Starter Fleet Guide:Tantalum: Difference between revisions
FrozenIceman (talk | contribs) Tantalum Squadron Game Models |
mNo edit summary |
||
| Line 2: | Line 2: | ||
[[File:Tantalum Squadron Game Models.png|thumb|Tantalum Squadron Game Models]] | [[File:Tantalum Squadron Game Models.png|thumb|Tantalum Squadron Game Models]] | ||
== Tantalum Squadron == | == Tantalum Squadron == | ||
Consisting of one [[Ship:flathead#Cruise_Missile_Monitors:'''Cruise Missile Monitor''']], three [[Ship:draugr#Multi-Mission_Tugs:|Multi-Mission Tugs]], and three [[Ship:ferryman#Capping_Shuttles_&_Guttles:|Gun Shuttles]], and one [[Ship:ferryman#Mine_Shuttles_&_Muttles:|Mine Shuttle]], Tantalum Squadron is designed to take and hold objectives. | |||
<span style="color:red;">'''Difficulty: Hard'''</span> <br> | |||
'''Strengths at a Glance''' | |||
* Able to provide wide array of space control | |||
* Ability to grant vision across battlespace | |||
* Strong ability to contest and capture enemy capture points | |||
'''Limitations at a Glance''' | |||
* Not able to fight enemy ships larger than a Keystone-Class destroyer directly | |||
* A certain base skill level and map awareness required | |||
* High micro/actions per minute is encouraged | |||
Community Maintainer: Marion (Mav625) | |||
[[File:2939725175 preview Tantalum Squadron.png|thumb|alt=Tantalum Squadron Fleet Preview|Tantalum Squadron Fleet Preview]] | |||
=== [[Ship:flathead#Cruise_Missile_Monitors:|Cruise Missile Monitor: Time Dilation]] === | === [[Ship:flathead#Cruise_Missile_Monitors:|Cruise Missile Monitor: Time Dilation]] === | ||
| Line 11: | Line 27: | ||
=== [[Ship:ferryman#Mine_Shuttles_&_Muttles:|Mine Shuttle: Hustler]] === | === [[Ship:ferryman#Mine_Shuttles_&_Muttles:|Mine Shuttle: Hustler]] === | ||
=== Missiles === | |||
==== SGM-312 Nunchuck ==== | |||
==== SGT-344 Lance ==== | |||
A [[munition:SGT-3 Pilum|SGT-300 Pilum Torpedo]] with <span style="color:#c2ce52;">Command Receiver</span>/(<span style="color:#429a30;">Fixed Semi Active Radar Seeker</span>) and a size 4 [[munition:hei|HE Impact warhead]]. | |||
Lances are a side-arm for your . Use them at very close range to defeat aurora laser hardkill, or longer ranges against targets with no point defense. | |||
Lances use the [[munition:cmd|Command Receiver]]/([[munition:sah|Fixed Semi-Active Radar Seeker]]) guidance package, and this benefits them in two different ways. The first is the more obvious one- <span style="color:#c2ce52;">CMD</span> is a seeker that is difficult to jam, requiring dedicated infrastructure on a reasonably close ship. The second is much less intuitive; a <span style="color:#c2ce52;">CMD</span> seeker with a backup, in this case <span style="color:#429a30;">SAH</span>, will go in a [[Missile_Defense#What_is_a_%22Straightrunner%22_Missile?|straight line]] when <span style="color:#c2ce52;">Command</span> is jammed out and that <span style="color:#429a30;">SAH</span> seeker is neither jammed nor guiding. This means that a <span style="color:#c2ce52;">CMD</span>/(<span style="color:#429a30;">SAH</span>) torpedo may only be softkilled by a combination of <span style="color:#429a30;">radar</span> and <span style="color:#c2ce52;">comms jamming</span>, or by using <span style="color:#c2ce52;">comms jamming</span> and <span style="color:#429a30;">illumination of chaff</span>. <span style="color:#429a30;">SAH</span> in particular is selected for its half-point cost; this puts it in competition for <span style="color:#429a30;">HOJ</span> or <span style="color:#b41f32;">WAKE</span>, which have similar benefits and downsides in a similar configuration. | |||
Lances handle penetration of enemy hardkill via purely via HP and speed; this is insufficient against any 20mm kinetic Hardkill but can be sufficient to defeat Flak or Auroras at very close ranges. | |||
==== SGM-220 Fleche ==== | |||
==== Auger Sprint Mine ==== | |||
==== SGM-126 Counter-Time ==== | |||
==== 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]]. | |||
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 === | |||
