Cadet II/Combat nan: Difference between revisions

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=Force bombing=
{{Title|Force nanning}}
{{Center|''Nan me up and I will become more powerful than you can possibly imagine}}


===Heavy troop transport escort===
When you are nanning a HTT trying to be stealthy you should also be stealthy and have a sig that's less than your friend's sig.  To reduce your sig you'll need to unload your shields and missiles by using the {{k|Ctrl}}-{{k|5}} and {{k|Ctrl}}-{{k|7}} keys (bring up your F4 menu to ensure they're unloaded). Remember that you'll need cargo space free to unload mounted items. You can rotate cargo by using the {{k|s}} key and jettison cargo using the {{k|Ctrl}}-{{k|s}} key. Review the previous lessons on [[Cadet I/Signature|Signature]] and [[Cadet I/Cargo|Managing Your Cargo]] if needed.


One word of warning - if you do not know the sweet spot of the HTT you are about to ram - DON'T. You might throw him off course and make him miss the door of the base he is trying to cap.
Back in Cadet I we covered nanning bomb runs in the [[Cadet I/Nanning II|Nanning II lesson]]. Since then I'm certain that you've nanned your share of [[bomber]]s and [[troop transport]]s. For those reasons I am going to assume you know the basics. This article will deal with what forced runs are like in [[squad game]]s, and that's a whole different kettle of fish,


I'm sure you have seen quite a lot of force bombing and capturing getting done during your time here. I'm also certain, that you have nanned your share of bombers and transports. For those reasons I am assuming you know the basics. This article will refer to what the forced runs will most likely look like in Squad Games, and that is a whole different story than pickup games. To the point then:


==I - Preparing your ship==
===Preparing your ship===


To prepare your ship appropriately for the task, you have to be aware of the type of threats you are going to encounter on your way. That means knowing what techpath the enemy has taken. There are some general rules though, that are valid for every situation:
To prepare your ship optimally you need to know what kind of threats you are going to encounter along the way. That means foreknowledge of what techpath the enemy have taken and what activities they're currently engaged in. There are some general rules though, that are valid for every situation:


*Always try asking commander for Rescue Probe, Sanctuary or Beacon, if those are available to your faction. Just in case something goes wrong.
*Always have your shield mounted for forced runs. Under heavy fire they only last a second, but that extra second it buys you might mean the difference between the run succeeding or failing.
*Always unmount your countermeasures if bombing against Technoflux or Rixian. It's a negligble mass gain, but hey extra maneuverability is always good.


Never pack any guns in cargo, they will only take up space for mission critical equipment.
Always try asking commander for Rescue Probe, Sanctuary or Beacon, if those are available to your faction. Just in case something goes wrong.
Always have your shield mounted for forced runs. That extra second it buys you might mean the run's failure or success.
Always unmount your countermeasures if bombing against Technoflux or Rixian. They weigh quite a bit, so removing them will increase your maneuverability.
The rest of the loadout is dependent on what you're up against and what faction are you flying.


==II - Actual run==
===Nanning against tactical===
 
 
===1. Nanning against tactical===


If the enemy went pure Tactical, you'd better pack the following items:
If the enemy went pure Tactical, you'd better pack the following items:
*At least one ''extra'' rack of countermeasures. For most factions tactical is a missile-based techpath and you don't want to run out of countermeasures too soon.
*One or two prox mines. They are always handy.
*If you have pulse probes available, take them over prox mines.
**If you are on a bomb run, the turrets will have to see targets to hit them.
**If you are on an HTT run, the int escort is blind and will need some light.
*A spare rack of Seekers or Quickfires - the same mounted in missile slot. They will come in handy.
*If you happen to have booster on your scout, take a spare can of fuel. Or two.


 
There are a few things to remember when bombing or capturing against Tactical: A well-organised Tac team knows that there only chance of defence is to eye the enemy early. Thus here is little chance that your run will be uneyed. Furthermore they are likely to try attacking the bomb train before it reaches the target sector.  
At least one extra rack of Countermeasures. For most factions, tactical is a missile-based techpath, you don't want to run out of Countermeasures too soon.
One or two prox mines. They are always handy.
If you have pulse probes available, take them over prox mines. If you are on a bomb run, the turrets will have to see targets to hit them. If you are on an HTT run, the int escort is blind and will need some light.
A spare rack of Seekers or Quickfires - the same mounted in missile slot. They will come in handy.
If you happen to have booster on your scout, take a spare can of fuel. Or two.
Note, that the above list applies only to missile-enabled factions. If you are bombing against Technoflux or Rixian, your loadout will not include Countermeasures, which you would swap for extra prox or missiles.
 
You have your ship prepped, it's time to head off and get that Tac blown. There are a few things to remember while bombing or capturing against Tactical: There is little chance that your run will be uneyed. Stealths can and will be all over your sectors, either looking for some utility hull to chew on or just doing recon sweeps. That means they will be ready for you when you come. That means also one more thing: they will hit you before you even enter the target sector.


=====Phase one - en route=====
=====Phase one - en route=====
At this stage, enemy stealth fighters are not likely to launch coordinated attacks. They will be few in number and they will only try to keep an eye on your movements and maybe pick off some nans. The basic rule is: do not ever, under any circumstances, get away from the craft you are defending. You will die for nothing. Let me explain:


At this stage, enemy stealth fighters are not likely to launch coordinated attacks. They will be few in number and they will only try to keep an eye on your movements and maybe pick off some nans. The basic rule is: do not, ever, under any circumstances, get away from the craft you are defending. You will die for nothing. Let me explain:
If you hear the missile lock signal, don't jump to the chaff button - you need to conserve your countermeasures. Instead put your fingers on those sidethruster buttons and take a good look around to locate the missile. It will be fired from range, as the stealth pilot will not engage at close range in fear of either the bomber's turrets or the HTT's armed escort. Use this time to maneuver into your friends shadow and use him as physical cover. If you manage this, congratulations! You just made the SF waste one of its precious missiles without wasting a Countermeasure. Now, nan up the bomber or HTT if needed and keep an eye out for more missiles. Note that this method also works for Rixian Combat Drones.


If you hear the missile lock signal, put your fingers on those sidethruster buttons. Take a good look around and locate the missile. It will be fired from afar, as the stealth's pilot will not engage at close range in fear of either the bomber's turrets or the HTT's armed escort. This should give you time to maneuver, so that the defended craft is placed between you and the missile. If you manage this, congratulations! You just made the SF waste one of its precious missiles without wasting a Countermeasure. Now, nan up the bomber or HTT if needed and keep an eye out for more missiles. Note that this method also works for Rixian Combat Drones.
If you however fail to hide or spoof the missile, call out for repairs immediately {{K|~}}-{{k|nx}}. This will alert your fellow nans so they can target you and keep you alive long enough for you to hide behind whatever you are defending.  
 
If you, however, fail to hide or spoof the missile, call out for repairs immediately. This will alert your fellow nans, so they can target you and keep you alive long enough for you to hide behind whatever you are defending. At this stage of the run, you shouldn't be given any trouble by Technoflux stealths - they would have to get too close to hurt you and they will most likely not risk it.


