@torgen said in Chaos:
Indeed, alpha is somewhat low but the amount of crits tend to make up for it. The task is simple: always focus the nearest enemy and disable it(prio 2+ engines/gen) and as soon as flagship is visible, set it as priority 1.
Desolators can kite a bit with the 200 speed they have but the absence of HET can hurt against torpedoes or keeping up dps. But with high reload time on lances, the effect is diminished a bit. They are tanky enough to be able to boost out of range without taking too much damage unless the enemy ignores the other 3 ships. With Deso admiral you can go as far as having it on front line to deploy the bombs fast and provide a juicy bait, risky nonetheless.
And with the Despoiler set on reload in the back line with its 3(4) launch bays you have a decent chance of scouting the front line if there aren't any clouds in the immediate vicinity and it will punish the first ship that enters it's range to brawl with the Desos. Except the initial scouting, despoiler bombers are only sent after the most isolated/nearest enemy, unless there enemy ordnance to consider as well which takes priority.
Skills usually consist of stasis and disruption bombs to deter the enemy from closing in. MWJ might be useful as well to get some easy torps and rams but I haven't used it anymore since the delay was added.
Upgrades offer few possibilities, depending which ship you chose as admiral and subfaction of choice.
As you said detection can be an issue, but against this setup, most factions will want to close in fast. Still waiting on the Eldari matchup.
Regarding your fleet, I like the idea much as well. Styx and Acherons for the lance support/scouting and Carnages for macro power.
My only gripe is the Carnages can get crited fast so you have to be extra careful about them. And Infidels but I guess you wanted to use all points possible without changing the whole fleet 