Campaign Guide
From NEBULOUS: Fleet Command Official Wiki
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 |