Dropping rescue probe near the enemy aleph is a good idea if you have one.
Dropping rescue probe near the enemy aleph is a good idea if you have one.


=====Phase two - entering target sector=====
=====Phase two - through the aleph=====
 
Once you arrive at the aleph to the target sector your escort will go in ahead of you to kill off proxers and defenders that strayed too close to the aleph. Once they are in, it's your turn. Against missile-enabled factions it is crucial that you go in just before the bomber or HTT. The reason for this is named LRM Killer - it's basically a dumbfire for stealth fighters and a decent squad can use it to spike your target before you can lock on with your nan. To avoid this scenario nans should enter just before the defended craft and turn around to face the aleph in preperation for the craft's entry. Firing the nan for a few seconds on it (even if it's not damaged) can avoid the bomber being blown out from under your slow reactions. Once you are out in the open and moving fast Killers are far less effective due to their poor tracking.
Once you arrive at the aleph to the target sector, your escort will go in ahead of you to kill off proxers and defenders that strayed too close to the aleph. Once they are in, it's your turn. Against missile-enabled factions it is crucial, that you go in just before the bomber or HTT. The reason for this is named LRM Killer - this missile can be very effectively used to damage spike medium hull craft on entry, before nans can get a fix on its position to repair it. To avoid that, nans should enter just before the defended craft and fix their nan guns on it. Firing the nan for a few seconds on it (even if it's not damaged) can help avoid the situation in which the bomber gets blown from under your nan due to slow reaction. Once you are out in the open and moving fast, Killers are far less effective due to their poor tracking.


If nothing of the sort happens, take a quick look around your HUD (you should have radar mode set to 'All') and see if any of your buddies need a quick donut-loving while the bomber or HTT clears any mines.
If nothing of the sort happens, take a quick look around your HUD (you should have radar mode set to 'All') and see if any of your buddies need a quick donut-loving while the bomber or HTT clears any mines.
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=====Phase three - towards the target=====
=====Phase three - towards the target=====
At this stage speed is your friend. That means that your friend has to be pushed, and pushed fast. If you have boosters, boost-ram the hell out of whatever you are defending while you nan it. If you're not ramming then concentrate your nan on the people that are. The rammers keep the ship alive, you keep the rammers alive. Remember not to be a stationary target and remember to use those counters, you brought plenty for a reason and now is the time to spam them if you hear those missiles coming.


At this stage, speed is your friend. That means that the base assault craft has to be pushed, and pushed fast. If you have boosters, boost-ram the hell out of whatever you are defending. If you are not on ramming duty, keep track of who calls for repairs or whose hull is dropping. At this stage, the rammers should be the ones who keep the HTT or bomber alive with their nans. Your job is to keep them alive. Remember not to be a stationary target and remember to use those counters, you brought plenty for a reason and now is the time to spam them if you hear those missiles coming.
If you have some missiles you might try and use them. Use the 'target nearest enemy' key to check if any of the stealths are in missile range. If there is a target which you can quickly spin and lock on to, try it. But it's important not to lose your forward momentum or forget your nanning duties! If you have Seekers mounted, try and get some lock, if you have quickfires mounted, you could even skip facing your target. You will probably not hit the enemy craft, but you might cause him to panic - drop his missiles and retreat. That's a very good thing: he's not shooting anybody on your run for at least 7-10s. That's a long time for the run. Remember though, that protecting the bomber or HTT is way more important than lobbing missiles. Do that only if things seem quite calm or if you happen to have a good shot at something without losing focus on your teammates.
 
{{Note|Ramming vs Rixian stealths is risky because they can deploy prox mines in your path while cloaked. A fast moving bomber or HTT will have no chance to avoid such a prox and could die to it, even with all the nannage in the world on it. Use your judgment on this one.}}
If you have some missiles, you might try and use them. Use the 'target nearest enemy' key to check if any of the stealths are in missile range. If there is viable target, try and turn towards it, without losing your current vector. Use sidethrusters to maintain your heading. If you have Seekers mounted, try and get some lock, if you have quickfires mounted, you could even skip the rotating part. You will probably not hit the enemy craft, but you might cause him to panic - drop his missiles and retreat. That's a very good thing: he's not shooting anybody on your run for at least 7-10s. That's a long time for the run. Remember though, that protecting the bomber or HTT is way more important than lobbing missiles. Do that only if things seem quite calm or if you happen to have a good shot at something without losing focus on your teammates.
 
Note: ramming bomber or HTT against Rixian stealths is risky. Those can deploy prox mines in your path while cloaked. A fast moving bomber or HTT will have no chance to avoid such a prox and could die to it, even with all the nannage in the world on it. Use your judgment on this one.


=====Phase four - at the base=====
=====Phase four - at the base=====
You have managed to deliver the bomber or HTT to its destination. It will take a while to get it's job done so you have to make it as easy for the pilot as possible. Try to avoid ramming the ship you are escorting: you might make an AB miss if you ram a bomber or ram the HTT away from its approach path towards the green door, which is bad in either case.


You have managed to deliver the bomber or HTT to its destination. It will take a while for either to get it's job done, so you have to make it as easy for its pilot as possible. Try to avoid ramming the ship you are escorting: you might make an AB miss if you ram a bomber, or ram the HTT away from its approach path towards the green door, which is bad in either case.
Now is also the time to use any prox you brought. Place them so the HTT or bomber is in the middle of your minefield or so that the mines shield it from the side you expect most enemies to come from. This is the desperate stage for the tactical team. They will attempt suicidal attacks to pick off you nans and eventually the bomber or ram the HTT off the green door. There is no reason to make it easy for them, thus the prox.
Now is also the time to use any prox you brought. Place them so the HTT or bomber is in the middle of your minefield or so that the mines shield it from the side you expect most enemies to come from. This is the desperate stage for the tactical team. They will attempt suicidal attacks to pick off you nans and eventually the bomber or ram the HTT off the green door. There is no reason to make it easy for them, thus the prox.


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=====Phase five - aftermath=====
=====Phase five - aftermath=====
The base is captured or destroyed, lots of cheering is going on, but the party isn't really over yet.
The base is captured or destroyed, lots of cheering is going on, but the party isn't really over yet.


If the base was destroyed, there are likely many pods to be picked up. If there were no rescue probes available, it should be your priority to run and hide to get pods or, if that is not a viable option, rip the hell out of there and get to the pods on their way back.
If the base was destroyed, there are likely many pods to be picked up. If there were no rescue probes available, it should be your priority to run and hide to get pods or, if that is not a viable option, rip the hell out of there and get to the pods on their way back. Keep in mind that there will be enemy stealth pilots doing exactly the same thing.


If the base was captured, dock at once, relaunch with fresh load of Quickfires or Seekers and get that base's hull repaired. Chances are that there is a bunch of stealth bombers out there trying to take your prize away from you. Nan the base, use missiles on approaching stealth bombers if need be.
If the base was captured, dock at once, relaunch with fresh load of Quickfires or Seekers and get that base's hull repaired. Chances are that there is a bunch of stealth bombers out there ready to take your prize away from you. Nan the base, use missiles on approaching stealth bombers if need be.


