en:pvp:doctrines:fleet_muninn

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Muninn Fleet

Muninns are the bread-and-butter of any nullsec alliance. The high-speed platform allows them to take fights in enemy territory, and the high-alpha allows them to take out key ships early in a fight.

  • Muninn
  • Scimitar
  • Claymore
  • Huginn
  • Harpy / Jaguar / Sabre
  • Vigil / Griffin

SeAT Doctrine


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Muninns

Muninns are a pure VOLLEY composition. If you don't kill something with the first cycle of your weapons, you're probably not going to kill it. A good Muninn fleet starts off with enough alpha to kill any hostile Logi or Huginns - with critical mass here, the rest of the fight is easy.

To get the most out of the Muninn, the volley needs to be maximised with the following skills and pod:

Skills:

  • Heavy Assault Cruiser (+5% Range AND +7.5% Tracking Speed per level)
  • Medium Artillery Specialization (+2% Damage per level)
  • Motion Prediction (+5% Tracking Speed per level)
  • Sharpshooter (+5% Optimal Range per level)
  • Surgical Strike (+3% Damage per level)

Capsule:

  • Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-802 (+2% Damage)
  • Eifyr and Co. 'Gunslinger' Motion Prediction MR-702 (+2% Tracking Speed)
  • Eifyr and Co. 'Gunslinger' Surgical Strike SS-902 (+2% Damage)


Ammo Types

Muninns typically carry the following ammo:

  • 11.2km + 30.8km - Quake (Exp/Kin) [+25% Tracking]
  • 22.4km + 30.8km - EMP (EM), Phased Plasma (Therm), Fusion (Exp)
  • 44.8km + 30.8km - Depleted Uranium (Therm/Exp/Kin), Titanium Sabot (Kin/Exp) [+20% Tracking]
  • 71.7km + 30.8km - Proton (EM/Kin), Nuclear (Exp/Kin), Carbonized Lead (Kin/Exp) [+5% Tracking]
  • 80.7km + 30.8km - Tremor (Exp/Kin) [-75% Tracking]

Depleted Uranium / Titanium Sabot are the best to travel with as the tracking bonus allows you to quickly kill tackle. EMP is great vs Shield ships (excluding Muninns), Phased Plasma is great vs Muninns and Fusion is great vs Armor ships. Occasionally you'll be fighting ships faster (Overdrive Cerbs), to which Proton is best for the raw EM volley.


High Slots

5 Guns, pew pew.


Mid Slots

This fitting is cap stable with MWD + Hardener running - so leave the hardener on by default. If you're under attack, overheat the hardener. FC will call when to switch MWD on or off.


Low Slots

The Assault Damage Control increases all your resist profiles by 75% for 10 seconds - and then there is a 150s delay. Use this ADC to give Logi the time to get you locked and repaired, and to overheat your hardener.


Drones

ECM drones are good for jamming hostile logi - these will be used by default.
DPS drones are lesser used because they don't add TOO much damage, but can still put a finger on the scale.


Refits

10MN Afterburner II - Sometimes used for lowsec engagements.
Overdrive Injector System II - "Overdrive Muninn" is great for chasing down fast targets, such as burning down Cerberus.



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Scimitars

Usually Logi would anchor on the FC and service broadcasts, but in some occasions, they can anchor seperately, approx 30km off.

Notes to the Logi Anchor; try and strafe PARALLEL to the main FC, so if there's a sudden warpout, you're at least travelling in the right direction. Position yourselves 30km from the fleet relative to the hostiles. Also, you're 20% faster than the Caracals - so it's easy to recover from DPS anchor moving away.

Use your watchlist to oversee Huginns/Scimis/Tackle/Links pilots. Consider pre-locking dictors.


High Slots

Depending your "Shield Emission Systems" skill, running reps will be very cap intensive.


Mid Slots

Keep an eye on when you're being yellow boxed and start overheating your hardeners.


Low Slots

All passive :)


Drones

ECM drones are good for jamming hostile logi
DPS drones will get you on killmails!
Armor/Hull drones will allow you to top up some damage


Refits

10MN Afterburner II - for ESS roaming


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Claymore

All Claymores require the Mindlink. These have the highest EHP from the composition - but they do not benefit from the ADC and play an important role so need protecting securely.

As the Claymores have a Missile Launcher fitted, these can be used as drone bunnys to de-fang tackle burning in.

The speed and cap of the Claymore is important to manage. Ensure you have enough SB5 to make this work!


High Slots

The links give you aggression - so the FC will tell you when to activate these. The smartbombs are for defanging hostile drones, and the missile launcher will work for you to get on killmails and work as a drone trigger.


Mid Slots

This fitting is NOT cap stable; keep an eye on your hardener cycles AND take mindflood. Also manage your speed - you may need to pulse overheat on your MWD if you forgot to bring drugs.


Low Slots

All passive :)


Drones

ECM drones are good for jamming hostile logi
DPS drones are lesser used because they don't add TOO much damage, but can still put a finger on the scale.


Refits

10MN Afterburner II - for ESS roaming. (Note; this is now cap stable without a booster. Extra ewar can be added)



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Huginn

The Huginn is an extremely important role within the Muninn fleet; this provides long-range Webs which will effectively slow an entire fleet down if applied to the anchor. For this reason - a Huginn is often a high-priority target - so knowing when to overheat your shields and how to mitigate incoming damage by positioning and aligning is important.

It may be worth moving to and from perches if you are under attack.


High Slots

All passive :)


Mid Slots

Keep an eye on when you're being yellow boxed and start overheating your hardeners. Turn your MWD off if you're primary, overheat it to catch back up.
An overheated Dark Blood Webifier with Mindlinked Skirmish Links reaches out to 100km - but an overheated T2 only reaches out to 66.7km. DO NOT PICK A CHEAPER WEBIFIER!!


Low Slots

All passive :)


Drones

ECM drones are good for jamming hostile logi
DPS drones will get you on killmails!


Refits

10MN Afterburner II - for ESS roaming
Republic Fleet Target Painter - The Huginn also gets bonuses to the effectiveness of Target Painters - so it is also an option to fit this.

  • Last modified: 2022/12/16 21:50
  • by Eingang_Vulpine