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Warlords Usurp Camels for Alliance Tournament XIII Victory

by TMC Archives September 1, 2015
by TMC Archives September 1, 2015 0 comment
212

The EVE Alliance Tournament XIII concluded on Sunday, Aug 30. Out of an original pool of 64 teams, Warlords of the Deep (2LGIT) came out victorious over the reigning champions, The Camel Empire (THNGY).  The final match can be found at the CCP final day coverage of Alliance Tournament XIII on Twitch, beginning at ~4:14:00 in the video embedded below. A simplified 3D match view of the finals can be found here.  The Alliance Tournament is setup as a winners/losers bracket double-elimination system such as in the International DOTA2 Invational Tournament. All losses in the alliance tournament are reflective of an actual ship lost on the EVE server Tranquility.

Flash Animation
Watch live video from CCP on Twitch

First round (04:14), second round (04:47), third round (05:21) and fourth round (05:56) of the Alliance Tournament XIII finals complete with interspaced commentary by CCP Fozzie et al.

CCP Logibro posted to the r/EVE subreddit,

“With the Alliance Tournament XIII Grand Final having played out and concluded last night we would like to congratulate the tournament champions, Warlords of the Deep. After being knocked into the elimination bracket by The Camel Empire, they carved their way through every team in their path to the finals for a rematch, where they ultimately triumphed over their rivals.

Second place went to The Camel Empire, managing to make it all way to the Grand Finals without losing a series, and only losing a single match to Pandemic Legion, who take third place. Exodus. manage to claim fourth place for themselves having also reached the final day of the tournament.”

Having won the winners bracket final elimination round, The Camel Empire started a point ahead. In the first round of the finals, the Warlords brutally brawled their way to earn the first point of the match against The Camel Empire. The second round saw the destruction of a Camel Empire gang-link Vulture for their Tengu tinker setup being the linchpin loss for Warlords to secure a consecutive win.

Although the Warlords brought their flagship Scorpion Navy Issue and two Chremoas amongst support to round three, they could not secure a hat trick against Camel Empire owing to the overwhelming artillery barrage delivered by Camel Empire Sleipnirs.  Although a small number of ships were destroyed in round three, the fate of one of the Chremoas* was ultimately determined, when artillery fire removed the Alliance Tournament Prize* frigate from the field.  Earlier in the day, an additional two Chremoas were lost by the Camel Empire during the winners bracket elimination match. Chremoas are estimated to be valued in the order of around 100 billion ISK each, marking the single most expensive day of losses in AT history.

In the fourth and final round, the Warlords secured victory over Camel Empire using a fleet doctrine comprised of Typhoon Fleet Issues, purifiers, T3 destroyers a Myrmidon, an Oneiros and a Malice* pitted against a Camel Empire Caldari Navy Scorpions, Claymores, assorted stealth bombers, a Stilleto and a Scimitar. The final round saw excellent piloting in a back-and-forth engagement although Warlords ultimately usurped Camels.  This was the first Alliance Tournament victory for the Warlords.  This was the first loss in any alliance tournament round played to date for The Camel Empire.

The Alliance Tournament saw a large number of Minmatar ship-types used throughout the collective tournament rounds.

Warlords earned 25 Imp and 25 Fiend blueprint copies, The Camel Empire in second place earned 15 Imp and Fiend BPCs, Pandemic Legion in third place earned 7 Imp and Fiend BPCs, and Exodus in fourth place earned 3 Imp and 3 Fiend BPCs. All teams in the top 16 earned 15 PLEX and all teams that placed 17-32 earned 5 PLEX.

Given the large use of Alliance Tournament ships* through matches, most notably in the PL versus Camels winners bracket elimination match, could their prevalence throughout this tournament signify a requisite need for teams to have a few to secure a win in future tournaments?  It could be argued that their use in the Alliance Tournament provides a possibly unfair advantage to a team that has them at their disposal versus a team that doesn’t.  However it could be contended that the Alliance Tournament is just an addition to the EVE meta-game, and all capsuleers and accompanying organizations are on an equal playing field in some capacity to secure them via Alliance Tournament victory, social dynamics or ISK. They may not even be needed given the outcome of some matches.

Moving forward, idle minds will wonder how next year’s Alliance Tournament will unfold. Which teams will participate, what fleet doctrines will be contrived, and who will ultimately come out on top? Even so, the most important question, what new commercials await us? (you know this is the best part).