=====Supplement - something, somewhere went terribly wrong=====
=====Supplement - something, somewhere went terribly wrong=====
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===2. Nanning against Supremacy and Expansion===
===Nanning against Supremacy or Expansion===


If you are up against interceptors or fighters, your loadout should contain:
If you are up against interceptors or fighters, your loadout should contain:
* Prox. Lots of prox.
* Prox. Lots of prox.
* Some missiles mounted, for deprobing purposes mostly.
* A single rack of missiles - don't expect to hit any enemy with them though.  


=====Phase one - preparation=====
Bombing against 'brute force' ships requires the element of surprise. That means you have to deprobe. Review the deprobing lesson.
{{Note|Add a link here when lessons are in final format.}}


Bombing against 'brute force' ships requires the element of surprise. That means you have to get rid of the eye. Launch before the ship you are to defend does and scout the route to the target aleph. Kill any probes that might eye the bomber or HTT, but leave those too far away from the flight path to do any harm. This might work to your advantage, as the sector might pass as 'probed' from F3 view. If you have pulse probes, use them. If you think you'll have enough time (or are given enough time) to deprobe and go back to base to rearm, loadout your scout for deprobing. Once it's clear, give the bomber or HTT pilot a green light while rushing to base to rearm. You'll catch up with him soon enough.
=====Phase one - en route=====
Keeping in mind that the element of surprise is crucial to your run's success at least one of the nans should be flying about 1.5-2k in front of the bomber's path. There's always a chance that the initial deprobing missed something or the sector was reprobed, or even that deprobing didn't happen at all because as time was of essence.


=====Phase two - en route=====
If you happen to spot an enemy craft while flying point DON'T BE A HERO and do something stupid like engage the enemy. Remember, that your scout has next to no combat capabilities right now and dying is the last thing you should be doing right now. Instead run away. Turning around to get back to the safety of your buddies is great and all, but not if it means you're a sitting duck while you do a 180. Sometimes the best way to avoid someone is to run straight at them (and zoom past). Once the threat is gone, get back to your forward position. Remember not to stray too far away from what you're defending.
{{Tip|There is one exception of this rule: if the enemy haven't yet spotted the bomber, try to engage and lead the enemy away from the run. You'll most likely die, but that's a cheap price to pay for maintaining the element of surprise.}}


Keeping in mind that the element of surprise is crucial to your run's success, at least one of the nans should be flying about 1.5-2k in front of the bomber's path. This way it will be able to detect probes before they can spot the bomber (there's always a chance that the initial deprobing missed something or the sector was reprobed or deprobing didn't happen at all, as time was of essence).
=====Phase two - through the aleph=====
 
If you were flying point you'll get to the aleph first. If your run is uneyed don't go in yet since even the presence of a single scout may alert the defense. Stop by the aleph and prox it to kill any random scout that might otherwise pop through and eye your run. If your run is already eyed don't go in because a camp has formed on the other side and you will die pointlessly. Stop by the aleph and prox it.  
If you happen to spot an enemy craft while flying point, DON'T BE A HERO and do something stupid like engage the enemy. Remember, that your scout has next to no combat capabilities right now and dying is the last thing you should be doing right now. Instead, turn your ship about and rush towards the safety of the bomber's turrets or the HTT's escort. Let them handle this. Once the threat is gone, get back to your forward position. Remember not to stray too far away from what you're defending.
{{Tip|If you are in possession of a rescue probe of some sort, place it behind or beside the aleph.}}
 
There is one exception of this rule: if the enemy haven't yet spotted the bomber, try to engage and lead the enemy away from the run. You'll most likely die, but that's a cheap price to pay for maintaining the element of surprise.
 
=====Phase three - at the target aleph and beyond=====
 
If you were flying point, you'll get to the aleph first. If your run is uneyed, don't go in yet, since your presence in the sector might alert the defense. Stop by the aleph and prox it. If your run is eyed, don't go in, as a camp has formed on the other side and you will die pointlessly. Stop by the aleph and prox it. Either way, if you are in possession of a rescue probe of some sort, place it behind the aleph.


Once the bomber or HTT is ready to enter, there are two scenarios:
Once the bomber or HTT is ready to enter, there are two scenarios:
If there was no eye, go through the aleph when the bomber/HTT is about 800m away from it. Immediately call out if it's clear to go full speed or not. This will give the pilot the time to floor it and the pushers to give him a nice entry velocity. If the run was eyed on the other hand, stick very very close to the bomber or HTT and go in very very slow just before it does. Turn to face where you expect the ship you are defending to pop out from and be ready to nan it. Dropping prox now is not a bad idea (some defenders might want to boost-ram the bomber or HTT through the prox their scouts layed on the aleph). Keep the big boat alive at all costs at this stage, no crossnaning, no missile lobbing, just nanning the big guy.
#If your run is uneyed go through the aleph while the bomber/htt is still 800m short. Quickly call if it's clear to go full speed or not. This will give the pilot the time to floor it and the pushers to give him a nice entry velocity.  
#If the run was eyed stick very close to the bomber/HTT and go in very very slow just before it does. Turn to face where you expect the ship you are defending to pop out from and be ready to nan it. Dropping prox now is not a bad idea (some defenders might want to boost-ram the bomber or HTT through the prox their scouts layed on the aleph). Keep the big boat alive at all costs at this stage, no crossnaning, no missile lobbing, just nanning the big guy.


Remember - never ever ram anything (especially stuff that costs money) through a camped aleph. Ever.
Remember - never ever ram anything (especially stuff that costs money) through an unscouted aleph. Ever.


=====Phase four - towards the target=====
=====Phase three - towards the target=====
Once you clear the camp or just smoothly pour into the target sector, there's some stuff to be done. If any of your fellow nans took damage, heal them up now. Calling for repairs if you're low on hull is not a bad idea either during the short breather you get. But what else should you be doing?


Once you clear the camp or just smoothly pour into the target sector, there's some stuff to be done. If any of your fellow nans took damage, heal them up now. Calling for repairs if you're low on hull is not a bad idea either during the short breather you get.
Firstly, you could be ramming the bomber/HTT. Remember though that sup has mine packs and exp has prox 2 - both hurt at high speeds.


Your bomber or HTT is merrily trotting towards the enemy base, what should you be doing though? There are quite a few methods, in which you can aid the run.  
Secondly, you could be flying in front of the bomber and dropping prox on the most likely approach path the defenders will take. If it's a squad game chances are they will not fall for this, but at least you are preventing them getting a direct ram.  


Firstly, you could be ramming the bomber or HTT, but only if its pilot asks for it. Remember, fighters carry minepacks and if they have ints, they most likely have prox 2 also. Both hurt at high speeds.
Thirdly, you could be orbiting the bomber or HTT at around 250m radius, nan fixed on it, making yourself as hard to hit as humanly possible and proxing at random. Saying a little prayer for your fellow nans to notice you getting hit and repair you is not frowned upon.


