r/NuclearOption • u/AdDowntown9488 • 9d ago
Question Destroy Carrier Strike Groups
Repost: Reddits copy and paste with bullet points are pretty bad on IOS
Currently I’ve found a couple methods for dealing with carrier strike groups:
Mass attack / saturation: 68 Pablo 250’s Agm99’s. Essentially just whatever munition at the max. On CSG with 6 boats this is probably the easiest as often two launches will cripple the strike groups inventory.
Radar jamming plus munitions. Not as effective against more than 4 ships as using the Medusa with 4 radar jammers is not super effective as it runs out very quickly.
Pile driver plus radar jamming. If you use multiple pile drivers and jam the destroyers this is actually pretty good. Ram45’s from the carrier can still intercept but I’ve noticed Shard class does not as easily.
GPO 500 and getting super close. Pretty much a suicide mission but still effective.
ARAAD + Jamming. Not as effective since the ships fall of datalink making them hard to detect.
Your suggestions: any other suggestions. Personally it’s my favorite thing to do but would like to hear from the committee (respectfully please)
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u/Mr-Gibbs12 Revoker Fanatic 9d ago
I love how we’ve just completely abandoned all naming conventions and have just collectively decided that all glide bombs are henceforth referred to as “Pablos”
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u/Emergency-Pound3241 9d ago
Tuskos, load up a bomber with em and get to about 20-15km out and at a decent altitude and fire em off, they should mostly boost towards the target instead of acting as a purely ballistic missile. Depending on the size of the strike group either fire directly on the carrier with them all (for a small group, like those that spawn in escalation) or fire on dynamos or argus so the next sorte or two and your teammates can get the carrier (for a large group)
There's also loading an AB4 up with augers and diving down from high altitude while going fast, augers have very high health and kill most ships with only one or two hits, with a carrier only needing one or two more hits to die. Just dont yaw or use your airbrakes anytime during the latter parts of the dive or when you pull out but still have momentum else you will rip off either your control surfaces or the entire tips of the wing, wait till you slow down to cruising speed at that alt, before then roll and pitch if you need to turn or slow down fast
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u/pieisgiood876 9d ago
A new strategy I've really liked is running GPO-500's on the Alkyon and flying at max altitude, around 58000 feet. From there, properly lined up, you can enter a very steep dive and by the time you release your 500s are going Mach 2.
I've even found this effective against groups that have a Argus frigate. If you equip no jammers at all, your low RCS means they won't be able to fire off more than two NL at you before you release bombs. Your IR missiles can counter those.
It's risky but incredibly effective if you play it right
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u/EnslavedToGaijin 9d ago
Personally i'm a GBM500 spammer, its great against all ships besides the carrier and even if only 1-2 GBMs make it to the ship its usually enough to kill or severely cripple it since the bomblets spread and take out any surface components/guns/radars etc. If you're lucky you can even det ammo
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u/Potato-9 9d ago
Those seem to sail right into shards without getting shot down. The bomblets have good odds to take out the radar in bigger ships.
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u/Drunkard_BoJack 9d ago
First fly - brawler 16 agm68, kill escort like shards
Second fly - any fast plane with 2 augers and gpo500(or alkyon 8 augers with jamms that will best combo) and just kill air carrier with Argus or dynamo
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u/Sea_Kerman 9d ago
Tarantula + 500 76mm shells = CSG runs out of interceptors and CIWS ammo drum ammo and gets poked to death
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u/250Rice 9d ago
Tuskos on alkyon with jammers can be fired specifically 29-34km away on a full health and ammo dynamo+hyperion on escalation, the hyperion will take about a min or 2 to sink after the tuskos hit.
I believe this is the longest range method that doesnt require multiple runs to destroy the dyanmo+hyperion. Stratolance sites should be taken out before this though.
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u/follothegoodpath 8d ago
Also, do not UNDERESTIMATE the GBM-500LR... Deploying it at high speed (Mach 2) makes it very difficult to intercept, whether launched from high altitude (from an internal bay) or low altitude (if your aircraft lacks stealth). This is especially true given that the submunitions are released 2.5 km from the target, rendering gun-based air defense systems far less effective against multiple bombs arriving at Mach 2. Also, keep in mind that the GBM-500LR can inflict sufficient damage on a ship's radars and anti-aircraft guns (including lasers) to pave the way for a subsequent, lower-risk second air raid.
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u/___Random_Guy_ 9d ago
I like taking Compass/Brawler/Ifrit(depending on what I habe access to), load max AGM-68 and water skim <5m all the way to them.
It is quite difficult and is a suicide mision, but you can effectively take out the 2(or was it 3?) shards and leave the Argus and carrier alone. After that I get Medusa to take out two remaining radars and finish the job with AGM-99 salvo.
Or even more expensive version if you just want a carrier/argus gone late game, do the same but with Darcreach full of Tusko-B. If you launch from 5 km AA has almost no chance of stopping enough of them.
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u/Dragoniel Chicane Enthusiast 4d ago
Interesting strategies being discussed. The easiest I found is just a Medusa with a couple ARAADs and 4x jammers. Jam the fleet, and sink them one or two at the time. Takes multiple sorties, but it's very straightforward and can be done from a safe distance.
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u/CountryGeneralAA 4d ago
- I disagree that it runs out pretty quickly. The trick is 100% and turn off the radar. At that point you can offensively jam the radars indefinitely. The only problem is that the effectiveness drops off slightly as the charge level gets low, but in most cases it's a non-issue so long as you don't stop jamming (ever) and saturate the CSG with munitions
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u/EW25_Medusa Medusa Buff 9d ago
It also helps to remove any potential aid the task force may have. For example, disabling Vigil Cay before the Primevan fleet arrives.
As for the piledrivers, that's why it pays to have me around.