AGGRESSOR FLEET MIDWAY
Piggybacking off Kal's Particle fleet, with some twists, Midway uses Charm Drives to dispense with needing a carrier, allowing it to bring far more guns to bear.
T3, CON4, NRG4, Advancer, Poor Safety:
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Thunderbolt class Attack Corvette
1 Charm Drive
5 Deuterium Drive (Refined)
1 Pulse Drive
1 Gas Vents
1 Mag Catapult
Cost: 45e (20e) / 6m / 45v / 0a / 0t / 21s
Size: 33 / Mass: 17 / IS: 0 (1) / IP: 7
Range: 0 (2) / Power: 0 / Heat: -5
Init: 2 (10) / Dodge: 6 / Avoid: 0 / Armor: 3 / Shield: 1
Refine: 61e / 15s
Catapult Total Damage: 8
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Warhawk class Strike Corvette
1 Charm Drive
5 Deuterium Drive (Refined)
3 Pulse Drive
1 Gas Vents
6 Coilguns (Refined)
1 Barrel Casings
Cost: 82e (37e) / 23m / 55v / 0a / 0t / 34s
Size: 38 / Mass: 24 / IS: 0 (1) / IP: 7
Range: 0 (2) / Power: 0 / Heat: -5
Init: 2 (10) / Dodge: 6 / Avoid: 5 / Armor: 2 / Shield: 1
Refine: 117e / 29s
Projectile Gun Total Damage: 12
Extra Ammo: 1
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Hornet class Support Frigate
1 Charm Drive
4 DHe Fusion Core
4 Deuterium Drive (Refined)
1 Recyclers
1 Hibernation Pods
1 Supply Section
1 Command Deck
1 Command Staff
11 Computer Module
1 Commlinks
1 Scanners
4 Jammers
1 EW Broadcasters
1 Salt Sinks
1 Gas Vents
8 Carbon Armor
1 Heavy Cladding
Cost: 231e (104e) / 50m / 104v / 0a / 4t / 82s
Size: 77 / Mass: 77 / IS: 1 / IP: 1
Range: 2 / Power: 1 / Heat: -4
Init: 11 (19) / Dodge: -20 / Avoid: 0 / Armor: 19 / Shield: 1
Refine: 383e / 96s
Init Bonus to Fleet: 8
EW Score: 11
EW Vulnerability: 80
Jammer Int Debuff: 4
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Code:
[b]AGGRESSOR FLEET MIDWAY[/b]
[b][u]
NAME PRICE # COST[/b][/u]
[i]Thunderbolt[/i] class (Ref.) 020e 7x 140e
[i]Warhawk[/i] class (Ref.) 037e 6x 222e
[i]Hornet[/i] class 231e 1x 231e
[b]TOTAL 593/600e[/b]
[b]Other Costs:[/b] 230m / 749v / 0a / 4t / 137s
[b]Refinement Costs:[/b] 878e / 244s
The
Hornet chills out across the star system far away from danger providing Fleet Init and allowing for tactical jumps. The
Thunderbolts can take shots at range or get into knife-fights with their big guns and rip through armor, while the
Warhawks chew through defenses. Both are almost equally hard to kill.
It takes both a strong Dodge and a strong Init to avoid getting hit by these guns regularly at close range, and the best that can be reasonably managed is probably a reduction to around 40% (14 Init, 7 Dodge).
It would be possible to rotate out a few of either design for Ion Cannon designs to mix up damage more, as well. The only really good hard counter seems to be shields on a laser fleet, and once you get to T4 you can build some Sapper-equipped EW Corvettes to counter.
This is the first Charm Drive fleet I've been fairly pleased with. Its v cost is very high, but everything else is quite low, making it managable, and it's hard to argue with the performance stats. If you can in-system jump as Kal posits, the flexibility of this is tremendous, as the Corvettes have the IP to get away and make tactical jumps almost at will.
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The Stats page is ridiculously useful, don't get rid of it.