Secondly, you could be flying in front of the bomber and dropping prox on the most likely approach path the defenders might take. Most likely they will not fall for this, but if you shield the bomber or HTT nicely with prox, defenders will be far less likely to ram it, which is a good thing.  
Fourthly, you could be in the tail of the nan train keeping an eye on your nanmates and providing them with a donut or two when needed (not forgetting to get the nan love to bomber/HTT as a priority). Proxing for overboosting defenders is not a bad idea either.


Thirdly, you could be orbiting the bomber or HTT at around 250m radius, nan fixed on it, making yourself as hard to hit as humanly possible and proxing at random. Saying a little prayer for your fellow nans to notice you getting hit and repair you is not frown upon.
=====Phase four - at the base=====


Fourthly, you could be in the tail of the nan train (or cloud), keeping an eye on your nanmates and providing them with a donut or two when needed (not forgetting to get the nan love to bomber/HTT when needed of course). Proxing for overboosting defenders is not a bad idea either.
Phew, you've finally arrived in missile range. Now, your bomber has to unload a rack or two on the base, your HTT has to find that green door and get to it. Help it do that.
 
=====Phase five - at the base=====
 
Phew, you've finally arrived in missiles range. Now, your bomber has to unload a rack or two on the base, your HTT has to find that green door and get to it. Help it do that. Don't ram it, ever. You might make an Anti Base missile miss or you might ram the finally aligned transport off its approach path. Both are obviously unwanted events.


Either you are nanning bomber or HTT, you will want to create a prox cloud around it, so it doesn't get rammed from under your nan or away from the green door. With a bomber, you do that as soon as it starts to slow down to avoid hitting the base. Prox preferably on the red door side.
Either you are nanning bomber or HTT, you will want to create a prox cloud around it, so it doesn't get rammed from under your nan or away from the green door. With a bomber, you do that as soon as it starts to slow down to avoid hitting the base. Prox preferably on the red door side.
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In both cases, stop crossnaning or whatever else you were doing and point that nan on the HTT or bomber. They will need the donuts as they become sitting ducks. You and your fellow nans have just climbed the final step on the ladder of expendability. You can die, the HTT has to dock, the bomber has to fire that last missile. Simple as that.
In both cases, stop crossnaning or whatever else you were doing and point that nan on the HTT or bomber. They will need the donuts as they become sitting ducks. You and your fellow nans have just climbed the final step on the ladder of expendability. You can die, the HTT has to dock, the bomber has to fire that last missile. Simple as that.


=====Phase six - aftermath=====
=====Phase five - aftermath=====


If you have successfully bombed a base, make sure the bomber gets the hell out of there, alternatively keep it alive till the gunners eliminate any remaining threats, so you can roll on. Never rip out before the bomber. In case the bomber dies, you know what to do: run. Try to zoom out of the slaughter and hide or just hit that 'R' button. Try not to die, those pods will not pick themselves up you know.
If you have successfully bombed a base make sure the bomber gets the hell out of there. It'll either rip or roll on to the next enemy station. In either case, YOU are not ripping out before it does. If the bomber dies, you know what to do: run. Try to zoom out of the slaughter and hide or just hit that {{K|R}} button. Try not to die, those pods will not pick themselves up you know.


If the base was captured however, there is a high probability, that either an enemy HTT is out there to recapture the base, or a bomber was launched to take your newly acquired real estate away. In the first scenario, your re-recap HTT will most likely be launched. Dock as soon as you can and launch immediately to nan it. Repeat till the base is firmly in your team's grasp.
If the base was captured however there is a high probability that either an enemy HTT is out there to recapture the base or a bomber was launched to take your newly acquired real estate away. In the first scenario, your re-recap HTT should be launched. Dock as soon as you can and launch immediately to nan it. Repeat till the base is firmly in your team's grasp.


If a bomber was launched however, dock as soon as you can, grab something with guns (lots of guns is better than few guns in that case, mind you) and help kill the threat.
If a bomber was launched however, dock as soon as you can, grab something with guns (lots of guns is better than few guns in that case, mind you) and help kill the threat.
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=====Supplement B - 'we are up against Technoflux!'=====
=====Supplement B - 'we are up against Technoflux!'=====


Ah yes, you are force-capturing or bombing against Technoflux. This is the only faction, that doesn't have prox mines. That cripples their ability to camp alephs greatly, and that is something that you can and should exploit. Get that bomber rammed up nicely. The faster it goes through that aleph against Technoflux, the better! Speed is your friend in this scenario, Just keep in mind, that Technoflux scouts can pick up prox mines from dead scouts and use them. That hurts should it happen, but it's usually worth the risk.
Ah yes, you are force-capturing or bombing against Technoflux. This is the only faction that doesn't have prox mines. This cripples their ability to camp alephs greatly and is something that you should exploit. Get that bomber rammed up nicely. The faster it goes through that aleph against Technoflux, the less time it spends in gun range! Speed is your friend in this scenario.
 
{{Tip|Just because TF doesn't have prox mines doesn't stop their scouts from finding it in space and mounting it. It's unlikely to happen, but will hurt a lot if it does.}}
===3. Nanning Capital ships===


In general, nanning Capital ships is very similar to nanning bombers (with one exceptions being the Assault Ship). Capital ships though, are bigger than bombers, which makes putting them between you and the attacker much easier. Remember that and try to use this technique as often as possible.
===Nanning Capital ships===


Another difference is that you can't ram a Cap to make it fly faster. The difference gap between the mass of a scout and a Capital is just too big. Don't waste your time and piss off the big boat's crew, it just won't work.
In general nanning Capital ships follows the same rules as nanning bombers (with one exception being the Assault Ship). Capital ships though are bigger than bombers which makes putting them between you and the attacker much easier. Remember that and try to use this technique as often as possible.


While defending a Capital ship, you have to keep in mind, that the Nanite Gun is significantly less effective when used on Capital ships' heavy (repairs damage 25% slower) and super-heavy (repairs damage 50% slower) hulls, compared to a bomber's medium hull. That means, that every donut counts. Don't waste your energy. Start nanning only when you are positive that the Cap is getting hull damage. On the plus side, Capitals are so huge that you shouldn't be missing any of those donuts.
Another difference is that you can't ram a Cap to make it fly faster. The difference in mass between you and it is just too great. All you'll achieve is annoying the crew and making the gunners aim bounce around.


Otherwise, on a Capship run, you should behave just like you would on a bomber run.
Finally, keep in mind that the Nanite Gun is significantly less effective when used on Capital ships. A nan is only 75% effective against heavy hull, and 50% vs super-heavy. This means that every donut counts. Don't waste your energy. Start nanning only when you are positive that the Cap is getting hull damage. On the plus side Capitals are so huge that you shouldn't be missing any of those donuts.


=====Supplement - The Assault Ship=====
=====Supplement - The Assault Ship=====


The Assault Ship is a very special type of Capital ship. It has the ability to act as a teleport receiver even for medium and large class crafts. That means bombers, HTTs and other Capital ships can rip to it. Think of it as a very big and beefed up Rixian SR scout or a flying TP2 probe.
The Assault Ship is a very special type of Capital ship. It has the ability to act as a teleport receiver even for medium and large class crafts. That means bombers, HTTs and other Capital ships can rip to it. Think of it as a very big and beefed up Rixian SR scout, or a flying TP2 probe.


