Nano's Noobs 103
Crewing a metajunker
PrerequisitesThis material assumes you are familiar with the basic tutorials as of version 1.3.9 of Guns of Icarus. If you do not know the difference between rebuilding and repairing or cannot mount a gun then this lesson will be completely useless. Perform the tutorials first. More so than the ships presented thus far (the blenderfish and metamidion) the metajunker is very dependent on communication.
You should also be familiar with the operation of a metamidion as there is substantial overlap when using the brawling (right) side of a metajunker.
There are many ways to run a ship. This is one approach and it is not definitive. Depending on how your ship is used an alternative approach may be better.
The metajunker has a rich history, with the Duck clan (with whom I (nanoduckling) have no affiliation other than admiring old competitive footage as inspiration for this guide) running double metajunkers very effectively in competitive events. The Duck junker was however ran differently to the one presented below, often with triple engineers and a buff hammer. The approach also heavily leveraged a pair of junkers and the resulting ability to bring two hades to bear. This is not covered here because crewing and co-ordinating such a junker is complicated and would deserve a guide of it's own.
IntroductionOne of the most flexible ships, the metajunker is one of the most complex of the 'basic' ships. The left side is designed for peek-a-boo sniping, while the right is for close range killing.
- Mortar
- Artemis
- Artemis
- Hades
- Gatling
The crew loadouts and responsibilities (crew should be in this order on the ship so that if the pilot disconnects the gunner can assume the pilots responsibilities) are:
Pilot (Captain)- Pheonix claw, kerosene and drogue chute
- Spanner
- Lesmok
The metajunker has two primary modes of operation. It can use the left side for peek-a-boo sniping, and the right for brawling.
For peek-a-boo sniping find a suitable piece of cover between yourself and the enemy and move behind it. Rise out of cover and have your crew attack the enemy. The aim is to break the enemy armour and score a couple of hits on their hull with the artemises, returning to cover before they can break your armour. Repeated sessions of this peek-a-boo sniping will make your hades more effective as it should disrupt chemcycles. Keep moving in and out of cover chipping away at the enemies hull until they die.
If peek-a-boo sniping fails, if the enemy has brawling builds, or if the opportunity presents itself then you will need to use your brawling side. This is effectively a metamidion but without the ability to control range as the guns are on your side rather than front. Point your right side guns at the enemy and keep them there. Try to keep the fron artemis in arc as it can disable important enemy weapons, engines and help land the killing blow.
The lesmok is for if you are forced to engage at extreme range, or for your mortar if the engineer is having a hard time hitting with both greased and burst ammo. Keep in mind that the mortar can miss because you are moving the ship about too much in close combat. If you mortar consistently misses first consider if you are moving too aggressively close up, then consider switching from greased to burst ammo, only then reload the gun with lesmok.
If the enemy tries to run you can use your left side weapons again, you probably will not need to move into cover. Direct your engineers to focus on disabling the enemy engines so they don't get too far and cannot turn on you.
Gunner- Spyglass
- Pipe Wrench
- Lesmok, greased, heatsink
You have responsibility for the main engines and the bottom deck guns. Before each engagement load lesmok in the hades, greased in the gatling and mortar. Initially the ship is likely to engage with the left side guns using a peek-a-boo sniping strategy and you will be firing the hades. Aim at the enemy hull and try to break their armour. If the ship is pulled back into cover you should stand ready at the hull aiming to rebuild the hull as fast as possible should it break.
If the ship starts brawling (using right guns) then you have the job of breaking the armour with the gatling gun. The gatling should be loaded with greased initially. Unload this into the enemy armour at the first opportunity, reloading as soon as the enemy armour breaks (hit markers turn red, material breaks off the enemy ship and there is a message in the top left). Load greased ammo and fire as soon as the enemy repair their armour (message top left, mortar hit markers are not longer red). Again reload as soon as the armour breaks again. Repeat until the enemy dies. Announce hull breaks with 'break'.
Secondary Engineer (Back)- Spyglass
- Spanner, mallet, chemspray
- Burst
The secondary engineer on a junker typically has responsibility for the turning engines, the balloon, the top side guns, and should also keep an eye on the hull. This can end up being a busy role.When using the left guns the pilot will take the ship the ship in and out of cover, you are expected to unload a salvo at the enemy ship disabling threatening guns (especially lumberjacks and the like) and damaging the hull if the hades breaks the armour. If it begins taking heavy damage the ship will be move back behind cover and you are expected to begin repairs and ensure the balloon stays up. If there is no risk of that happening then you should help ensure a hull break does not occur.
If the ship begins brawling (right side), you are on a mortar. The gunner will load this with greased before the engagement. Wait for the armour break (hit markers turn red, material breaks off the enemy ship and there is a message in the top left) and unload the gun into the enemy hull. If the enemy rebuilds their armour (message top left, hit markers are not longer red) immediately reload and use burst ammo. Again wait for the armour break and unload until the enemy repairs.
Primary Engineer (Back)- Spyglass
- Spanner, mallet, chemspray
- Burst
The primary engineer has responsibility for the front gun and hull. The hull can be reached from the 'sweet-spot' from below and in front, but it can also be reached by jumping from in front (not below). This is often more effective if a swift mallet hit is required. The primary engineer should manage fire with chemspray on the the front gun, the hull, the main engine and the lower guns. The front gun is for peek-a-boo sniping engagements. In these the pilot will move the ship in and out of cover, you are expected to unload a salvo at the enemy ship disabling threatening guns (especially lumberjacks and the like) and damaging the hull if the hades breaks the armor. If it begins taking heavy damage the ship will be move back behind cover and you are expected to begin repairs and ensure a hull break does not occur.
If the ship starts brawling (using the right side guns) then you should disable dangerous enemy weapons (such as gatlings and mortars), disable engines if the enemy might try to run and aid in landing killing blows with your artemis, subject to your repair responsibilities which take priority. The other engineer will be busy with the mortar so you may need to take on their engineering responsibilities.
Alternative loadoutsThe junker is one of the most flexible ships, and can be run successfully in many way. If the top deck engineer is having trouble hitting with the mortar they could load it with burst rather than having the gunner load it with greased, or replace burst for lesmok. While the gunner can preload the mortar with lesmok, it may be wise for the engineer in question to bring lesmok themselves as a single clip of lesmok mortar may not complete a kill. The gunner can be replaced with a buff engineer with lesmok. The gatling should then use standard ammo (although an argument could be made for preloading with burst under very specific circumstances where maximum damage from a single clip is desirable). The buff engineer is then expected to keep the ship buffed, especially the balloon and main engine. This can make peek-a-boo sniping considerably easier.
The engineers can swap burst for lesmok on longer range, more open maps.
A junker requires and benefits from good co-ordination, engineers capable of sharing responsibilities can be very useful.
Strong againstNon-control builds (for example metamidions), builds that require very accurate fire on the hull section with poor vertical arcs (for example multi-mercury mobulas, junkers and pyras)
Weak againstControl builds (lumberfish, blenderfish, lumbergalleon, carro-flamer pyra)
Other literaturehttps://gunsoficarus.com/community/forum/index.php/topic,4722.0.html - A long discussion of junkers
http://steamcommunity.com/sharedfiles/filedetails/?id=171955183&searchtext=junker - Kyren's junker guide
https://gunsoficarus.com/community/forum/index.php/topic,5589.msg91272.html#msg91272 - A history lesson on the metajunker from Sammy, also serves as a how to guide on refining ship builds
TagCrew Positions 00000010
Pilot 00000020