachesis and keep your Thanatos safely next to the POS.

Sa souvraya niende misain ye.

Derkata
#3 - 2011-12-13 20:35:50 UTC
So you are using just the damage from the fighters? What?

This is so wrong. If you are going to drop a carrier on the fleet one would assume you aren't worried about them killing it. Instead, maybe you should try killing them. Get that apoc set for gank and get a damage control on that carrier. The fact that you'd put together a fit without one is scary.

PS: what WH are you in?
Hamatitio
State War Academy
Caldari State
#4 - 2011-12-13 23:14:57 UTC
When in doubt, more caps.

2 Carriers, spidertank between them.

edit: what class of wormhole is it?
Alisa Vaun
Angelic Refuge
#5 - 2011-12-15 04:00:04 UTC
Hamatitio wrote:
When in doubt, more caps.

2 Carriers, spidertank between them.

edit: what class of wormhole is it?


I'm in a class 1 wormhole w/ a static N110. I can see how 2 carriers could work, but the previous 2 posters seem to think that engaging a carrier with just 2 people online is insane. Do you think they are right?

I thought a carrier plus a neuting ship would be able to counter most setups especially if any serious problem ships get within neuting range (which a cloak makes possible). Clearly others think that is not the case, but they did not say why.
Derath Ellecon
University of Caille
Gallente Federation
#6 - 2011-12-15 07:13:12 UTC
First off, just because there are hostiles in your WH does not mean you must defend. Also your stated plan is just asking for a an ugly death. If you see a gang in your WH you should first fly a cloaky to assess their strength. Jumping a carried into them is asking for trouble especially without proper scouting ahead of time. Even if it wasn't a trap, as soon as they see a cap, they will be calling their friends in no time.

Honestly if you only have 2 pilots,a stealthy hit and run is best.

Usually hostiles are there for 2 reasons. To run your sites. Or to bait you into a fight by running your sites.

My preferred fun for this is one covert ops scout watching the open WH. And a stealth bomber to take out the salvager. Or 2 SB depending on the situation.

If they are trying to go fast, leaving the salvager a site behind salvaging alone, I wait till he has salvaged most of a site ( let him do the work) then pop him with the SB. Loot the goodies and bug out before they warp back.