To be effective, an Assault Ship has to be stealthy. That's the reason it has low signature (for a Cap ship that is) and the ability to mount Heavy Cloak. The pilot's objective is to sneak into an enemy sector, then set up - just like a TP2 dropper would - and call for vessels capable of destroying or capturing the base to rip in when the time is right.
To be effective, an Assault Ship has to be stealthy. That's the reason it has low signature (for a Cap ship that is) and the ability to mount Heavy Cloak. The pilot's objective is to sneak into an enemy sector, then set up - just like a TP2 dropper would - and call for vessels capable of destroying or capturing the base to rip in when the time is right.


You should also remember one thing: never, ever rip to an Assault Ship that is hiding in enemy sector unless specifically told to do so. That means you have to be aware that the Ass is out there and keep in mind, that pressing 'R' without designating a destination might just cause you to rip to it. Try to avoid that and just order yourself to where you want to go (yes, even if you are chased by 21 Rixian Hvy Interceptors and just HAVE to get out ASAP. You are most likely far more disposable than that Assault Ship).
You should also remember one thing: never, ever rip to an Assault Ship that is hiding in enemy sector unless specifically told to do so. That means you have to be aware that the Ass is out there and keep in mind, whatever you're doing whether it be probing low or dogfighting mid-hi, that pressing {{k|R}} ''without designating a destination first'' might just cause you to rip to the ass. So don't do this. Even if you're being chased by 21 Rixian hvy ints, take the extra time to click on a non-ass ship sector on the minimap.  


Sometimes the Ass Ship will need nan/deprober to come with him. In that case you should behave as you would if you are nanning a stealthy HTT. You can read more about how to do that in a post named 'Nanning stealth runs'.
Sometimes the Ass Ship will need nan/deprober to come with him. In that case you should behave as you would if you are nanning a stealthy HTT. You can read more about how to do that in a post named 'Nanning stealth runs'.

Revision as of 00:19, 5 October 2009

User:Juckto/Cadet II rewrite

Combat nanning


"What? Again?" I hear you say. "Didn't we already do two lessons on nanning during Cadet I?"

Yes, and during those lessons we said:

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A ship equipped with a Nanite Repair Gun is the most important ship in Allegiance
— Quoted from Basic nanning lesson

It's so important we are going to spend another three lessons on it.


Combat nanning is all about nanning other pilots as they are dogfighting. This allows them to live longer and kill more enemy - combat nan a veteran whore and the benefits are exponential. Combat nanning is a difficult skill to master because these ships are smaller and faster than the bombers or troop transports you are used to nanning, and the best way to learn how to do it is by getting out there and doing it.


One vs One (plus you)

So you've tried following a random whore and tried to nan him up, but you keep getting obliterated in the first pass. Or even worse, your buddy boosts away instead of waiting for doughnut love, leaving you staring down a barrel?

Well first thing is to ensure they know you're their combat nan. Send them a private message. Or click on them and send ~-nx (Need repairs!). Sometimes that works.

Now, as to actual techniques for staying alive. The first is acting as the lure. Sit out of normal scan range, then mount missiles and shields to get eye. Wait until someone goes "ooooh scout! Let's go pad my KB!" and comes boosting after you. Lead him back to your buddy before dropping shields and missiles and nanning him up. Rinse and repeat.

Then there's the option of staying low-sig the entire time and staying far enough away from the fight to not be eyed while close enough to nan your buddy.

The final option is to stay well away until the fight is engaged. Then come swooping in and nan your buddy up in the final stages of the fight. Of course if you're too early the enemy will have enough time to notice you and switch targets. Too late and your buddy will pop before you arrive.

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Tip: Help your buddy get to the fight quicker by pushing him. (Same as pushing a bomber) This is particularly useful for long trips to their miners early in the game.


Gunship's baby

If your gunship is smart it will reverse as enemy approach it to give his gunners more time to shoot them. So what you should do is sit tight behind the gunship, low-sig, and drop prox as the bad guys approach while reversing as the gunship does. Timed right and the prox should appear in front of the gunship and activate just as the bad guys plow through it. If you were uneyed then the prox will catch them completely off guard!

Sometimes a gunship will push into enemy sectors either looking for miners or to camp an enemy base prior to a bomber entering. Chances are good that an enemy station is going to eye you so mount your shields and missiles. As with escorting bombers, go through alephs at the same time. If possible use the gs as a shield between you and the enemy. Try and watch how the gunship pilot is flying and drop your prox so the hostiles will fly through it in their efforts to reach the gunship.

Pump your dumbfires into any miners or cons when the opportunity arises. Or any hostiles silly enough to approach you head on. Stay close enough to the gunship so that you're covered by its turrets.


Combat nan at a camp

In order to camp the red door you first have to get there ... sounds easy right? This situation most often develops in contested sectors. There's normally a 'cloud' of interceptors from both teams attempting to establish dominance in the sector and establish a camp on the other side's base.

Hopefully you'll have some clued-up vets on your team working together in ints. Your goal is to stay behind them as they advance slowly on the enemy base. If, instead, you have a bunch of voobs boosting all over the place trying to get kills and running as soon as they're under attack then your best bet is to find the best int jockey on your team and just nan him. High-sig or low-sig is your choice, I normally launch with everything on then drop missiles/shields if I think I can lurk around without getting eyed.

When/If a camp forms on an enemy base stick behind the ints/figs because you don't want to be the 'Target closest' person. When your bomber launches to start its run move in and prox that red door. Any defenders will be launching soon...


Conclusion

Being a good combat nan isn't so much about nanning as it is about staying alive under fire. You're no good to anyone in a pod. As you've probably gathered my preferred method of staying alive is to not be seen.

If you can't manage that then you'll need to learn how to evade fire in a dogfight, which is a much harder proposal. Keep moving. Try to keep your nan gun on target while keeping your sidethrusters at max. Remember that your side thrusters are inefficient, so switch to forward thrust whenever your friend starts getting too far away. If the enemy switch to shooting you, forget about nanning anyone, it's time for duck and cover. I normally use a corkscrew pattern when running. You get to build up speed while still not traveling in a straight line. (Full forward thrust and move your joystick/mouse in lazy circles)

Stealth nanning


We are not talking about nanning stealth bombers. We are referring to nanning in a stealthy fashion. The most devastating offensive techniques in Allegiance are the ones that are pulled off without being eyed. If the enemy can't see you coming, they can't form an effective defense in time. In general, any offensive run that is only spotted after it enters your sector will succeed.

Some ships, such as BIOS bombers, heavy troop transports and assault ships will try and enter the enemy sector without getting spotted. Therefore as their nan you must also remain unseen because the enemy will become suspicious about a group of scouts hanging around in a cluster in their sector, even if they can't see the target ship. You must therefore put some forethought into your loadout before launch.