Tantalum Squadron is designed for nothing less than complete battlespace dominance of scouting and objectives. Three multi-mission tugboats operate independently, patrolling along all edges of the map to provide situational awareness and destroy enemy scouts. They can also be used to capture and block objectives if needed, but the faster and more expendable shuttles are more disposable and thus more suited for that task. A cruise missile monitor backs these lighter assets up, ideal for crushing any medium-sized threats to your other ships. Ideally with salvos plotted to approach the enemy from behind to take advantage of WAKE validation. While defenseless, it can reposition quickly to dodge enemy counterstrikes. This squadron has a vulnerability to enemy craft, and benefits from carrier teammates to provide void cover. | |||
=== Example Gameplay === | === Example Gameplay === | ||
<youtube>https://youtu.be/s-S5BUOez74</youtube> | <youtube>https://youtu.be/s-S5BUOez74</youtube> | ||
Revision as of 21:36, 25 September 2026


Tantalum Squadron
Consisting of one Ship:flathead#Cruise_Missile_Monitors:'''Cruise Missile Monitor''', three Multi-Mission Tugs, and three Gun Shuttles, and one Mine Shuttle, Tantalum Squadron is designed to take and hold objectives.
Difficulty: Hard
Strengths at a Glance
* Able to provide wide array of space control * Ability to grant vision across battlespace * Strong ability to contest and capture enemy capture points
Limitations at a Glance
* Not able to fight enemy ships larger than a Keystone-Class destroyer directly * A certain base skill level and map awareness required * High micro/actions per minute is encouraged
Community Maintainer: Marion (Mav625)

Cruise Missile Monitor: Time Dilation
Draugr Multi-Mission Tugs: Ranger, Bailiff, & Custodian
Capping Shuttles: Scoundrel, Charlatan, & Swindler
Mine Shuttle: Hustler
Missiles
SGM-312 Nunchuck
SGT-344 Lance
A SGT-300 Pilum Torpedo with Command Receiver/(Fixed Semi Active Radar Seeker) and a size 4 HE Impact warhead. Lances are a side-arm for your . Use them at very close range to defeat aurora laser hardkill, or longer ranges against targets with no point defense.
Lances use the Command Receiver/(Fixed Semi-Active Radar Seeker) guidance package, and this benefits them in two different ways. The first is the more obvious one- CMD is a seeker that is difficult to jam, requiring dedicated infrastructure on a reasonably close ship. The second is much less intuitive; a CMD seeker with a backup, in this case SAH, will go in a straight line when Command is jammed out and that SAH seeker is neither jammed nor guiding. This means that a CMD/(SAH) torpedo may only be softkilled by a combination of radar and comms jamming, or by using comms jamming and illumination of chaff. SAH in particular is selected for its half-point cost; this puts it in competition for HOJ or WAKE, which have similar benefits and downsides in a similar configuration.
Lances handle penetration of enemy hardkill via purely via HP and speed; this is insufficient against any 20mm kinetic Hardkill but can be sufficient to defeat Flak or Auroras at very close ranges.
SGM-220 Fleche
Auger Sprint Mine
SGM-126 Counter-Time
SGM-1 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
Tantalum Squadron is designed for nothing less than complete battlespace dominance of scouting and objectives. Three multi-mission tugboats operate independently, patrolling along all edges of the map to provide situational awareness and destroy enemy scouts. They can also be used to capture and block objectives if needed, but the faster and more expendable shuttles are more disposable and thus more suited for that task. A cruise missile monitor backs these lighter assets up, ideal for crushing any medium-sized threats to your other ships. Ideally with salvos plotted to approach the enemy from behind to take advantage of WAKE validation. While defenseless, it can reposition quickly to dodge enemy counterstrikes. This squadron has a vulnerability to enemy craft, and benefits from carrier teammates to provide void cover.


