POS guide

Some Basic Thoughts

Domination (Minmitar) POS's give bonus's to arty. Arty is very useful in that it hits with two or more types of damage. So if you use two types of rounds like EMP and Fusion you will be hitting across multiple damage types which is harder for ships to harden against. Factional POS's also take less time to anchor or un-anchor & they give 20% increase in shield/armor/structure hit points. Factional batteries have that 20% increase but they also take less cpu/grid so you are able to have more batteries online.

Make sure that whatever you are going to have at your POS is anchored & full of ammo. It's a terrible feeling to be under attack and online your battery just to find it is out of ammo.

The basic setup below is how POS is setup normally. Since you might not be around when attacked you want to have your resists very high. These setups give you a 50/43/43/43 resist across the board. Hopefully someone in corp will see that the POS is under attack & get things organized for your defense. Then you offline the three hardeners and bring online the rest of your batteries to kill ships. Your resists will then be 50/25/25/25.

POS Defense Thoughts

Corresto said, "A POS gunner can control up to 5 guns, 1 per lvl of Starbase Defense Management." And you can control as many batteries as you have people with the Starbase Defense Management skills. Theoretically you could have 8-15 people controlling batteries. I would have them broken into two groups. The ECM group and the Killer Group. You should have them on separate vent channels so they can talk to each other and not be stepping on each other. And these channels should be separate from the Cap Fleet in system to help protect the POS. (Again less confusion)

ECM Group

ECM group is to stop the support ships from repping other ships. (IF they can't target ships they can't rep them) The ECM group should only be able to see the logistical ships & possibly the command ships in the overview. This way there is less confusion for them. Each ECM is for a different type of ship so they will have to know what their type ECM goes with which ship.

Killer Group

There does need to be a leader of the Killen Group to call out primary Cap ships and secondary BS ships. The 3 Neuts need to suck the cap from the Primaried Dread and once done then the Large Arty Batteries start hitting. Once cap is drained the 2 Neuts start on another cap ship while the one stays on target making sure cap doesn’t come back. Once the Cap is killed that Nuet joins the other two and so on.

Medium Batteries Group

Medium Batteries should work in conjunction with the Warp Disruptor/Webber. The people controlling them need to ‘catch’ the ships and then call out to the other medium battery operators to focus fire till dead. Then move onto the next ship.
The leader of the POS Batteries should be able to hear what the FC of the fleet is doing as well. They can then be directing the Warp Disruptor/Webber batteries to catch and kill ships.

Other POS Issues


Paddlefoot Aeon said, "Your gunnery/missile skills have no effect on POS weaponry. Damage and bonus's are determined by the type of Tower bonus's given." Batteries not under your direct control will randomly attack ships for a time and then unlock and move randomly to another ship.

The most important skill for POS defense is the Starbase Defence Manager. Each level allows you to control one more battery.

Lord Fitz said, "Dreads are immune to dampners and ecm and warp scram and webs etc WHILE IN SIEGE ONLY ;) Dreads are not immunue to EW naturally, only supercaps are." But usually when Dreads come to take out POS's they go into Siege mode for the bonus's and the only thing useful to take out Dreads at this point is sucking cap then killing them with large arty. Carriers are also immune if they go into Triage mode... but they usually don't.

The Sentry Gun Settings Screen

Paddlefoot Aeon said,

"Attack if standing is lower then --> 0.1 <-- will shoot all those who are neutral to your corp... so it will only keep your friends safe :)

Attack if security status is below
Attack if our standing is dropping
Attack if other security status is dropping
Attack if aggressed

Leave the above all un-checked...

Attack if at War - Tick yes

'Attack if aggressed' is a misnomer... it means will attack if someone gets aggression in range of the POS. So it will kill you if you aggress someone outside your POS. Your POS will automatically defend itself if it is attacked, so no worries about ticking this button."

The one time you would want 'Attack if aggressed' checked is if you have a POS in lowsec/0.0 space with just one cyno person and you are bringing in a Jump F. You can't control the guns so if someone comes to shoot your JF or cyno guy they get auto slammed.

