Captains, welcome to the official T12.5 Skirmish Strategy Guide. This guide aims to give you some insights on target mechanics for the new Skirmish hull, the Mirage. Learn about your enemies, and find general target info to help you in battle. Good luck!
Forsaken Defense Fleet
Tier 12.5 Skirmish Hull: Mirage
The Mirage is equipped with 10 weapon slots, 4 armor slots, 6 special slots and 1 Heavy Weapon slot which is unlocked at U1. Countermeasures can be equipped to 4 of the weapon slots.
The Mirage’s main weapon, the Refractor Torpedo, fires at medium range, dealing Concussive damage. The Torpedoes are accuracy based and have no splash, instead dealing a high damage focused impact.
The Mirage relies on its stealth to approach its victims unawares. Be wary of cavitation auras and prioritize enemies with true sight to minimize the damage your fleet sustains.
Enemy Info
Depth Charge Pangolin
- Type: Depth Charge Hull
- Health: High
- Damage: Medium
- Damage Type: Concussive
- Splash: Medium
- Accuracy: N/A
- Range: Medium
- Countermeasure Vulnerability: No
- Kingkiller: No
Name: Minelayer Swallowtail
- Type: Minelayer/Depth Charge Hull
- Health: High
- Damage: Medium
- Damage Type: Concussive
- Splash: Medium
- Accuracy: N/A
- Range: Short/Long
- Countermeasure Vulnerability: No
- Kingkiller: No
Note: This hull has a depth charge weapon on an autofire pattern - loiter inside its range at your own risk! It is also equipped with a gatling gun that will fire on cavitated fleets.
Cavitation Mines:
The Minelayer Swallowtail spawns a field of circling mines that deal explosive damage and leave a small cavitation aura.
Name: Escort Gambit
- Type: Rocket Hull
- Health: Medium
- Damage: Low
- Damage Type: Explosive
- Splash: Medium
- Accuracy: N/A
- Range: Medium
- Countermeasure Vulnerability: Yes (Anti-Rocket)
Rocket Warbird
- Type: Rocket Hull
- Health: Low
- Damage: Medium
- Damage Type: Explosive
- Splash: Medium
- Accuracy: N/A
- Range: Medium
- Countermeasure Vulnerability: Yes (Anti-rocket)
Note: this hull has a 360 degree firing arc with a small minimum range.
Name: Rhino
- Type: Rocket Hull
- Health: Low
- Damage: Medium
- Damage Type: Explosive
- Splash: Low
- Accuracy: N/A
- Range: Medium
- Countermeasure Vulnerability: Yes (Anti-rocket)
Note: Weapon has a 180 degree front arc.
Name: Spectre
- Type: Torpedo Hull
- Health: Medium
- Damage: Medium
- Damage Type: Concussive
- Splash: N/A
- Accuracy: High
- Range: Medium
- Countermeasure Vulnerability: Yes (Anti-Torpedo)
- Kingkiller: Yes
Note: The Spectres have a cavitation aura, revealing your fleet for the Rhino to attack.
Name: Sub Hunter Mutineer
- Type: Mortar hull
- Health: High
- Damage: High
- Damage Type: Explosive
- Splash: Medium
- Accuracy: N/A
- Range: High
- Countermeasure Vulnerability: Yes (Anti-Explosive)
Note: Getting behind this hull and slowing it with the Mistphase Mirage’s built-in weapon will keep it from turning on you.
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/ships they can outrange and which turrets/ships 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.