Trying a NEW Gun Light Cruiser Fleet | NEBULOUS: Fleet Command



I built a new light cruiser fleet centred around 2 gun light cruisers with supporting ships. I really want to build it to counter container missiles yet still be able to scout, cap and engage OSP ships.

Timestamps:
00:00 Intro and deployment
01:00 Opening moves
06:20 Countering containers
13:54 Engagement on the right
18:25 450mm v 250mm
27:05 Post Battle
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Nebulous Fleet Command Discord: https://discord.com/invite/nebulousfc

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19 thoughts on “Trying a NEW Gun Light Cruiser Fleet | NEBULOUS: Fleet Command”

  1. Hi. I love your channel! Could you make a tutorial for old dummies like me?
    You use many short cuts turning your ships in one direction while moving in another.
    Thanks for the great content!

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  2. Hey JDee have you fought with/against Blin_Guy? I met some dude named JDee in a match and only after i left the battle i remember nebulous youtuber i often watch named JDee xD

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  3. We will watch these gunships with great interest. When I first played the game, I wanted to make guns work pretty badly myself, but the range disadvantage is hard to make up for against both missiles and just bigger guns. Well, game was a bit weird but, how come that ship took so many rounds and still didn't die, is that just because you'd have to manually aim the cannons to find un-hit modules or what? They definitely don't have enough armor to tank HE that hard anyways. I doubt DC was keeping it alive with that many hits but idk.

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  4. Bringing 250AP to punch through Oscellos armor is good but it can also be more effective at disabling than HE since it concentrates the damage letting you punch out components faster. Or at least that's what Shipyard says.

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  5. I think when you moved the ANZ Tooth in the formation at around 16:10, you pulled it into the guns of the talon, hence his calling out being under fire a few seconds later.
    I did something somewhat similair in one of my games, but I accidentally launched missiles into my PD escort because of formation positioning D:

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  6. Very interesting concept, I think it's silly not to carry some AP since Monitors have 40cm of armor and Ocellos at 30cm of armor are still pretty hard to damage with HE.

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  7. 4 sarissas on frigate could be overkill, could be better to just have 2 (at least no more than 2 fired at the same time) and rotate ship depending on top or bottom position, that will save a lot of points or you can try to fit them somewhere in the main group. Also if could be useful to have some grape shot for 100mm canons, they'll help with missiles and you can use them to disable some mounts on bigger ships. Then again this is all just an IMO based on what I see in this video.

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  8. One thing I noticed is that you weren’t paying much attention to the orientation of the sarissa frigate. It looked like most of the time it could only get the bottom sarissas on target, and sometimes when you had it flying away the sarissa in the front mount couldn’t shoot backwards.

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  9. I haven't played in awhile. But I've been catching vids when I can, but I have noticed that ever since the new faction dropped, there has been a lot more variety in fleet comps, much less double Axfords and Solomon spam, it seems it became much more well rounded, escorts to go with the capitals. Very nice.

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