Alliance Assault Frigate Mark I

## Alliance Assault Frigate MK I

###  Role

Rendili Star Drive (Rendili, Mon Cala, Sluis Van) /Alliance Underground Engineering
Destroyer

### Build Limit

* Galactic Mode: 5
* Tactical Mode: 14

None

### Build Time

* 5500 Credits (Galactic Conquest)
* 5200 Credits (Space Skirmish)

* 115 Seconds (Galactic Conquest)
* 42 Seconds (Space Skirmish)

### Required Structures

* Alliance Medium Shipyard
* Alliance Advanced Medium Shipyard
* Alliance Space Tech - Frigates & Cruisers 2

## Combat Statistics

### Shield Refresh Rate

6000
Average Charge Anti-TL
13.33 per second

### Health Regeneration Rate

6500
Heavy
0.75% per 8 seconds

### Max Attack Range

* Max Range: 3250
* Ideal Range: 1750

### Unit Hardpoints

Targetable:* 8x Med CR Dual TL
* 1x Shield Generator

Non-Targetable:

* 2x Med TL
* 4x Hvy LC

### Unit Abilities

Power to Main Batteries:* Diverts all power to the ships main weapons. Increases fire rate of main weapons immensely, but disables all other weapons, stops shield recharge and slows down movement speed.

## Technical Specifications

### Player Evaluation

Summary: A Carrack that went through a serious Rocky III style training montage. It got bigger and bulkier, but also slightly slower. Excellent at close quaters engagements, but struggles at longer ranges.

Firepower-wise the AAF 's gun are fantastic for killing large, slow moving targets. This is down to three qualities.

1. They reload fast
2. They have sufficient armour penetration
3. They have relatively decent damage per round

These weapons aren't particularly had to use. You navigate within range, right click on the big shiny capital ship-of-doom and let the AAF do it's work. What new players will struggle with however, is the range. Close range turbolasers have an exceptionally poor range, necessitating close quarters "I want to hit them with my sword" engagements which makes staying alive in this ship fairly difficult. If you want to survive past your first run, target selection is crucial. Try to focus on isolated or slow targets which are towards the edges of the enemy fleet instead of just charging in yelling "Leeeeeeroy Jenkins." Adding to this "high risk, high reward" playstyle is the "Power-to-Main-Batteries" ability, which increases the fire-rate of the main batteries dramatically at the cost of movement speed and shield regeneration. Only use this ability when you have a sure-fire way out of danger, as activating it significantly reduces the chance of survival under fire.

However, whilst the AAF's firepower is well suited to deal with large units, it lacks smaller weapons to engage agile craft such as frigates, corvettes and starfighters. Whilst the close range turbolasers will shoot at them, it's more of a pretty lightshow than effective firepower. Always escort AAFs with fighters or corvettes that can keep small craft away from it.

A recurring theme with this ship is "geared towards killing capital units" and its defenses are no exceptions. Her frigate classification and relatively slim nose/stern-on profile gives her excellent protection against capital-grade weapons, which miss most of their shots. However, the ship itself is fairly squishy and liable to exploding if she actually gets hit. Heavy Assault Missiles, Medium torpedoes, Medium turbolasers and Light turbolasers will all make short work of this ship. In short, keep her away from non-capital ships and she's normally fine.