War Situation, level 4

Reported by: Duke Frantzich
Additions by: Aloysius Pendergast
Updates by: Pen DaiDaiHai, Ethaet
Last update: 2008.01.04

Note, new version: 2 courier parts removed.
You may get a courier mission with the same name with the the two courier parts that's been removed.
Some agents still give out the old variant with the 2 courier parts included.

Part 1

Mission Type: Deadspace
Mission objective: Destroy all Amarr ships and buildings
( At present the mission briefing is bugged and the objective does not show )
Damage dealt: EM / Thermal
Recomended damage dealing Thermal
Completed in Drake (Duke Frantzich)

4x amarr Navy Soldiers
2x Amarr Navy Maller
2x Amarr Navy apocalups

No agro on warp in. Get some range and the damage is quite light.

Remember to blow up the Lookout.

Part 2

Mission type: deadspace
Mission objective: Destroy all Amarr ships and buildings

Pocket 1
Damage dealt: EM / Thermal
Recomended damage dealing Thermal

1x Amarr Navy Gamma I
1x amarr Navy Gamma II
2x Amarr Navy Scout
1x Amarr Navy Crucifier
3x Amarr Navy Maller
1x Amarr Navy Armageddon
Stayed at 50 + km and got no damage to my shield. Armageddon seems unable to hit anything further away than 32 km.

Pocket 2

Hollow asteroid Accelleration Gate, a bit tricky
Damage dealt: EM / Thermal / Kinetic
Recomended damage dealing Thermal but EM for General 'Buck'

1x Amarr Navy Crucifier
1x Amarr Navy Scout
4x amarr Navy Soldiers
4x Amarr Navy Maller (of wich two jammed pretty good)
2x Amarr Navy apocalups
1x General 'Buck' Turgidson - Apocalypse with special atributes.

Some damage in the beginning but never below 50% shield.
Buck has got a good armor rep, and efficient defender missiles. If you want to take him down fast with missiles, get up close and personal so the defenders can't hit.

One of the Apocs might "take off" and move away to approx 250km away from you, but it will return back to it's original position.