However if you do have "Attack if aggressed" checked make sure you do NOT shield rep your POS. For whatever reason it assumes you are attacking it when you shield rep it. (This is what I've been told. I've not tried it to see if true)

Gun Placement

Gun placement seems to make a differece. See BoB POS setup below.

BoB's Titan Staging DeathStar

Night Tripper said, "I believe spreading your guns, out like the BoB setup, is helpful for ensuring you are evenly defended from all sides, and that you will have no "tracking" weakness."

Gamarus said, "I have one point about placement of guns, or more precisely, scramblers at especially your cynojammer towers; namely spread them as far as possible from the cynojammer and each other.

The reason behind this? Cynojammers will be attacked by battleships, and most often, by close range RR (Remote Repping) battleships. By spreading the most important targets you force the attacker to slow boat from one objective to another as they cannot warp from the tower to reposition themselves without leaving scrambled ships behind. It is very difficult to travel as a group and thus you get chances at catching ships outside RR range."

Sensor Dampners

Dreads are immune to dampners while in siege mode. Carriers are not unless they are in triage mode. If you really want dampners then remove one each type of the ECM battery and put one Dampner for each ECM battery removed.

Cyno Jammers

Paddlefoot Aeon said, "You need SOV 3 to anchor the Cyno jammer... and it prevents ANY cyno from being activated anywhere in the system. It also deactivates any jump beacons in the system." Even if a cyno jammer is on a cap ship can jump OUT of that system. The cyno jammer just stops caps from jumping into a system.
 
Reinforcement Issues: Or Why No Missile Batteries


When the pos shield drops to 25% the pos goes into reinforced mode: all cpu based batteries/arrays offline. At this stage the pos uses stront fuel, becomes invulnerable and cannot be targeted. But you can still shoot IF your guns use grid only. (This is why you don't use missile battery's) . The POS modules outside the shield can be shot & incapacitated even if its in reinforced mode. The defenders however can repair those modules and online them again (if they dont use CPU).

Procedure For POS Defense At End Of Reinforced Mode.

1) Rep any damaged batteries. (Can actually be done anytime)
2) Get as many shield repping ospreys/basilik/carriers as possible to rep the shield to 50%.
3) Refuel with more stront.
4) Rep and online pos modules.
5) Finish repping the shield to 100%

The inital attack is very rarely defended by most corps/alliances since the attacker can chose terms of that engagement most of the time.

Once shields are below 50%, POS cannot be "timed" or stronted. This means that a clever attacker who keeps shields below 50% and above 25% can manipulate the timing. E.G If the defenders put 6 hours of stront, then the attackers can "trap" this 6 hours worth in the pos and basically play a eve poker to see if the stront manager was bluffing or not with regards to exit timing.
Anyhow usually, 90% of the time, the attacker just shoots pos till its hits 25% then all the "stront" or "timer" ticks away for everyone to see. When timer counts down to 0, pos if freely available to be shot by all. It can be re-timed or re-stronted when its shields hit 50%.

Idea is that the attacker has to attack a POS twice. Once at the attackers terms, and once at the defenders (stront timer) terms.

Questions About A POS Under Attack


1. If I own a POS, it's online, and it's attacked, do I get an eve mail when the attack starts?

Yes

If it is a slow attack it gives you one every hour with an update of the percentage of shields left

2. Do I get one if it's put into reinforced?

No (but you still see the ones where you are being attacked)

3. Do I get one if it's offline and gets attacked?

Yes

4. Who in the owning corp receives an evemail if any do in the circumstances above?

CEO, Directors and people with starbase config role*.
 


Information On Ship Building

Lord Fitz said,

1) "If building ships you want to really do it one of two ways.

a. have a ship maint array within 3000km of the aseembly array so you can assemble and board the finished ships or
b. use a freighter to take the finished ships to a nearby outpost to assemble/sell (works especially well for haulers).

