In order to get this symposium rolling. I have devised the Abraham to this coalition. I proudly present the ship that started this:
The Scientific Approach!
Hypothesis: Originally conceived as the Munker, the Scientific approach is ment to bring enemy teams into disarray by charging in with a lesmok harpoon (To conserve turning engines) and sow the Battlefield with Mines.
Theory:As many know. The Mine Launcher is a fierce area-of-control type weapon, capable of shredding a formation and stopping a charge. With its variety in arcs and arming times, this is essentially the strongest negation tool known to man. Breaking down the ship design, there is 3 different pieces. Let us begin with the engagement tool:
First-phase engagement tools:The Front Harpoon. As of version 1.3.9 (456), the harpoon functions for most small ships as gap-closer. On Junkers, it has the added effect of rising the ship to maximum speed in an unstoppable charge
(Only directly frontally placed mines can stop this, Source: I tried). With a normal range of 800, the Harpoon reaches its potential with Lesmok, increasing the harpoon shoot to 1,360 Metres. Essentially this means that ultimately calculated shots can give the Junker momentum very early on, while also bringing the enemy ship out of balance. The harpooned ship will turn the hit spot towards the original location of the Javelin, and provides the Junker in most cases a safe entry to the side of the ship. Next up comes the entry angle, and depending on which side is bared, the two other parts come into play.
Second-phase engagement toolsDouble Mine-launcher side: Perhaps the most interesting option for second-phase engagement is the double Phobos Mine Launcher side that with a Gunner (Lesmok, Incendiary, Lochnagar) on lower deck and a Lesmok engineer on top deck will provide a barrage of mines into the vicinity of the enemy. Depending on the gunners’ skills and the ship-type, this can very fast turn ugly for both sides, however often case a single mine can negate the enemies’ boon.
This side is used after the initial harpoon tow to sow destruction in the ranks. Will throw enemies into repair and create a distraction for more
boring conventional builds to pick up the slacks. In the case a first-phase engagement fails, immediately drop to mine-launcher side and disable the enemy before they get a chance to compose themselves.
Carronade-Flamer Combo:
The most
Boring conventional side of the ship. In the case of a successful engagement, this side can be brought up on a single-target enemy with the intention of softening them up for a present ally to finish the job. The reason for this side is to provide a steady Plan B, should the First and second-phase fail to emergy victorious.
On the top, a flamer used and staffed by the same Engineer with Lesmok as on the mine. Essentially both Engineers should bring Lesmok, so that there may never be need for one man to be tied down doing one thing.
Loadouts:Captain (pilot):
Kerosene, Tar Barrel, and Hydrogen.Kerosene is helpful if the Harpoon engagement fails, and a steady speed increase is needed. Will also help in tricky situation while engaged. Interchangable.
Tar Barrel proved irreplaceable in the heat of battle. As the ship dicates, all sides are capable of fighting back (Front gun can be used to latch onto enemies and swing out of combat) but the aft. For this purpose, and for any enemies that may attempt to succeed the Scientific Approach, Tar proved more than helpful. Considering the enemies may already have taken Mine hits, the tar will be a final stopper for any pesky intruders.
As the build has a constant engineer flow, balloon Is garuanteed to be under repair mid-combat, and therefore Hydrogen is a resource the Captain can tap into for emergency dodges.
Gunner: Lesmok, Incendiary/Greased, Lochnagar and Pipe WrenchLesmok is the essential to the First-phase engagement, and should be loaded into the Harpoon at all times. This gives it the reach and easier firing arcs that gunners may need to succeed at range. This is also helpful for the Mine-launcher
Incendiary: Incendiary proved useful for the mine-launcher in close, as it made the escape from Slingshot have both ships very close, but not in Loch-range. Therefore is a must if you prefer the Mine-launcher pass.
Greased: For the crews that prefer the Carro-flamer pass. This is very useful in the close range to leave the enemy dropping as you pass by, making it harder for them to retaliate against your cobra-like assault.
Lochnagar: An essential mine-ammo type. This gives you the absolute dominance in closerange, as it will be the last line of defense against any charging enemies. May be switched out for Incendiary / Greased for a more rounded out build spec.
Engineer (2x):
Spanner, Mallet, Chem Spray and LesmokRepair tools: As the ship is bound to take massive hits during the combat, the strongest repairs will be necessary to keep the scientific target-dummy afloat while it confuses the enemies. For the purpose of negating the fire-blowback from a mine exploding in your face, Chem spray will keep the ship safe.
Lesmok : Provides range for the Flamer on the Carronade-flamer side, while also allowing the engineer further range on Mines within longer-range engagements. NOTE: It should be known that an engineer can take over for the gunner on the front gun with this ammo, should it be needed.
Conclusion: The build proved highly ineffectual at making a dent in the kills for the team, but it provided cover and support for long enough that more kill-centric builds were allowed in close against helpless and mined enemies. Proved to be an engagement-starting support ship with strong abilities in close range.
This Ship loadout brought to you by: Captain Rethburn, in association with Mark Abrams, Genozide, Delirium Tremens, Jacob Fii, Patched Wizard and Pavel Dzhons