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Anyway, loads of (long range) rockets. Kill them before you are within their fireing range.
Any missile corvette/frigate will do. At least six missiles on alpha (first) strike, with a enough ammo capacity for at least two more afterwards (a barrel carries 100 ammo, each section will make a missile consume 25 ammo). At least 2 frag charges per missile set at a relatively wide angle of 25-45 degrees, with a narrow proximity charge and a LASER designator controled by an AI mainframe with an aim-point card.
The primary strength of the Coffin Nail is its rotating 'skirt' of wings providing both lift and protection to the more vital areas of the craft. That, coupled with a multitude of rather nasty guns makes it extremely dangerous. It's worth noting that the Coffin Nail does NOT have any serious AP capability, nor heavy missile capacity, so shielding your craft and building simple verticle missile launchers will work wonders. DO NOT WASTE YOUR AMMO WITH NARROW-FRAGS! A wide-angle proximity charge with a relatively steady stream of incoming missiles will more quickly strip the skirt away and cause the Coffin Nail to begin floudering, making it easy prey.
Nothing in this counter to the Coffin Nail should be above your capability in the early game to achieve, and will also place you in a generally good position against the rest of the Deep Water Guard fleet... until the Shrikes arrive, but that's another post should you choose to ask how to deal with them.
Well, Ironicly, my missles I made almost match that description, they are about 4 blocks long, allowing me some space to put alot of things into it. With 2 frags, one at 3 degrees for max pen, and another for 25. I also have a proximity fuse at about 45 degrees. One thruster paired with about 4 fuel tanks allows it to reach them with ease.
However, I will mention that these are IR missles, so they are equiped with a one turn device.
I made a lighter corvette with 2 of these batteries, and when these things launch a few salvos it brings them down with ease.
But I shall mention I tested these with shrikes, and oddly enough could actually take one down. It did, however, take a little while because the missles had to destroy each of the HEAT decoys. But my frag combination makes short work of any ships of the DWG.
(With the execption of shieled ones ofc)
Anyway! Glad to hear that your problem is solved, good warring!
The other bit of your question is, well, semantics. A 45-degree arc is, I'm sure you'll agree if you've ever driven a car, a sizable amount of deviation. On a missile, this default arc is guaranteed to damage multiple blocks when combined with a proximity detonator section, and will strip off a lot of wooden or similarly fragile components. It is, therefore a 'wide' arc, yet not a "very wide" arc. Which, again, is just a matter of semantics.