Captains, welcome to the official T11.5 Garrison Strategy Guide. This guide aims to give you some insights on target mechanics for the new Garrison hull, the ARK Battlecarrier. Learn about your enemies, and find general target info to help you in battle. Good luck!
Legion Stronghold
Tier 11.5 Garrison Hull: ARK Battlecarrier
The ARK Battlecarrier is equipped with 10 weapon slots, 6 armor slots, and 6 special slots. Up to 8 of the 10 Weapon slots can be used as counter measure slots.
The ARKs main weapons, the Eternity and Infinity UAVs fire at medium-long range dealing penetrative damage. The UAVs reload speed will start low but if they are able to fire continuously the reload speed will ramp up significantly. Try to stay in range of enemy hulls and structures to build up this ramping reload buff as often as possible.
Enemy Info
Name: Shrouded Mortar - Slow field
- Type: Mortar
- Health: Medium
- Damage: N/A
- Damage Type: N/A
- Splash: High
- Accuracy: N/A
- Range: High
- Countermeasure Vulnerability: No
Note: Mortar that fires slow fields at your fleets, when your fleet is slowed by these fields it is more vulnerable to other dumbfire weapons. This mortar will remain shrouded until the building that produces the shroud aura is destroyed.
Name: Shroud Producing Building
- Type: Land Structure
- Health: Medium-High
- Damage: N/A
- Damage Type: N/A
- Splash: N/A
- Accuracy: N/A
- Range: N/A
Note: Produces the shroud that covers the slow field mortars
Name: Explosive Gates
- Type: Land Structure
- Health: High
- Damage: High
- Damage Type: Explosive
- Splash: Large
- Accuracy: N/A
- Range: N/A
Note: Gates with high health and armor that explode with a large area of effect when they are destroyed. Stay at maximum range when these gates are close to destruction.
Name: Rumbler Rockets
- Type: Rocket
- Health: Medium
- Damage: Medium
- Damage Type: Explosive
- Splash: Low
- Accuracy: N/A
- Range: Medium
- Countermeasure Vulnerability: Low
Note: Fast projectile speed rockets with low splash. Can not be out-ranged by ARK fleets. Stay moving to reduce damage from these rockets.
Name: Vulture Missiles
- Type: Missile
- Health: Medium
- Damage: Medium-High
- Damage Type: Penetrative
- Splash: None
- Accuracy: Medium
- Range: Long
- Countermeasure Vulnerability: Medium
- Kingkiller: Yes
Name: Victory Mortar - Short range
- Type: Mortar
- Health: Medium
- Damage: Medium
- Damage Type: Explosive
- Splash: Medium
- Accuracy: N/A
- Range: Medium
- Countermeasure Vulnerability: High
Name: Victory Mortar - Long range
- Type: Mortar
- Health: Medium
- Damage: Medium
- Damage Type: Explosive
- Splash: Medium
- Accuracy: N/A
- Range: Long
- Countermeasure Vulnerability: Medium
Note: Has a minimum range that players can move into to take no damage.
Name: Hyena Missiles
- Type: Missile
- Health: High
- Damage: Low-Medium
- Damage Type: Penetrative
- Splash: None
- Accuracy: Medium
- Range: Short
- Countermeasure Vulnerability: Medium
- Kingkiller: Yes
Note: Can be out-ranged by ARK Battlecruiser Fleets
Name: Archimedes Missile
- Type: Missile
- Health: Medium
- Damage: Medium
- Damage Type: Penetrative
- Splash: None
- Accuracy: Medium
- Range: Medium
- Kingkiller: Yes
- Countermeasure Vulnerability: High
Name: Antiexplosive Countermeasures
- Type: CMs
- Health: Medium
- Damage: N/A
- Damage Type: Antiexplosive
- Splash: None
- Accuracy: High
- Range: High
Name: Man-o-War Patrol ship
- Type: Missile Hull
- Health: High
- Damage: Medium
- Damage Type: Penetrative
- Splash: None
- Accuracy: Medium
- Range: Medium
- Kingkiller: Yes
- Countermeasure Vulnerability: Low
Note: Patrols on a loop around the target. At 25% remaining health this hull will spawn 2 rocket equipped drones.
Name: Rocket Drones
- Type: Rocket hull
- Health: low
- Damage: Medium
- Damage Type: Explosive
- Splash: Low
- Accuracy: N/A
- Range: Short
- Countermeasure Vulnerability: Medium
Note: Hulls can be dealt with easily if you keep them at long range. If they get close enough try to keep moving to avoid their rockets
Glossary
Range definitions are relative to the primary season hull. Thus what is short for one hull might be considered medium for another, the goal is to convey easily to players which turrets they can outrange and which turrets may be firing on you from a considerable distance away.
- Very Short = Easily out-ranged.
- Short = Out-rangeable.
- Medium = At least the same range as the player but generally not much more.
- High = Will easily outrange the player hull.
- Very High = Will cover a significant portion of the target.
If the arc is not specified then it has a 360 degree arc.