Cadet I/Camping

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Cadet I · Week Three Index · Edit

Start · 1 · 2 · Week 3 · Appx  · All

← STFN! Figs & Ints →

Camping in Allegiance, What is it?


"Oh no!" An enemy bomber is spotted heading towards one of your bases! It is still in the adjacent sector! What to do?!

"'Camp the aleph!" someone yells. All ships in the sector start rushing towards the aleph from where the bomber is expected to enter. What they are about to do is called 'camping' - one of the deadliest tactics, one that can annihilate a bomber run with multiple nans in a matter of seconds. The purpose

The purpose of a camp is to concentrate maximum firepower in the smallest space possible to kill enemy ships of significant importance. In other words, it's an ambush. The ship can be a bomber, a heavy troop transport, capital ship, constructor, anything that is a huge threat to your bases or that helps the enemy invade your space. The set up

How and where you set up for a camp is determined by the ship you are in and what weapons you are using. As a new player we strongly suggest a scout to start with. The scout

Scouts carry the most deadly weapons in the entire game: proximity mines or mine packs. Effectiveness of those is maximized on aleph camps, as there is no way the offender can avoid going through the well timed prox. A single scout can completely obliterate a nanned bomber run, if the bomber pilot is foolish enough to go through an aleph at full speed. The loadout

Load your scout with all prox mines in the cargo bay. (Not Mine Packs, Prox will last longer) And have dumbfire missiles loaded, but none in cargo. How to

To successfully prox an aleph, set up so you sit in the dead middle of the vortex. "Target" the aleph so you can tell. You should be so close that if someone bumps you, you would enter the aleph. Drop your proximity mines when ordered to (usually a simple word 'DROP' typed by someone in-base on the chat, sometimes 'Deploy mines!' or 'Need some mines!' VC's are used). You can ask on team chat for someone to 'Call drop'. The reason you should sit so close is any ship coming in at a crawl is in the mine field. This prevents the ship from side thrusting out of the way of the mines.

Once the bomber enters, fire off a few dumbfires at whatever is in front of you. Keep yourself thrusting backwards using reverse thrust. Keep dropping prox! As some marauder nan scouts may still come to aid the bomber. That is, of course, if the bomber didn't go 'BOOM' already. Your primary job is mine deploying. Let the Ints and fighters do the rest. The Fighter

Your main weapon against anti-base ships is the Dumbfire missile. It lacks the tracking abilities of other missiles, but packs a huge warhead. It's quite hard to land a dumbfire at something moving, but... the bomber won't be doing much moving while it makes it's entry. It'll pop out of aleph and head dead straight for a few seconds. Those few seconds will allow you to pound a rack of dumbfires into bomber, before it's nans can get their bearings and start repairing it.

When setting up for camp in a fighter, position your ship facing the middle of the aleph, on the line that the entering ship will be flying. Proper distance should be around 600m, that way anything that comes in is in your gattling's and missile's range, while the bomber's turrets can't hit at pointblank range. The Interceptor

This ship is all about brute force: it's miniguns are designed to inflict maximum damage, but to do that, you have to get all close and personal with the target... Positioning in interceptor is quite different than previous ships. Your miniguns have pathetic range of around 400m, that means, that turrets will have you at pointblank. To make their task harder, don't sit in front of the aleph, instead place yourself on the side, 300m from the middle of the vortex. That way, turrets will have to look for you to the sides, buying you time to kill the bomber. You also won't loose your target from your sight at any time, as you might if facing the aleph.

How an effective camp by a team works

To make the camp most effective, combined arms are usually used. That means, that there are scouts dropping mines to slow (if not kill) the bomber and it's nans. That turns the bombing party into sitting ducks for the fighters or interceptors. A stationary target is an easy target for those few seconds. Advanced concepts

There are also advanced camping techniques, like using bombers and other medium and capital class ships to camp, camping red doors, and many others. All of them are covered in the Cadet II course. Prerequisites

The only thing you need to form a solid camp is an advance notice. That means having an effective probe network and usually a scout shadowing the bomb run. Remember, you can not camp for something you don't know if it is coming! Worth repeating, "READ THE CHAT"! All the information you will need to make a real contribution to the team, and it's camp, is right there in front of you. Stay Camped!

Until your commander says it is OK to leave, do not leave the camped aleph! Many times the incoming bomber crew will clear all the probes in that sector. So the flashing warning goes away. Do not leave until either your commander or one of the vets has checked it out and said it is clear. Many a base has been lost to the camp clearing out. In some games the stalemate of the camp will go on for 5 to 10 minutes.

camped scout

You can see the scout in front of the aleph ready to drop his prox load

bomber dead

Splat!...Dead Bomber

← STFN! Figs & Ints →