Captains, welcome to the official T14 Skirmish Strategy Guide. This guide aims to give you some insights on target mechanics for the new Skirmish hull, the Excidium. Learn about your enemies, and find general target info to help you in battle. Good luck!
Approaching Armada
(Image coming soon)
Makara notices an unsettling taste in the air, something is approaching fast. Not long after, Scourge deep-sea operators report unsettling movements on their radar just past their borders, they intercept and decrypt a Forsaken transmission. The message indicates an approaching armada led by the Admiral Brennus, informing Captain Harlock that they are approaching scourge territory, this expansion would help prepare them for an impending invasion of the Blackwater. Makara, sensing this threat of encroachment prepares her newly designed Excidium to safeguard their waters.
Tier 14 Skirmish Hull: Excidium
The Excidium is equipped with 10 weapon slots, 6 armor slots, 6 special slots, 2 heavy armor slots which are unlocked at U3 and X1, and 1 Heavy Weapon slot which is unlocked at U1. Countermeasures can be equipped to 4 of the weapon slots. Cormorants are recommended!
The Exicidiums main weapon, the Havoc Rockets, has a medium range & deals Explosive damage. The rocket has a significant splash range, so look for strategic positions to take out clusters of enemy hulls!
Using the Built-in Obstructor Torpedo:
The Excidium has a built-in Torpedo called the Obstructor, which automatically fires directly in front of your Excidium. The Obstructor’s torpedoes leave a speed region on impact staying for a duration of 10 seconds. Use the built-in speed regions to maneuver around your enemies! 
Enemy Info
Name: Spectre
- Type: Torpedo Hull 
- Health: Medium 
- Damage: Medium 
- Damage Type: Concussive 
- Splash: N/A 
- Accuracy: High 
- Range: Medium 
- Countermeasure Vulnerability: Yes 
- Kingkiller: Yes 
Note: Cormorants are recommended for countering these enemies' torpedoes. Will be found grouped with Warhounds
Name: Warhound
- Type: Rocket Hull 
- Health: Medium 
- Damage: Medium 
- Damage Type: Explosive 
- Splash: Medium 
- Accuracy: N/A 
- Range: Medium 
- Countermeasure Vulnerability: No 
- Kingkiller: N/A 
Note: Found grouped with Spectres.
Name: Mutineer
- Type: Depth Charge Hull 
- Health: Low 
- Damage: Medium 
- Damage Type: Concussive 
- Splash: Medium 
- Accuracy: N/A 
- Range: Low 
- Countermeasure Vulnerability: No 
- Kingkiller: Yes 
Note: Keep the Mutineer at the max range of your rockets to outrange!
Name: Pathfinder
- Type: Depth Charge Hull 
- Health: Medium 
- Damage: Medium 
- Damage Type: Concussive 
- Splash: Medium 
- Accuracy: N/A 
- Range: Medium 
- Countermeasure Vulnerability: No 
- Kingkiller: Yes 
Note: Keep your distance with the Pathfinder to reduce damage from its splash! Exploit its stationary position to your advantage.
Name: Citadel
- Type: Mortar Hull 
- Health: High 
- Damage: Medium 
- Damage Type: Explosive 
- Splash: Medium 
- Accuracy: N/A 
- Range: High 
- Countermeasure Vulnerability: N/A 
- Kingkiller: N/A 
 Note: While the Citadel follows its set path, it auto fires slowing fields in the white weapon arcs to its front and rear. Be mindful of its mortar weapon ranges, shown in red on its left and right! Once damaged, waves of Marauders are called in for back up!
Name: Marauders
Rocket (Green)
- Type: Rocket Hull 
- Health: Medium 
- Damage: Medium 
- Damage Type: Explosive 
- Splash: Medium 
- Accuracy: N/A 
- Range: Low 
- Countermeasure Vulnerability: No 
- Kingkiller: No 
Torpedo (Gold)
- Type: Torpedo Hull 
- Health: Medium 
- Damage: Medium 
- Damage Type: Concussive 
- Splash: Medium 
- Accuracy: Low 
- Range: High 
- Countermeasure Vulnerability: Yes 
- Kingkiller: Yes 
Note: Cormorants are recommended for countermeasuring the Torpedo Marauders in Gold. Will be called in for back up when allied Citadel(s) or the Gambit are damaged!
Name: Gambit (Boss Hull)
- Type: Mortar Hull 
- Health: High 
- Damage: Medium 
- Damage Type: Explosive 
- Splash: Medium 
- Accuracy: N/A 
- Range: High 
- Countermeasure Vulnerability: N/A 
- Kingkiller: N/A 
Note: Placed near the centre of the target, the Gambit follows a set path. Be mindful of its mortar weapon ranges in red! Once damaged, waves of Marauders are called in for back up!
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.
 
        
       
  
 