We may not be deployed to Null any more, but that doesn’t mean I won’t disband a scheduled Op and go 2 mids for a cool bombing run.
So, another quiet sunday in Kinakka when I get messaged by the Head of PR for System lords Collective [S.C.K] who had a POCO a few jumps out which had been rfed by SCUM. Waffles have a long history with SCUM, we both live out of the only station in Kinakka when we are deployed there, and we rather like shooting at each other.
Anyways, it’s either 7 jumps through HiSec or 17 thgrough low and we have ~2 minutes before SCUM are supposedly going to drop some BlOps BS on it. I get a Waffle hero Michael Chausseur (whose heroism shall be explained later) to keep eyes on the POS and form up our Wolf fleet to go mess with SCUM as we can stay under their guns, apply scrams to stop them MJDing and the collective had already stated their intent to bring along some long ranged DPS. We get to 2j out, wait for the call to come in for a few minutes and we’re quickly in a fight we didn’t expect.
Instead of there being BlOps BS at zero on the POCO, there was a swarm of frigs on the SCK snipers 120 from us. We burn in and start taking them down, clearing all of them off the SCK gang, but just as we do ~8 Piwat CO [PIVOT.] T3s land on the POCO at zero. They’re plenty far from us so we finish SCUM off and blap a random Beam Apoc who had come in at range:
given that they had no logis, a single kill would be worth my entire fleet and the promise of extra DPS from the reshipped SCK we engage the T3 gang, only to have them drop an Archon on us. No worries, that was part of the expectation so I just pulled us out and spoke to my new friend in SCK on what we were going to do. PIVOT. had more Archons on standby and while SCK were confident in that fight, if SCUM sided with them their Alliance CEO was not willing to risk a full AHAC + Cap fleet.
We start to head home, but as we arrive in Kinakka we see a SCUM BS fleet warping off to their POS, which they summarily drop on the PIVOT. Fleet. We race back and start picking off what we can in what escalates to a small cap brawl involving a Nyx which kept warping in and out of the engagement. Here is the summation BR of all of the above:
SCUM win the field, but as they’re mopping up the last of PIVOT. the aforementioned Waffle hero noticed the SCUM Titan (owned by smidster), which had been used to bridge their BS in had drifted 3/4 out of their staging POS. The Quick Response Legion phone was dialled, HICs & Cynos were set up and god’s wrath was quickly applied to the Avatar, where it died so quickly even the Waffle fleet didn’t have time to jump in to get on the kill.
SniggWaffe’s glorious return to Kinakka allows me to once again take out my beloved dual-prop Thorax fleet, or #TWEETFLEET if you prefer (TWin EnginE Thorax). The fits evolve with the times and what you’re likely to see, so there are a few minor changes to the last time I posted about them. Firstly, the Thorax itself:
With my acquisition of a links toon, I can comfortably use a second mag stab over a second EANM. after some thought I decided that the low I used to use of an explosive hardener was too valuable, and instead am now plugging that hole with a rig.
Now there are many worries about both blasters and the void ammo itself, but when you look at the numbers and consider the rest of the ship life is pretty good. Thanks to CCP still having ridiculous tracking bonuses on hulls (7.5%/level), with void loaded you’re tracking better than a Rupture with 220s fitted with Gallente cruiser at III, which can already track even frigates quite well. Add the scram/web fitted to each ship to the equation and tracking is not a concern, and even then I make sure everyone has CNA in reserve. With regards to projection, a similar solution is provided. The dual-prop plus scram/web means that assuming you start the fight brawling (which is kind of the point) you can be on the primary in short order, even if scrammed. No DPS anchor is used, haul ass to the primary and apply your ridiculous DPS.
Next ship, the logistics backbone. When armour brawling you have three options: Augorors, Cap Injected Exequrors and Cap Stable Exequrors. Each have their own strengths and weaknesses; Augorors have a cap chain, which makes them very hard to neut. In most fits you have 2 spare mids, meaning you have room for both an ECCM and a SeBo (the SeBo is important due to the base nerf to T1 logi scan resolution & the prelevance of sensor dampening in the current meta). Exequrors, thanks to their sizeable drone bay and hull bonus to rep drones will actually apply more reps than their Amarr counterparts. Generally speaking cap-injected Exeqs are going to be able to fit more tank and are inherently more neut-resistant than their passively stable brothers, but you are effectively putting a timer on how long your Exeqs make a difference to the fight, being somewhere between 7-10 minutes. Given the sparsity of neuting in cruiser and down brawls that makes me most inclined to choose the cap stable Exeq. I can brawl and roam as long as I like without worrying about cap charge replacement and it’s one less thing for the Logis themselves to worry about. I’m currently using the fit from Waffles old Mallrat Doctrine but I’m being swayed by marginally more blingy, but more tanky versions:
Back to my one true love, the Celestis. With the prevalence of drones and the limited effectiveness of LMLs I’ve gone back to smartbombs in the highs. These things are incredible, having 2-3 in your fleet can change fights from unwinnable to unloseable.
On my first outing with these bad boys in our current Kinakka deplyment we ran into a roughly equal sized Villore Accords Armour cruiser fleet and thoroughly dunked them. Coming soon to a grid near you!