First put your shields in cargo. They raise your signature quite a lot and you need to be not seen until you proceed to the offensive. Keep them in cargo until the ship you are escorting mounts its own shields, which generally indicates it has been eyed itself.


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Note Bios attack ships will use their hvy cloak and then mount their shields. They are an exception to the above rule in that although their shields are up they haven't been eyed yet. Do not mount your own shields until either they use the voice chat "Oh they see me, I've been spotted" or you seen a mass of defenders launch

Second put your missiles in cargo. Once again they raise your signature quite a lot. They can be quite useful to destroy probes - do so from max range to avoid being eyed.

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Tip: Dumbfires have less range than seekers, but also a lower sig.


Scouting ahead

Optimally you want your scout to have the same signature as the ship you're guarding. Depending on what you're escorting this may mean you have no shields but missiles loaded, or shields but no missiles, or nothing at all but you fire your gatt to raise your sig.

You do this so you can tell if the ship following behind will be eyed. If you get eyed you need to tell him, then expend some effort deprobing or finding a different route which is clear.

Trying to sneak through alephs is the hardest part for your friend. Normally he will be sitting about about 2k behind the aleph while you check the other side, so not only do you need to check if the aleph is clear of camps and probes, but you need to ensure it stays clear long enough for him to travel the 2k. If a scout or random fighter starts flying towards the aleph you need to warn your friend to abort.

If you are eyed and an enemy ship chases you, lead him AWAY from your friend. Doing so will probably earn you a swift boot and definitely earn you the ire of the pilot.


Heavy troop transport

Once the HTT is in position you'll need to wait for the run to be green-lighted. While you wait you can check the path between his current position and the green door, but you must be careful not to get yourself eyed - any commander worth his salt will instantly connect the dots and deduce that you have an HTT in his sector and will most probably calculate a vector to the HTT based on your own vector. Look up the scan range of the base you're up against stay out of it's sweep. If you must kill a probe that will eye the HTT prematurely, use a low-sig missile like a dumbfire to take out probes from afar.

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Tip: If you face away from the enemy base your weak rear scanners will not eye the enemy. If they don't get eyed they don't realise there is a scout in their sector. After all, their may be a Cadet on the other team trying to deprobe and triangulating on your position.


The run will be normally be timed to happen at the same time as a bomb run, miner attack, or another htt run elsewhere on the map. A distraction, in other words. In any case once the run is given the green light you'll need to escort the HTT into the green door. Ram the HTT until you are within 1000-1500m of the green door. Further rams will probably knock the HTT off course, which is undesirable, to say the least. Once you are eyed, load shields.

Say you were successful, say you're looking at your newly minted base, what do you do?

If the enemy has HTTs there will most certainly will be an attempt to recap the base. So you can either dock and relaunch in an int to try and kill it, dock and launch in a nan for your team's re-recap, or don't dock and camp the green door. Most important thing to do is keep your HTT alive and ram their HTT off course.


Stealth bombers

Nanning sbs works well with Belters because their stealth fighters can mount nans. Equipped with decent sensors, hunters, snipers and a nan in cargo, this stealthy machine makes the ideal escort.

The process is pretty much the same as an HTT, except you are destroying the base instead of capturing it (nerve gas sbs being a rarely fielded exception). You'll need to scout ahead, eliminate possible ships that will eye your friend, clear probes and get him into his sector and recharge position.

Once he is recharged and has begun his run you can cloak and begin ramming him. If you take careful note of your sig and the bases scan range, you can even boost-ram him for a little bit while still being uneyed. Advanced SFs with their enormous energy reserves can maintain cloak while nanning, which makes them virtually invisible to defenders if the SB is firing from range.

If you are good enough and lucky enough, you can even lurk around to pick up the pods from after the run.


Assault ships

Nanning an ass ship follows the same rules as nanning an HTT, bar two VERY important rules:

  1. Do not ripcord to the ass ship. You will drain its energy reserves and more importantly give away its position.
  2. Stay clear of the ass ship when it is cloaked, as even a low-sig scout will have 10x the signature of the ass ship.

Once it is in position it will recharge its energy and then call for the run. Your team may rip in anything from a regular bomb run to a massive capital ship to deliver the end to your enemy. Your priority here though is to keep the ass ship alive. Don't worry about anyone else. Only once the ass ship is well out of the hot zone should you consider helping out the main run.


Regular bombing

As we mentioned in Cadet I, there are two kinds of runs: Loud or Quiet. At the time we told you to focus on the Loud ones, well now it's time you practiced helping the quiet ones.

Quiet bombers will fly around with missiles and shields unloaded and will often take a circuitous route to the target. Your most important duty is to fly ahead of the bbr and get rid of anything that will eye it, and pray that a stray newbie won't blow your plan in your face. Once in sector, load up your shields and ram your bomber, and hope to heck your suicide run succeeds.


Faction specific tactics

Bios

If you are Bios it is important that you bring a heavy cloak, which you will use at the same time as the ship you are protecting (i.e. when passing through alephs and the early parts of the attack). However, make sure you don't cloak before/at the same time as you need to Nan because cloaking rapidly depletes your energy reserves. Consider rebinding your keys to make it easier to eject once the time for stealth is over, because it has a lot of mass and makes your scout unwieldy.

Belters

With the exception of basic interceptors, every Belter small ship can mount a nan. A fighter or a heavy int with a nan has multiple times higher hull than a scout. A stealth fighter can cloak and still have enough energy to nan for quite a while. A stealth bomber can equip a nan to repair his fellows in a pinch. But don't ignore the lowly scout! With its small profile, high speed, and a booster the belter scout can still be a viable choice.

Do remember that fighters and ints have less energy than a scout - you won't be able to nan as long with those. Manage your energy.

Heavy ints make for excellent rammers - you can get your bomber to 150+ constant speeds with them. A Belter bucket-o-bolts going 150 is a tough thing to stop (except if it gets proxed - once again, the venerable scout saves the day!). Fighters aren't shabby rammers either.

Technoflux

Their adv and heavy scout can mount two nans at once - but be careful, as this means twice the energy drain.


Force nanning

Nan me up and I will become more powerful than you can possibly imagine


Back in Cadet I we covered nanning bomb runs in the Nanning II lesson. Since then I'm certain that you've nanned your share of bombers and troop transports. For those reasons I am going to assume you know the basics. This article will deal with what forced runs are like in squad games, and that's a whole different kettle of fish,


Preparing your ship

To prepare your ship optimally you need to know what kind of threats you are going to encounter along the way. That means foreknowledge of what techpath the enemy have taken and what activities they're currently engaged in. There are some general rules though, that are valid for every situation:

  • Always try asking commander for Rescue Probe, Sanctuary or Beacon, if those are available to your faction. Just in case something goes wrong.
  • Always have your shield mounted for forced runs. Under heavy fire they only last a second, but that extra second it buys you might mean the difference between the run succeeding or failing.
  • Always unmount your countermeasures if bombing against Technoflux or Rixian. It's a negligble mass gain, but hey extra maneuverability is always good.