2) The amount of LO / Heavy water listed on the towers attributes is for 100% grid/CPU usage. If you use less than this you don't use as much. (50% grid = 50% LO usage etc)

3) Each type of array can only manufacture the items designed for that array. There are two module (equipment arrays), one has 5 slots and 20% wastage, 0.65x time multiplier. The other has 6 slots no extra wastage and a 0.75x multiplier. The rest of the T1 arrays have no wastage, a 0.75x time multiplier and can ONLY build the types of their array.

a. Small Ship array can only build frigates and destroyers and fighters
b. Medium Ship can build cruisers, barges, haulers, battlecruisers but not any small ships
c. Large Ship array can build battleships, freighters, carriers, dreadnaughts nothing smaller.
d. X-Large Ship array can build battleships, freighters, orca, dreadnoughts, carriers, rorquals. - Anchored in 0.4 or lower only. (The T1 arrays can also only build T1 ships, all the ship arrays are 90m each)
e. Capital Ship Assembly array are special arrays that build Titans and motherships. (which coincidentally is not for Dreads/Carriers/Freighters). It requires sov 1 to anchor, costs 2b isk, and is 900,000m3. Lots of fun. - The march 10 patchnotes The Capital Ship Assembly array has been resized to 850k m3, down from 900. - It now will fit in any freighter with lvl 4 of the racial freighter skill

Other small note, you need the advanced arrays to build the T2 versions of ships, these arrays have a 1.1x material multiplier and can not build the T1 hulls.

[i]Alliance members can also use the Cynosural Generator Array (no one else can)"

Ships have to be assembled to go into the ship maintenance array, you can assembly them while they are in the assembly array provided you have a ship maintenance array (pos mod or ship based) within 3000m of you, and you are within 3000m of the assembly array. Then you can just drag from one to the other. Note that once they are assembled, you can no longer put them in cargo of a freighter etc, you have to fly them out. You can't repackage at a POS.

--------------------------
1. You need to be within 5km of a structure to put it online if you are right-clicking on the structure. If you are not within 5km, the option to 'Put Online' simply does not appear in the right-click menu.

2. If you are in the 'manage' page of your POS, regardless of distance from a structure, you can select it in the structures list and click the 'online' button at the bottom of the screen.

3. All offensive modules (Ewar/turrets/missile launchers etc) must be outside the shield.
-------------------

Reactors will only anchor in 0.3 and below, so you can only do reactions in 0.3 and below.
-------------------

Alliance members can use a Jump Bridge with the POS forcefield password. (As can anyone else if they have the POS password) Alliance members can also use the Jump Portal Array. (no one else can) Alliance members can put things into hangars, but not see where they are putting things in or take things out. Should be able to set it to alliance under the structures list. They cannot use anything else or have access to any assembly array or labs or anything.

Jump Bridge Death Star (With Hardeners)

1 Domination Large Tower
1 Jump Bridge
2x Ballistic Deflection Array
2x Explosion Dampening Array
Heat Dissipation Array
12x Domination Med Arty Battery
2x Domination Med AutoCannon Battery
2x Domination Small Arty Battery
2x Domination Small AutoCannon Battery
3x Dread Guristas Ion Field Proj Battery
3x Dread Guristas Phase Invern Battery
3x Dread Guristas Spatial Destab Battery
2x Dread Guristas White Noise Gener Battery
2x Shadow Warp Disr Battery
Domination Stasis Web Battery


What We Should Have Anchored But Not Online:

1 Component Assembly Array (Storage. Online as needed)
2 Warp Disrup Batteries (extra for when an active one is destroyed)
1 Domination Stasis Web (extra)
4 Domination Large Arty (extra for if cyno jammer goes down)
2 Domination Large Auto Arty
4 True Sansha Energy Nuets (extra for if cyno jammer goes down)
8 Domination Med Arty (extra)
4 Domination Small Arty (extra)
3 Dread Guristas Ion Field Projec Battery
3 Dread Guristas Phase Inver Battery
3 Dread Guristas Spatial Desta Battery
3 Dread Guristas White Noise Gene Battery

When Attacked You:

