Starter Fleet Guide:Garnet: Difference between revisions

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== Garnet Squadron ==
== Garnet Squadron ==


<span style="color:green;">'''Difficulty: Easy'''</span> <br>
'''Pros at a Glance'''
    * Ease - As one tanky battlegroup with only two ships, it is quite easy to use
    * Simple - The fleet is incredibly simple. You take the Ocellos, you point them, you shoot them
    * Dense Point defense - Cobalt has a strong softkill suite and point defense turrets
    * Anti-Jamming - Cobalt has two illuminators
    * Can Penetrate and Damage the majority of ships
'''Cons at a Glance'''
    * Vulnerable to the sides - Do not let the Ocello cruisers get hit from the side, they will die.
    * Valuable - Ocellos are so valuable that experienced ANS players have developed Size 3 Hybrid missiles designed to punch through Ocello point defense. Task Force Birch has "Ocello-Killer" missiles which can get through Cobalt's Pointe defense
    * No Anti-light capability - the Ocellos have only one armament, and it is 450mm guns. These do not perform well against light warships
Community Maintainer: '''Vren'''


=== [[Ship:flathead#Frontline_Monitors:|Frontline Monitors: Just The Warm Up, Serious Callers Only, Excuse The Interruption, Merely Passing Through, & Open For Business]] ===
=== [[Ship:flathead#Frontline_Monitors:|Frontline Monitors: Just The Warm Up, Serious Callers Only, Excuse The Interruption, Merely Passing Through, & Open For Business]] ===


=== Missiles ===
=== Missiles ===
==== SGM-100 Anti-Hybrid ====
[[File:Screenshot 2026-09-24 221033.png|thumb|alt=SGM-100 Anti-Hybrid|SGM-100 Anti-Hybrid]]
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|ACT4BF Anti-Missile Missile]] with a <span style="color:#429a30;">Steerable Active Radar Seeker</span> and a size 4 [[munition:bf|Blast Fragmentation warhead]].<br>
As only one seeker is made available to SDM1 missiles, a [[munition:sact|Steerable Active Radar Seeker]] is chosen for the Thorn. <span style="color:#429a30;">Steerable ACT</span> in this case has no extra cost penalty over [[munition:fact|Fixed ACT]], but lacks any form of mid-course guidance if it is launched before the target is in range for the seeker to acquire, which may cause it to take an inefficient path and range-out before it hits. It is suitable to [[munition:dl|Missile and Bomber launched Decoys]], moreover, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being blinded by radar jamming, instead of going straight until a the primary seeker gets close enough to burn through the jamming. <br>
This [[Munition:sgm-1-balestra#Defensive_Direct_Types|ACT4BF Anti-Missile Missile]] is a defensive AMM meant to intercept [[munition:sgm-2-temptest|SGM-200 Tempest Missile]] (One per), [[munition:SGM-H-2 Cyclone|SGM-H-200 Cyclone Hybrid Missile]] (One per), and [[munition:sgm-3-atlatl|SGM-H-300 Atlatl Hybrid Missile]] (Two per). Its size 4 warhead is sufficient to kill any of the listed missiles in one shot, but its basic size 4 [[munition:bf|Blast Fragmentation warhead]] is unreliable against small missile targets and often will take 2 or more hits to defeat them, as HE-Frag warheads will deal 0 damage on a failed roll to missiles instead of half-damage as they deal to craft. Its armor penetration is insufficient for defeating [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedoes]], which make take 5 successful intercepts to defeat, in practice likely to be as many as 10 intercepts.<br>
Its high-agility tuning makes it ideal as an AMM for intercepting fast and agile Hybrid missiles, but leaves its range woefully short when used as an Anti-Craft Missile. Nevertheless it can serve this role in an emergency if an extremely close-in attack is taking place, such as someone trying to bomb you. In this role its size 4 [[munition:bf|Blast Fragmentation warhead]] will perform much better, able to reliably one or two-shot a [[Spacecraft#PF-440_Tanto|Tanto Interceptor]] or in 5-6 shots kill a [[Spacecraft#B-86_Claymore|Claymore Bomber]].
==== SGM-1 Ceremonial Arming Missile ====
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]]
A [[Munition:sgm-1-balestra#Arming_Missiles|SGM-100 Balestra Missile]] with a <span style="color:#b41f32;">Wake-Homing Seeker</span> and a size 4 [[munition:hei|HE Impact warhead]].<br>
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.


