Campaign Guide

From NEBULOUS: Fleet Command Official Wiki

Cadet Hardly's Campaign Primer

Cadet Hardly's Campaign Primer

Starting Fleet

CV-3 ANS Harsh Winds Blow "Windy"

Worden-class converted Fleet Carrier

  • 8x small craft pads - launch fighters to defend - Use the Katana's 15mm coilgun
  • 4x large craft pads - launch bombers to strike
  • 288 size 2 VLS tubes - flexible, quick response missiles - Simple ACT only Thunderheads are handy for assessing target defenses
  • 5x Defender, 2x Sarissa PDTs - near and long-range CIWS-type defenses - best to ensure these never need to fire!

FFG-897 ANS Stout Coral + FFG-897 ANS Loom of Karina "General-purpose Frigates"

  • 2x 120mm turrets - lightweight cannons, can use RPF ammo - proximity fuzed, great against fast unarmored targets
  • Bullseye FCR - provides high quality radar locks - How to make friends with cruiser captains!
  • Parallax search radar - can do a powerful "BRN" ping - good for scouting, can help see through jamming
  • 24x size 2 VLS tubes - limited by useful missile load

General Tips and Hints

  • Fuel - take advantage of opportunities to top up, else a ship may get left behind - pay attention to fuel warnings
  • Map - use the info here to plan your path, especially watch for friendly ship beacons
  • Tutorials - if something feels stuck, save your campaign and check the tutorials. They cover a lot of complex systems in detail
  • Formation Orders - you can give orders to multiple ships at once, using the Shift-Right Click menu - to setup a formation, use Shift-F to then link to another ship to follow.
  • Scouting - early detection gives you time to react (and targets to shoot) - find out what's what before stuff starts hitting the wall
  • Time Controls - Half-speed is great to help comprehend (and admire!) complex battles. - Accelerated speeds are handy for post-battle logistics
  • Boarding - grab ammo and supplies where you can - skiffs can quickly check what's available - beware of damaged reactors - if you see X DANGER. Undock and RUN!

Anti-Ship Missiles

Anti-Ship Missiles Guidance Range Seeker Note Note 2
SGM-333 "Forgetfulness" Direct 4km ACT/[CMD] Standard Torpedo Claymore's best friend
SGM-222 "Hurricane" Direct 15km CMD Extra punch for frigates needs to maintain track until impact
SGM-204 "Thunderhead" Cruise 15km ACT Cheap and plentiful, easy to decoy or jam great for probing attacks
SGM-204 "Thunderhead Block IV" Cruise 15km ACT/[EO] Much harder to deceive say "NO" to chaff
SGM-210 "Squall" Cruise 15km ARAD Seeks jammers and radars
SGM-H-288 "Cyclone" Block III Cruise 20km EO ignores most jamming, sprint stage evades most defenses For when you need it dead, RIGHT NOW, no excuses.

Anti-Craft and Defensive Missiles

Anti-Craft and Defensive Missiles Range Seeker Note Note 2
SGM-H-243 "Tornado" 15km ACT/[CMD] Ship-launched anti-craft interceptor missile great, but can be overenthusiastic. Switch from AREA > POINT, and use Z-key to queue manual launches if you need to.
SGM-112 "Riposte" 3.4km CMD Short-ranged anti-missile interceptor (AMM) move some from VLS to magazine to equip your fighters
SGM-185 "Remise" 3.5km ACT/[CMD] Mid-range delux craft launched ACM these are very good
SGM-122 "Bolt 2km ACT Short-range dogfighting missile These can be salvaged from most enemy ships

Carrier's Craft Wing

Ammo Selection Addendum