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The Dunov Battlecruiser is the TEC's Support Capital Ship.
Overview[]
The recent and unexpected arrival of hostile forces in TEC systems meant that constructing a sufficiently large fleet of warships from scratch was impossible. With desperate times calling for desperate measures, TEC engineers began cannibalizing parts of the large civilian merchant fleet as a quick means to militarization. In spite of its cargo freighter heritage, Dunov-class battlecruisers make a respectable and welcome addition to TEC battle groups.
Tactics[]
The Dunov is a very powerful support ship, primarily used as a second capital ship to help complement its fleet with its various buffs. The Dunov is usually employed for its Shield Restore ability, but its EMP Charge ability is hardly useless: it deals significant area-of-effect damage to shields while simultaneously draining Antimatter. Magnetize can be used to supplement other anti-fighter units and abilities if the Dunov is caught on its own, but generally pales in comparison with the Kol's Flak Burst: a pair of Kol Battleships can ravage whole squadrons of fighters by employing Flak Burst in a timely manner.
The Dunov's "ultimate" ability, Flux Field, makes life easier for every ship in the TEC fleet. By reducing Antimatter costs, the Dunov can allow a fleet to "spam" its abilities without worrying about Antimatter reserves. Since the TEC's order of battle depends on interlocking abilities, Flux Field is essentially a direct enhancement to the TEC's core strategy.
Despite its powerful weapon array and effective abilities, its small amount of strike craft means that unless it is fighting weak ships, the Dunov should not be used alone. In pairs however, Dunovs are much harder to kill. The Dunov is best deployed under two distinct and important conditions: When capital ships are present (since Shield Restore is essentially wasted on smaller targets) and if there is another Dunov present as two Dunovs is a very powerful combination.
Ship Info[]
Ship Type: | Capital |
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Primary Role: | Support |
Shield Power: | High |
Hull Points: | Very High |
Armor Level: | High |
Armor Type: | Capital |
Antimatter: | 280 |
Weapons (Fore): |
4 x AutoCannons / 2 x Ship-to-Ship Missile Launchers / Ship-to-Surface Torpedoes |
Weapons (Side): | 3 x Heavy Pulse Lasers (Starboard / Port) |
Squadrons Supported: | 1 - 3 |
Crew Complement: | 2,700 |
Shield Restore |
EMP Charge |
Magnetize |
Flux Field |
Ability Management |
Attack |
Stop |
Move |
Tactics Management |
Squadron Management |