Nanning against tactical

If the enemy went pure Tactical, you'd better pack the following items:

  • At least one extra rack of countermeasures. For most factions tactical is a missile-based techpath and you don't want to run out of countermeasures too soon.
  • One or two prox mines. They are always handy.
  • If you have pulse probes available, take them over prox mines.
    • If you are on a bomb run, the turrets will have to see targets to hit them.
    • If you are on an HTT run, the int escort is blind and will need some light.
  • A spare rack of Seekers or Quickfires - the same mounted in missile slot. They will come in handy.
  • If you happen to have booster on your scout, take a spare can of fuel. Or two.

There are a few things to remember when bombing or capturing against Tactical: A well-organised Tac team knows that there only chance of defence is to eye the enemy early. Thus here is little chance that your run will be uneyed. Furthermore they are likely to try attacking the bomb train before it reaches the target sector.

Phase one - en route

At this stage, enemy stealth fighters are not likely to launch coordinated attacks. They will be few in number and they will only try to keep an eye on your movements and maybe pick off some nans. The basic rule is: do not ever, under any circumstances, get away from the craft you are defending. You will die for nothing. Let me explain:

If you hear the missile lock signal, don't jump to the chaff button - you need to conserve your countermeasures. Instead put your fingers on those sidethruster buttons and take a good look around to locate the missile. It will be fired from range, as the stealth pilot will not engage at close range in fear of either the bomber's turrets or the HTT's armed escort. Use this time to maneuver into your friends shadow and use him as physical cover. If you manage this, congratulations! You just made the SF waste one of its precious missiles without wasting a Countermeasure. Now, nan up the bomber or HTT if needed and keep an eye out for more missiles. Note that this method also works for Rixian Combat Drones.

If you however fail to hide or spoof the missile, call out for repairs immediately ~-nx. This will alert your fellow nans so they can target you and keep you alive long enough for you to hide behind whatever you are defending.

Dropping rescue probe near the enemy aleph is a good idea if you have one.

Phase two - through the aleph

Once you arrive at the aleph to the target sector your escort will go in ahead of you to kill off proxers and defenders that strayed too close to the aleph. Once they are in, it's your turn. Against missile-enabled factions it is crucial that you go in just before the bomber or HTT. The reason for this is named LRM Killer - it's basically a dumbfire for stealth fighters and a decent squad can use it to spike your target before you can lock on with your nan. To avoid this scenario nans should enter just before the defended craft and turn around to face the aleph in preperation for the craft's entry. Firing the nan for a few seconds on it (even if it's not damaged) can avoid the bomber being blown out from under your slow reactions. Once you are out in the open and moving fast Killers are far less effective due to their poor tracking.

If nothing of the sort happens, take a quick look around your HUD (you should have radar mode set to 'All') and see if any of your buddies need a quick donut-loving while the bomber or HTT clears any mines.

Always drop a prox after going through that aleph, as most likely there are enemy stealths following you through the aleph. Make their life miserable and either force them wait for the prox to disappear or die.

Phase three - towards the target

At this stage speed is your friend. That means that your friend has to be pushed, and pushed fast. If you have boosters, boost-ram the hell out of whatever you are defending while you nan it. If you're not ramming then concentrate your nan on the people that are. The rammers keep the ship alive, you keep the rammers alive. Remember not to be a stationary target and remember to use those counters, you brought plenty for a reason and now is the time to spam them if you hear those missiles coming.

If you have some missiles you might try and use them. Use the 'target nearest enemy' key to check if any of the stealths are in missile range. If there is a target which you can quickly spin and lock on to, try it. But it's important not to lose your forward momentum or forget your nanning duties! If you have Seekers mounted, try and get some lock, if you have quickfires mounted, you could even skip facing your target. You will probably not hit the enemy craft, but you might cause him to panic - drop his missiles and retreat. That's a very good thing: he's not shooting anybody on your run for at least 7-10s. That's a long time for the run. Remember though, that protecting the bomber or HTT is way more important than lobbing missiles. Do that only if things seem quite calm or if you happen to have a good shot at something without losing focus on your teammates.


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Note Ramming vs Rixian stealths is risky because they can deploy prox mines in your path while cloaked. A fast moving bomber or HTT will have no chance to avoid such a prox and could die to it, even with all the nannage in the world on it. Use your judgment on this one.
Phase four - at the base

You have managed to deliver the bomber or HTT to its destination. It will take a while to get it's job done so you have to make it as easy for the pilot as possible. Try to avoid ramming the ship you are escorting: you might make an AB miss if you ram a bomber or ram the HTT away from its approach path towards the green door, which is bad in either case.

Now is also the time to use any prox you brought. Place them so the HTT or bomber is in the middle of your minefield or so that the mines shield it from the side you expect most enemies to come from. This is the desperate stage for the tactical team. They will attempt suicidal attacks to pick off you nans and eventually the bomber or ram the HTT off the green door. There is no reason to make it easy for them, thus the prox.

If you see a rammer inbound to the HTT that is trying to dock and you are in position to get in his way, do it. You will likely die, but the chances of HTT pilot successfully capturing the base will increase immensely.

As for nanning priorities: you should be focused on the bomber or HTT you are escorting. Crossnaning time is over, the nans are expendable at this point.

Phase five - aftermath

The base is captured or destroyed, lots of cheering is going on, but the party isn't really over yet.

If the base was destroyed, there are likely many pods to be picked up. If there were no rescue probes available, it should be your priority to run and hide to get pods or, if that is not a viable option, rip the hell out of there and get to the pods on their way back. Keep in mind that there will be enemy stealth pilots doing exactly the same thing.

If the base was captured, dock at once, relaunch with fresh load of Quickfires or Seekers and get that base's hull repaired. Chances are that there is a bunch of stealth bombers out there ready to take your prize away from you. Nan the base, use missiles on approaching stealth bombers if need be.

Supplement - something, somewhere went terribly wrong

If the craft you are escorting died along the way for some reason (Killer spiked, proxed to death, etc.) and you happen to be still alive, DON'T BE A HERO. Get out of there. Fast. If you can, lose eye and pick up your teammates. If you can't do that, rip the hell out. Do anything not to die pointlessly as this would be hurting your team. Getting those pods ASAP is your priority now.


Nanning against Supremacy or Expansion

If you are up against interceptors or fighters, your loadout should contain:

  • Prox. Lots of prox.
  • A single rack of missiles - don't expect to hit any enemy with them though.

Bombing against 'brute force' ships requires the element of surprise. That means you have to deprobe. Review the deprobing lesson.


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Note Add a link here when lessons are in final format.
Phase one - en route

Keeping in mind that the element of surprise is crucial to your run's success at least one of the nans should be flying about 1.5-2k in front of the bomber's path. There's always a chance that the initial deprobing missed something or the sector was reprobed, or even that deprobing didn't happen at all because as time was of essence.

If you happen to spot an enemy craft while flying point DON'T BE A HERO and do something stupid like engage the enemy. Remember, that your scout has next to no combat capabilities right now and dying is the last thing you should be doing right now. Instead run away. Turning around to get back to the safety of your buddies is great and all, but not if it means you're a sitting duck while you do a 180. Sometimes the best way to avoid someone is to run straight at them (and zoom past). Once the threat is gone, get back to your forward position. Remember not to stray too far away from what you're defending.