=== In Game Description ===
=== In Game Description ===
Garnet Squadron is a multi-role heavy anchor fleet featuring a swarm of monitors. Success with this fleet depends on choosing ammo types to suit your targets and engaging on your terms. The C90 cannon is your mainstay, and its 600mm bombs combined with 100mm HE fire will quickly shred any lightly armored foe. Bombshells can also be used against jamming bearings or position-fired around rocks to take out hidden foes. Against capital ships, swap to 600mm HE-SH and unleash the plasma cannons. After a few plasma volleys land and degrade the target's armor, 100mm HE-HC shells will devastate it. Despite being heavily armored this fleet is vulnerable to enemy missiles if its suite of jammers is not activated swiftly to softkill the threat. Remember that holding shift before right-clicking on a target will allow you to give orders to the entire formation at once.
Garnet Squadron is a multi-role heavy anchor fleet featuring a swarm of monitors. Success with this fleet depends on choosing ammo types to suit your targets and engaging on your terms. The C90 cannon is your mainstay, and its 600mm bombs combined with 100mm HE fire will quickly shred any lightly armored foe. Bombshells can also be used against jamming bearings or position-fired around rocks to take out hidden foes. Against capital ships, swap to 600mm HE-SH and unleash the plasma cannons. After a few plasma volleys land and degrade the target's armor, 100mm HE-HC shells will devastate it. Despite being heavily armored this fleet is vulnerable to enemy missiles if its suite of jammers is not activated swiftly to softkill the threat. Remember that holding shift before right-clicking on a target will allow you to give orders to the entire formation at once.

Revision as of 02:28, 25 September 2026

Garnet Squadron Fleet Summary
Garnet Squadron Game Models

Garnet Squadron

Difficulty: Easy

Pros at a Glance

   * Ease - As one tanky battlegroup with only two ships, it is quite easy to use
   * Simple - The fleet is incredibly simple. You take the Ocellos, you point them, you shoot them
   * Dense Point defense - Cobalt has a strong softkill suite and point defense turrets
   * Anti-Jamming - Cobalt has two illuminators 
   * Can Penetrate and Damage the majority of ships

Cons at a Glance

   * Vulnerable to the sides - Do not let the Ocello cruisers get hit from the side, they will die.
   * Valuable - Ocellos are so valuable that experienced ANS players have developed Size 3 Hybrid missiles designed to punch through Ocello point defense. Task Force Birch has "Ocello-Killer" missiles which can get through Cobalt's Pointe defense
   * No Anti-light capability - the Ocellos have only one armament, and it is 450mm guns. These do not perform well against light warships

Community Maintainer: Vren

Frontline Monitors: Just The Warm Up, Serious Callers Only, Excuse The Interruption, Merely Passing Through, & Open For Business

Missiles

SGM-100 Anti-Hybrid

SGM-100 Anti-Hybrid
SGM-100 Anti-Hybrid

A ACT4BF Anti-Missile Missile with a Steerable Active Radar Seeker and a size 4 Blast Fragmentation warhead.
As only one seeker is made available to SDM1 missiles, a Steerable Active Radar Seeker is chosen for the Thorn. Steerable ACT in this case has no extra cost penalty over Fixed ACT, but lacks any form of mid-course guidance if it is launched before the target is in range for the seeker to acquire, which may cause it to take an inefficient path and range-out before it hits. It is suitable to Missile and Bomber launched Decoys, moreover, the lack of backup seeker or reject un-validated targets setting on the seeker means this missile is vulnerable to being blinded by radar jamming, instead of going straight until a the primary seeker gets close enough to burn through the jamming.
This ACT4BF Anti-Missile Missile is a defensive AMM meant to intercept SGM-200 Tempest Missile (One per), SGM-H-200 Cyclone Hybrid Missile (One per), and SGM-H-300 Atlatl Hybrid Missile (Two per). Its size 4 warhead is sufficient to kill any of the listed missiles in one shot, but its basic size 4 Blast Fragmentation warhead is unreliable against small missile targets and often will take 2 or more hits to defeat them, as HE-Frag warheads will deal 0 damage on a failed roll to missiles instead of half-damage as they deal to craft. Its armor penetration is insufficient for defeating SGT-300 Pilum Torpedoes, which make take 5 successful intercepts to defeat, in practice likely to be as many as 10 intercepts.
Its high-agility tuning makes it ideal as an AMM for intercepting fast and agile Hybrid missiles, but leaves its range woefully short when used as an Anti-Craft Missile. Nevertheless it can serve this role in an emergency if an extremely close-in attack is taking place, such as someone trying to bomb you. In this role its size 4 Blast Fragmentation warhead will perform much better, able to reliably one or two-shot a Tanto Interceptor or in 5-6 shots kill a Claymore Bomber.

SGM-1 Ceremonial Arming Missile

Ceremonial Arming Missile
Ceremonial Arming Missile

A SGM-100 Balestra Missile with a Wake-Homing Seeker and a size 4 HE Impact warhead.
This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.


In Game Description

Garnet Squadron is a multi-role heavy anchor fleet featuring a swarm of monitors. Success with this fleet depends on choosing ammo types to suit your targets and engaging on your terms. The C90 cannon is your mainstay, and its 600mm bombs combined with 100mm HE fire will quickly shred any lightly armored foe. Bombshells can also be used against jamming bearings or position-fired around rocks to take out hidden foes. Against capital ships, swap to 600mm HE-SH and unleash the plasma cannons. After a few plasma volleys land and degrade the target's armor, 100mm HE-HC shells will devastate it. Despite being heavily armored this fleet is vulnerable to enemy missiles if its suite of jammers is not activated swiftly to softkill the threat. Remember that holding shift before right-clicking on a target will allow you to give orders to the entire formation at once.