Starter Fleet Guide:Wulfenite: Difference between revisions
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==== SGM-2 Banshee ==== | ==== SGM-2 Banshee ==== | ||
==== SGM-1 Scorch ==== | ==== SGM-1 Scorch ==== | ||
A [[Munition:sgm-1-balestra#Defensive_Direct_Types|CMD4BF Anti-Missile Missile]] with a <span style="color:#c2ce52;">Command Receiver</span> and a size 4 [[munition:bf|Blast Fragmentation warhead]].<br> | |||
As only one seeker is made available to SGM1 missiles, a [[munition:cmd|Command Receiver]] is chosen for this AMM. <span style="color:#c2ce52;">CMD</span> in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by [[munition:dl|Missile and Bomber launched Decoys]], moreover, it can only be blinded by <span style="color:#429a30;">radar jamming</span> if your team's radar track on the threat is lost.<br> | |||
==== SGM-1 Ceremonial Arming Missile ==== | ==== SGM-1 Ceremonial Arming Missile ==== | ||
[[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]] | [[File:Screenshot 2026-09-09 223148.png|thumb|alt=Ceremonial Arming Missile|Ceremonial Arming Missile]] | ||
Revision as of 23:54, 25 September 2026


Wulfenite Squadron
Difficulty: Hard
Pros at a Glance
* Varied arsenal * Good Firepower and Utility * Combines both Scouting and Craft
Cons at a Glance
* Complicated Fleet: Players need to manage direct combatants and carrier operations. * Limited Cappers
Community Maintainer: SecretMink

Wulfenite Squadron introduces the Journeyman class Light Carrier and is intended to represent the archetype of a "Journeyman fleet" which is a Protectorate fleet either equipped to support the seizure or protection of capture points, or a Protectorate fleet with one or two main combatants and a Journeyman supporting them.
Craft
"Inquisitor" Sturgeon
Wulfenite's punch is in it's "Inquisitor" Sturgeon bombers. Unlike it's sister fleet Amethyst Squadron, these bombers torpedoes are high-cork, short ranged torps intended to be fired at light targets such as Keystone destroyers, Frigates, or isolated Light cruisers. You could use them versus heavy targets, but the fact they are Active-Radar Command Validated missiles means they are more vulnerable to softkill measures and Interruptor Jammers.
If you do find a disabled capital ship however, Wulfenite can finish them of with its "Anti-Heavy Finisher" loadout which will use a cocktail of missiles intended to jam enemy point defense, distract their turrets, before unloading Cluster Bomblets and Bombs onto the target. Finally, for an additional punch against ANS lighter assets, the Inquisitors can take 100mm High Explosive guns to strafe ANS Sprinters.
"Arbiter" Barracuda
Wulfenite's "Arbiter" Barracuda fighters are equipped with 4 loadout types. Two of them "Homeguard Escort" and "Standoff Superiority" are essentially the same loadout with one critical difference; their speed. Homeguard Escort goes over the loadout penalty limit to sport jammers, fuel pods, and a longer arming time. They both employ SDM-100 standoff missiles. Toggle them to launch their missiles "Standoff" rather than "Standin" for best effect and they can hit enemy ANS craft out of the sky before needing to engage up close.
As a backup, Wulfenite's fighters have a "Rocket Strike" backup to disable light ANS ships such as Sprinters, and a minimally Gun-only armed "Jammer Scramble" loadout.
"Oasis" Halberds
To locate the enemy, Wulfenite has two Halberd "Oasis" skiffs. These are your most valuable craft so do not lose them. They both sport 8km radars which can be used to scout for your allies and vanguard shuttles. Vision is key here, as it will enable you to direct your fighters appropriately to respond to the enemy and support your team.
Missiles
SDM-122 Spamraam
SGT-3 Bolas
SGM-2 Banshee
SGM-1 Scorch
A CMD4BF Anti-Missile Missile with a Command Receiver and a size 4 Blast Fragmentation warhead.
As only one seeker is made available to SGM1 missiles, a Command Receiver is chosen for this AMM. CMD in this provides mid-course guidance reducing the odds of the AMM rangeing-out before it hits. It is not seduced by Missile and Bomber launched Decoys, moreover, it can only be blinded by radar jamming if your team's radar track on the threat is lost.
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.
Ships & Usage
Journeyman Light Carriers: The Bar Is In Hell & More Is Never Less
Journeyman or "Journeymen" are converted ore barges. They are also the smallest ship considered a carrier in the game, which means they come equipped as part of their hull with craft repair facilities. This does mean their craft tend to be outnumbered by even Alliance Levy-class carriers.
Wulfenite gets around this disadvantage by bringing two Journeymen class light carriers so that it has enough craft numbers to fight single Levies like Task Force Maple.
Each of Wulfenite's Journeyman carriers is equipped with 12 Barracuda "Arbiter" Fighters, 6 Sturgeon "inquisitor" Bombers and 1 Halberd "Oasis" Skiff, allowing for a total wing of 24 fighters, 12 bombers and 2 skiffs.
These are intended to support allied fleets in targeting ANS warships taking capture points, or lighter ANS scouting or backline assets. They can also be used to escort and protect your own 3 Gun-armed Ferryman-class shuttles which can be used to capture points and get into the enemy's backline.
Capping Shuttles: In Your Base, In Your Walls, & It's Free Real Estate
The key difficulty with Wulfenite is that while its craft loadouts are well-optimized, the fact there are two carriers to manage will make micro tricky. Some practice against the computer may be warranted before taking this into a multiplayer match. Moreover, while the fleet has a punch and can murder ANS light assets, it does not have as many tools for dealing with ANS heavy assets.
Still, Wulfenite is a very good fleet for keeping map awareness whilst having a bit of punch. Target down ANS Sprinters, Raines, and hunt down those pesky Beam Keystones. Those in particular need to die so OSP can advance.
Trivia: Wulfenite used to have an Ocello, a monitor equipped with decoys, and three rocket shuttles.
In Game Description
Wulfenite Squadron is a support fleet designed to provide void superiority and objective dominance, letting the team's battleline focus on doing what it does best. The two light carriers can contest void superiority with long range craft-to-craft missiles, strike smaller ships with torpedoes, and provide sensor coverage for the team. Separating the Journeymen to cover more ground is advised, although their launches can alternatively be concentrated together to punch out larger targets. Meanwhile several gun shuttles can move around the edge of the main battle to capture objectives and harass the enemy backline. They are highly vulnerable to missiles and light cannons, and should stick to cover whenever possible. This squadron rewards a sneaky commander who can fight in several places at once.