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Tip: There is one exception of this rule: if the enemy haven't yet spotted the bomber, try to engage and lead the enemy away from the run. You'll most likely die, but that's a cheap price to pay for maintaining the element of surprise.
Phase two - through the aleph

If you were flying point you'll get to the aleph first. If your run is uneyed don't go in yet since even the presence of a single scout may alert the defense. Stop by the aleph and prox it to kill any random scout that might otherwise pop through and eye your run. If your run is already eyed don't go in because a camp has formed on the other side and you will die pointlessly. Stop by the aleph and prox it.

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Tip: If you are in possession of a rescue probe of some sort, place it behind or beside the aleph.

Once the bomber or HTT is ready to enter, there are two scenarios:

  1. If your run is uneyed go through the aleph while the bomber/htt is still 800m short. Quickly call if it's clear to go full speed or not. This will give the pilot the time to floor it and the pushers to give him a nice entry velocity.
  2. If the run was eyed stick very close to the bomber/HTT and go in very very slow just before it does. Turn to face where you expect the ship you are defending to pop out from and be ready to nan it. Dropping prox now is not a bad idea (some defenders might want to boost-ram the bomber or HTT through the prox their scouts layed on the aleph). Keep the big boat alive at all costs at this stage, no crossnaning, no missile lobbing, just nanning the big guy.

Remember - never ever ram anything (especially stuff that costs money) through an unscouted aleph. Ever.

Phase three - towards the target

Once you clear the camp or just smoothly pour into the target sector, there's some stuff to be done. If any of your fellow nans took damage, heal them up now. Calling for repairs if you're low on hull is not a bad idea either during the short breather you get. But what else should you be doing?

Firstly, you could be ramming the bomber/HTT. Remember though that sup has mine packs and exp has prox 2 - both hurt at high speeds.

Secondly, you could be flying in front of the bomber and dropping prox on the most likely approach path the defenders will take. If it's a squad game chances are they will not fall for this, but at least you are preventing them getting a direct ram.

Thirdly, you could be orbiting the bomber or HTT at around 250m radius, nan fixed on it, making yourself as hard to hit as humanly possible and proxing at random. Saying a little prayer for your fellow nans to notice you getting hit and repair you is not frowned upon.

Fourthly, you could be in the tail of the nan train keeping an eye on your nanmates and providing them with a donut or two when needed (not forgetting to get the nan love to bomber/HTT as a priority). Proxing for overboosting defenders is not a bad idea either.

Phase four - at the base

Phew, you've finally arrived in missile range. Now, your bomber has to unload a rack or two on the base, your HTT has to find that green door and get to it. Help it do that.

Either you are nanning bomber or HTT, you will want to create a prox cloud around it, so it doesn't get rammed from under your nan or away from the green door. With a bomber, you do that as soon as it starts to slow down to avoid hitting the base. Prox preferably on the red door side.

With an HTT though, make sure to save some prox for the furball at the green door. It will probably be proxed by enemy scouts, so the transport will have to slowly plow through tons of mines. Mix yours in there and you are quite likely to make some incoming rammer explode in an eye-pleasing manner.

In both cases, stop crossnaning or whatever else you were doing and point that nan on the HTT or bomber. They will need the donuts as they become sitting ducks. You and your fellow nans have just climbed the final step on the ladder of expendability. You can die, the HTT has to dock, the bomber has to fire that last missile. Simple as that.

Phase five - aftermath

If you have successfully bombed a base make sure the bomber gets the hell out of there. It'll either rip or roll on to the next enemy station. In either case, YOU are not ripping out before it does. If the bomber dies, you know what to do: run. Try to zoom out of the slaughter and hide or just hit that R button. Try not to die, those pods will not pick themselves up you know.

If the base was captured however there is a high probability that either an enemy HTT is out there to recapture the base or a bomber was launched to take your newly acquired real estate away. In the first scenario, your re-recap HTT should be launched. Dock as soon as you can and launch immediately to nan it. Repeat till the base is firmly in your team's grasp.

If a bomber was launched however, dock as soon as you can, grab something with guns (lots of guns is better than few guns in that case, mind you) and help kill the threat.

Supplement A - something, somewhere went terribly wrong

If the craft you are escorting died along the way for some reason (Killer spiked, proxed to death, etc.) and you happen to be still alive, DON'T BE A HERO. Get out of there. Fast. If you can, lose eye and pick up your teammates. If you can't do that, rip the hell out. Do anything not to die pointlessly as this would be hurting your team. Getting those pods ASAP is your priority now.

Supplement B - 'we are up against Technoflux!'

Ah yes, you are force-capturing or bombing against Technoflux. This is the only faction that doesn't have prox mines. This cripples their ability to camp alephs greatly and is something that you should exploit. Get that bomber rammed up nicely. The faster it goes through that aleph against Technoflux, the less time it spends in gun range! Speed is your friend in this scenario.

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Tip: Just because TF doesn't have prox mines doesn't stop their scouts from finding it in space and mounting it. It's unlikely to happen, but will hurt a lot if it does.

Nanning Capital ships

In general nanning Capital ships follows the same rules as nanning bombers (with one exception being the Assault Ship). Capital ships though are bigger than bombers which makes putting them between you and the attacker much easier. Remember that and try to use this technique as often as possible.

Another difference is that you can't ram a Cap to make it fly faster. The difference in mass between you and it is just too great. All you'll achieve is annoying the crew and making the gunners aim bounce around.

Finally, keep in mind that the Nanite Gun is significantly less effective when used on Capital ships. A nan is only 75% effective against heavy hull, and 50% vs super-heavy. This means that every donut counts. Don't waste your energy. Start nanning only when you are positive that the Cap is getting hull damage. On the plus side Capitals are so huge that you shouldn't be missing any of those donuts.

Supplement - The Assault Ship

The Assault Ship is a very special type of Capital ship. It has the ability to act as a teleport receiver even for medium and large class crafts. That means bombers, HTTs and other Capital ships can rip to it. Think of it as a very big and beefed up Rixian SR scout, or a flying TP2 probe.

To be effective, an Assault Ship has to be stealthy. That's the reason it has low signature (for a Cap ship that is) and the ability to mount Heavy Cloak. The pilot's objective is to sneak into an enemy sector, then set up - just like a TP2 dropper would - and call for vessels capable of destroying or capturing the base to rip in when the time is right.

You should also remember one thing: never, ever rip to an Assault Ship that is hiding in enemy sector unless specifically told to do so. That means you have to be aware that the Ass is out there and keep in mind, whatever you're doing whether it be probing low or dogfighting mid-hi, that pressing R without designating a destination first might just cause you to rip to the ass. So don't do this. Even if you're being chased by 21 Rixian hvy ints, take the extra time to click on a non-ass ship sector on the minimap.

Sometimes the Ass Ship will need nan/deprober to come with him. In that case you should behave as you would if you are nanning a stealthy HTT. You can read more about how to do that in a post named 'Nanning stealth runs'.