Nation Consolidation Network

Editors note: this article was originally written and submitted by Unruly Wind.

Hello, I’m Unruly Wind, and in this article we explore the assault site known as the “Nation Consolidation Network”.

The Planning Part

The Set Up

In my opinion, this site is the hardest (and most fun) of the three assault sites in the game thus far.  The logistics can be interesting as the fleet separates for the first three pockets.  Upon arriving at the site, the first noticeable difference is that there are two acceleration gates.  The right hand gate is specifically designed to allow only battleships and battlecruiser sized ships.  The left hand gate is designed to allow only cruiser size ships.  Logistics ships, of course, are allowed on both sides.  This forces the fleet to be split up into two groups.

Logistics

The logistics for the cruiser side of the site are very similar to a vanguard site.  Three logistics ships are recommended.

On the Battleship / Battlecruiser side, three logistics ships are desired at any influence level.  In addition, the logistics should be capable of handling significant capacitor neutralizing that will occur during most of the fights.  This can be accomplished by adding energy transfer arrays to battleships or by having sufficiently skills logistics pilots that they can spare an energy transfer to the fleet.

On warp in the ship primaried by the sansha will be capacitor neutralized to 0 capacitor within seconds.  You have been warned.

Ship Types

To clear the left hand side of the site, cruiser size ships are required.  Suggested ship classes are T3’s, faction cruisers, or heavy assault ships.  Four or five cruiser size ships should be sufficient.

For the right hand side, the normal load out is nine or ten battleships / battlecruisers.  Of these, three to five should be able to project damage to 135 km.  There are few dedicated sniper targets in the pockets, but they do randomly spawn and not being prepared for it will slow down progress significantly.  There are frigates to be dealt with and so webifiers are always handy in this group since all the cruiser size ships in the fleet have been separated off.

Each pocket requires moving 20 to 50 km to the next pocket, so the fleet is generally always in motion.  Sentry drones do not work well in these sites.

Anchor

Since the fleet is split in half, there will really be two anchors involved.  For the cruiser side most any T3 with good resists and decent EHP will work fine.  On the battleship / battlecruiser side; however, there will be significant capacitor neutralizing of the anchor once they land on grid (assuming they land first).  For this reason, it is recommended that the anchor should have at least some resistances without hardeners running.  Excellent anchors include Rattlesnakes and Navy Scorpions.

The Shooting Part

One thing of note is that the ships listed here are representative only.  The ship you will face will  be slightly different.  The reason is that there is a certain amount of randomness built into the spawn in this site.  It appears the site always spawns the same number of each ship size in a particular pocket, but that the actual ship type is random.  For example, in pocket 2 on the cruiser side is listed 1 x Ostingele Tectum this is a battleship.  There always seems to be 1 battleship here, but it can be any 1 battleship.  Sometimes this spawns as 1 x Outuni Mesen, which is a heavy neut ship and can seriously slow down that group.

Also, there are no triggers.  The ships on the grid at warp in are all there are in each pocket.

The main thing to remember in this site is the basic kill order.  Once in a pocket, look at the ships on grid and kill off the ship types in the following order:

  1. Niarja Myelen (Neut / ECM)
  2. Arnon Epithalamus (ECM)
  3. Outuni Mesen (Heavy Neut)
  4. Deltole Tegmentum (Neut)

After this, the order is not so important.

An example of a typical site run is listed below. Remember that each site will change slightly so follow the general rules above.

Cruiser Side Pocket 1

Targets listed in recommended kill order

  • 1 x Niarja Myelen (Neut / ECM)
  • 1 x Arnon Epithalamus (ECM)
  • 1 x Mara Paleo (RR)
  • 2 x Schmaeel Medulla
  • 2 x Auga Hypophysis

Once these are down, the gate to pocket 2 on the battleship / battlecruiser side will become active.

Cruiser Side Pocket 2

Targets listed in recommended kill order

  • 2 x Niarja Myelen (Neut/ECM)
  • 2 x Arnon Epithalamus )ECM)
  • 1 x Mara Paleo (RR)
  • 1 x Ostingele Tectum (Note that this can spawn with a Nuet battleship)
  • 2 x Eystur Rhomben

Once these are down, the gate to pocket 3 on the battleship / battlecruiser side will become active.

Cruiser Side Pocket 3

Targets listed in recommended kill order

  • 2 x Schmaeel Medulla
  • 1 x Tama Cerebellum
  • 1 x Auga Hypophysis
  • 3 x Romi Thalamus
  • 2 x Eystur Rhomben

Once these are down, the gate to pocket 4 on the battleship / battlecruiser side will become active.