All coverage of the Alliance Tournament XIII by CCP can be seen at their twitch channel. Page 2 includes a reposting of EVE Alliance Tournament 13 Prizes and accompanying ship descriptions/stat blocks.  The final brackets and accompanying 3D match views are most easily seen here.

<--pagebreak-->

Alliance Tournament XIII Prizes

1st place, The Warlords of the Deep: 25 Fiend BPCs and 25 Imp BPCs, 15 PLEX

2nd place, The Camel Empire: 15 Fiend BPCs and 15 Imp BPCs, 15 PLEX

3rd place, Pandemic Legion: 7 Fiend BPCs and 7 Imp BPCs, 15 PLEX

4th place: Exodus: 3 Fiend BPCs and 3 Imp BPCs, 15 PLEX

IMP

The Imp is an advanced Sansha’s Nation Interceptor intended for use by forward parties of True Power’s feared harvester squadrons. Able to penetrate even the most intense blockades, hunt down stragglers or simply hold ships while waiting for the main harvester force to arrive, the Imp is yet another case of Sansha’s Nation technology improving on existing advanced hardware. Like most Sansha’s Nation equipment, the few captured examples of the Imp have proven to be readily adaptable for capsuleer use.

Amarr Frigate Bonuses:

7.5% bonus to Small Energy Turret tracking speed per level

Caldari Frigate Bonuses:

20% bonus to Afterburner velocity bonus per level

Interceptors Bonus:

5% bonus to Warp Scrambler and Disruptor range per level

15% reduction in Microwarpdrive signature radius penalty per level

Role Bonus:

150% bonus to Small Energy Turret damage

80% reduction in propulsion jamming systems activation cost

Immunity to non-targeted interdiction

Fitting:

Slot layout: 3H, 4M, 4L; 2 turrets

2 Rig Slots, 400 Calibration

Fittings: 50 PWG, 180 CPU

Defense (shields / armor / hull) : 700 / 500 / 500

Base shield resistances (EM/Therm/Kin/Exp): 0 / 30 / 40 / 50

Base armor resistances (EM/Therm/Kin/Exp): 50 / 55 / 25 / 10

Capacitor (amount / recharge rate / average cap per second) : 450 / 210 / 2.14

Mobility (max velocity / agility / mass / warp speed / align time): 450 / 3.5 / 1,000,000 / 8 / 4.85s

Drones (bandwidth / bay): 0 / 0

Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 800 / 6

Sensor strength: 15 Radar

Signature radius: 35

Cargo capacity: 150

FIEND

The Fiend was originally designed by Sansha’s Nation as a Heavy Interdiction Cruiser for use by elite harvester squadrons as a means to capture and board ships typically requiring large crew complements. The advanced interdiction technology the vessel is equipped with allows it to generate warp disruption fields without impairing its flight characteristics. This allows these formidable ships to easily chase down and hold even the fastest vessels in the larger size brackets. As with other Sansha’s Nation equipment, the handful of captured Fiends in commercial hands have proven to be adaptable for capsuleer use.

Amarr Cruiser Bonuses:

7.5% bonus to Medium Energy Turret tracking speed per level

Caldari Cruiser Bonuses:

20% bonus to Afterburner velocity bonus per level

Heavy Interdiction Cruiser Bonuses:

5% bonus to Warp Disruption Field Generator scramble range per level

Role Bonus:

150% bonus to Medium Energy Turret damage

Can fit Warp Disruption Field Generator

20% bonus to all shield resistances

Unaffected by Warp Disruption Field Generator mass & speed effects

Fitting:

Slot layout: 5 H, 7 M, 5 L, 3 turrets

3 Rig Slots, 400 Calibration

Fittings: 900 PWG, 450 CPU

Defense (shields / armor / hull) : 2800 / 1600 / 1600

Base shield resistances (EM/Therm/Kin/Exp): 0 / 80 / 70 / 50

Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.2 / 62.5 / 10

Capacitor (amount / recharge rate / average cap per second): 1800 / 450s / 4

Mobility (max velocity / agility / mass / warp speed / align time): 240 / 6.0 / 10,000,000 / 3.3 / 8.32s

Drones (bandwidth / bay): 0 / 0

Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 250 / 7

Sensor strength: 24 Radar

Signature radius: 120

Cargo capacity: 450

Alliance Tournament Edition Nightmare Ship SKIN

Awarding 10 copies of this SKIN for each series won by a team.

TMC has reached out to Camels and Warlords Alliance Tournament participants for comment and will make updates accordingly.

This article originally appeared on TheMittani.com, written by Anehii.

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