IRIS – Protectorate Frontline Fleet

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Author: J4R

Last revision: 5 Apr at 12:13 UTC

File size: 20.75 KB

On Steam Workshop

Description:

ROLE:
FRONTLINE | SUPPORT | MISSILE DEFENCE

DIFFICULTY:
EASY

DESCRIPTION:
A fleet of two (nearly) identical 450mm gun armed Ocellos intended to operate dispersed, that is, not in a formation together.

The fleet, comprising the Ocello-class Command Cruisers Focus On Target and With A Steady Hand, is not specifically designed for new players, but is still usable by them with the right instructions – I advise having a mentor guide you if you intend to use this fleet in your first game.

However, it’s still comfortable enough that I think an "easy" rating is justified.

Each Ocello is equipped with four Auroras to provide missile defence of itself as well as surrounding allies. Generally this handles most hybrids except the most specialised ones well, but always make sure to use your softkill tools as well.

You have an Interrupt jammer on each Ocello as well as chaff and flares aplenty. This is not perfect – ARAD and HOJ seekers can not be decoyed away if they are headed for your ship on a blind straight run, and you lack an EO dazzler – but it is all you can realistically fit without giving up either hard- or other softkill. It’ll do against most threats.

The Ocellos are double magged and have a large DC compartment in the safest slot available on the hull. Each also has a Bullseye for target locking, a Parallax radar for range and backup lock capability if the FC radar gets shot out, and a Floodlight for counter-jamming illumination and illuminating chaff against SAH seekers.

All in all, quite normal, really.

USAGE IN BATTLE:
Keep your bow pointed at the enemy at all times using the HDG command. This is quite normal for seasoned players but the effect this has on your survival in battle can not be overstated and since the fleet is marked as "easy" I feel obligated to repeat it – Never get caught broadside if you can help it!

Try to stay at the edge of your gun range, between 8km and 9km, lock and fire. Use AP against large targets like Solomons or Axfords and HE against anything else. If you catch a Solomon or Axford in the flank, swap to HE.

Keep moving, either using the CRS or course command, or the ORB or orbit command to set up an automatic orbit maneuver that will make you difficult to hit. Check your hotkeys, I rebound mine so I don’t know which ones are assigned by default, but use them, it really helps with dodging like that.

Deploy near friendlies if you can, or else deploy one with the fleet and one roaming separately for crossfires. Your damage output isn’t great so crossfires to negate enemy armour is beneficial. Use BSHORT to increase your Aurora damage output when missiles are heading in but be careful to not over-use it, the Aurora, much like myself, is a fragile child that works only in the right conditions and breaks down quickly if worked too hard.

Primarily, you are an enabler – Your ships have a lot of tools the other OSPN hulls do not have access to. This goes further than just Auroras – You have better sensors, better fire control, better armour. You have to find a fine line between rushing in and dying and leaving your teammates out to dry. Don’t worry if you don’t get it right immediately, Neb is hard and teaching positioning is too.

As long as your teammates have your back, you’ll be alright.

Fleet created by J4R.

CHANGELOG:
05/04/2026 – Uploaded to the Steam Workshop.