Battleship Side Pocket 1

Targets listed in recommended kill order

  • 1 x Arnon Epithalamus (ECM)
  • 2 x Outuni Mesen (Heavy Neut)
  • 1 x Deltole Tegmentum (Neut)
  • 1 Ostingele Tectum

Once these are down, the gate to pocket 2 on the cruiser side will become active.

Battleship Side Pocket 2

Targets listed in recommended kill order

  • 1 x Vylade Dien (Command)
  • 4 x Intaki Colliculus (RR)(Note that this can spawn with any 4 battleships including neuts)

Once these are down, the gate to pocket 3 on the cruiser side will become active.

Battleship Side Pocket 3

Targets listed in recommended kill order

  • 1 x Deltole Tegmentum (Neut)
  • 1 x Vylade Dien (command)
  • 2 x Intaki Colliculus (RR)
  • 2 x Ostingele Tectum

Once these are down, the gate to pocket 4 on the cruiser side will become active.

Pocket 4 (Both groups together)

Warping into this pocket requires more coordination.  The battleship anchor needs to get on grid before the cruisers warp in.  All of the logistics will once again be working as one fleet rather than in two groups.  The anchor will be capacitor neutralized.  There are no triggers.

Targets listed in recommended kill order

  • 1 x Niarja Myelen (Neut/ECM)
  • 1 x Outuni Mensen (Very Heavy Neut)
  • 1 x Deltole Tegmentum (Neut)
  • 1 x Mara Paleo (RR)
  • 2 x Tama Cerebellum
  • 4 x Auga Hypophysis
  • 1 x Romi Thalamus
  • 1 x Eystur Rhomben
  • 2 x Yulai Crus Cerebi (Sniper)
  • 2 x Antem Neo (Sniper)
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6 Responses to Nation Consolidation Network

  1. Tavarus Excavar says:

    did logi for this site a couple weeks ago and the cruiser side got defeated by heavy nueting and jamming. 3+ Logistics are must for cruiser side and the more cap redundancy you can pull off the better.

  2. Unruly Wind says:

    We have always used 2 logi’s for the cruiser side and 3 on the battleship side. It is possible to get multiple Niarja Myelens in one pocket. It is also possible to get Niarjas and an Outuni Mensen together in pocket 2. The randomness of the ships can change the difficulty from site to site. I believe that makes it more fun.

    Things I have seen that make a big difference on the cruiser side of this:
    1. RR battleship and RR cruisers together in pocket 2. Makes it very difficult with only 4 dps.
    2. Neut battleship with Neut/ECM cruisers in pocket 2. Just basically creates all kinds of chaos

    You can have similar issues on the Battleship side. We had a spawn on that side once with 3 Outuni Mensen and a Deltole Tegmentum. That’s 4 Neut ships. It was crazy.

  3. Michael Smith says:

    Thanks for this site, it’s a fantastic resource!

    I just finished running this site (battle ship side) and found that in almost all pockets the spawns were (to varying degrees) different to above.

    Would it be possible to re-write the above so that it lists tag orders something like:
    Save 1x[ship name to save] till end of site.
    [all ship names with Neut/ECM]
    [all ship names with ECM]
    [all ship names with =Heavy Neut]
    [all ship names with Neut]
    [all command ship names]
    [all ship names with RR]
    etc
    [1st priority sniper ships] (sniper)
    [2nd priority sniper ships] (sniper)

    I know it would be a lot more text, but it would allow a tagger to tag without referring to other material when the sites don’t follow the spawns listed above.

    People’s thoughts?

    • Unruly Wind says:

      Prior to the example listing in the write up we put this:

      “The main thing to remember in this site is the basic kill order. Once in a pocket, look at the ships on grid and kill off the ship types in the following order:

      1. Niarja Myelen (Neut / ECM)
      2. Arnon Epithalamus (ECM)
      3. Outuni Mesen (Heavy Neut)
      4. Deltole Tegmentum (Neut)

      After this, the order is not so important.”

      These are the ECM and Neut ships. On the battleships side, the largest issue is how many Outuni Mesen’s you get in a spawn. This can vary and if you get unlucky and get four, it can be hard. For this reason, whenever I have anchored the battleship side, I would take my rattlesnake and change out a couple of hardeners for the passive amplifiers. Doing this gives 65% – 70% resists without cap.

      For the battleships this seems to be the real trick. If your anchor gets neuted at the beginning and all his hardeners turn off, even three logi’s fully repping him may not keep him alive. For this reason, you either need to add some passive tank or have logi 5’s that can keep him capped up.

  4. Phatt says:

    and isnt it funny how its the same order of primary in PVP…..

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