public:dojo:wiki:fun_fleet:doctrines:longbows

Longbows

Longbows is a long range sniping doctrine designed to hit and run. It is designed to be probed onto a target and then warp away as soon as an enemy gets too close.

Longbows
Cormorants

The Cormorant is a Caldari destroyer with a bonus to small hybrid tracking speed and a double bonus to hybrid optimal range. This allows for extreme range projection, and counteracts the negative tracking effects of Spike ammunition. This allows the the Cormorant to hit targets up to 100km away.

Cormorant Fittings
DPS Low SP ALPHA

Implants and Boosters

Note: implants and boosters are not covered by SRP

Implants:

  • MR-701: improves turret tracking; use to counter ships that manage to get too close and under your railguns.
  • ST-901: improves turret optimal range; use to further increase your range.

Boosters are generally not used in Longbows, but if you wish:

  • Frentix: like the ST-901 implant above, it further increases your turret's optimal range, and can be taken if you need an extra boost in optimal to kill a target.
  • Drop: increases your turret tracking speed; you should take this if you are fighting fast moving, small ships that manage to get under your railguns.

Both Vigils and Mauluses can support Longbows fleets. Vigils will help the fleet apply it's DPS more effectively, while Mauluses should targeting range damp any enemy dps to reduce any incoming damage.

Your sensor booster should have the targeting range script preloaded, and should be always activated. Don't forget to re-activate them after you lose your gate cloak! Follow the FCs instructions if she instructs you to switch to scan resolution scripts, and be aware this will often be accompanied by a switch to shorter range ammo.

The FC will either have you align yourselves to broadcasts or tell you to anchor up. If you are told to anchor, use Keep at Range as orbitting or approaching will not allow you to hold an alignment with the FC. You should follow the FC's instructions on when to use your microwarpdrive.

Longbows can be made up of just Cormorants. They do not need support ships, but can benefit from both Vigils and to a lesser extent Mauluses. Do not have more than three vigils, however, as stacking penalties will reduce their effectiveness after four paints are applied. Three allows one to be destroyed without affecting your fleet's DPS.

Longbows should be used as a hit and run fleet. They rely on being probed into their optimal range (for Spike) of 80-90km and warping out as soon as anything comes into range that can shoot back. They have no tank, so you should always have the fleet aligned, either by anchoring on yourself, or by broadcasting.

  • public/dojo/wiki/fun_fleet/doctrines/longbows.txt
  • Last modified: 2026/04/12 20:04
  • by Aernir Ridley