Offline

Ballistic Deflec Array
Explosion Dampen Array
Heat Dissip Array

Online

3x Domination Med Arty Battery
2x Dread Guristas Ion Field Projec Battery
2x Dread Guristas Phase Inversion Battery
2x Dread Guristas Spatial Destab Battery
2x Dread Guristas White Noise Gener Battery

When CPU Batteries Offline You Online:

8 Domination Med Arty

When Cyno Jammer Goes Down:

4 Domination Large Arty
2 Domination Large Auto Arty
3 True Sansha Energy Neuts

Offline small and medium batteries till you have enough cpu/power


Cyno Jammer Death Star (With Hardeners)

Domination Control Tower (Large)
Cynosural System Jammer
2x Ballistic Deflection Array
2x Explosion Dampening Array
Heat Dissipation Array
11x Domination Med Arty Battery
2x Domination Med AutoCannon Battery
2x Domination Small Arty Battery
2x Domination Small AutoCannon Battery
Domination Stasis Web Battery (Online)
5x Dread Guristas Ion Field Projection Battery
5x Dread Guristas Phase Invers Battery
5x Dread Guristas Spatial Destab Battery
5x Dread Guristas White Noise Gener Battery
2x Shadow Warp Disruption Battery

What We Should Have Anchored But Not Online:

1 Component Assembly Array (Storage. Online as needed)
2 Warp Disruption Batteries (extra for when an active one is destroyed)
1 Domination Stasis Web (extra)
4 Domination Large Arty (extra for if cyno jammer goes down)
2 Domination Large Auto Arty
4 True Sansha Energy Nuets (extra for if cyno jammer goes down)
8 Domination Med Arty (extra)
4 Domination Small Arty (extra)
3 Dread Guristas Ion Field Projec Battery
3 Dread Guristas Phase Inver Battery
3 Dread Guristas Spatial Destab Battery
3 Dread Guristas White Noise Gener Battery

When Attacked You:

Offline

Ballistic Deflection Array
Explosion Dampening Array
Heat Dissipation Array

Online

3x Domination Med Arty Battery
2x Dread Guristas Ion Field Projec Battery
2x Dread Guristas Phase Inver Battery
2x Dread Guristas Spatial DestabBattery
2x Dread Guristas White Noise Gener Battery

When CPU Batteries Offline You Online:

8 Domination Medium Arty

When Cyno Jammer Goes Down:

4 Domination Large Arty
2 Domination Large Auto Arty
3 True Sansha Energy Neuts

Offline small and medium batteries till you have enough cpu/power
 
Component Reaction Death Star (W/Hardeners)


Dread Guristas Control Tower (Large)
1x Photon Scat Array
1x Explosion Damp Array
2x Warp Disrup Bat
1x Stasis Web Bat
2x Ion Field Proj Bat
2x Phase Inver Bat
2x Spatial Destab Bat
2x White Noise Gener Bat
6x Med Arty Bat
1x Med AutoCannon Bat
Medium Intensive Ref Array
Refining Array
4x Silo

What We Should Have Anchored But Not Online:

1 Component Assembly Array (Storage. Online as needed)
4 Warp Disrup Bat (extra for when an active one is destroyed)
1 Stasis Web
6 Large Arty
2 Large Auto Arty
4 Energy Nuets
10 Med Arty
5 Small Arty
5 Ion Field Proje Bat
5 Phase Inver Bat
5 Spatial Destab Bat
5 White Noise Gener Bat

When Attacked You:

Offline

Med Intensive Ref Array
Refining Array
4x Silo

Online

4 Large Arty
3 True Sansha Energy Nuets
4x Med Arty Battery
2x Ion Field Proj Bat
2x Phase Inver Bat
2x Spatial Destab Bat
2x White Noise Gener Bat

When CPU Batteries Offline You Online:

2 Large Auto Arty
6 Med Arty

Dread Gurstas (Or large Caldari) give extra cpu then other towers and this is necessary to run the two reactors (If you need to run them that is) This setup will allow you to take moon minerals from two sources and put it into a complex reaction taking two simple reactions. (See the below links for info on various setups)

Complex Reactions: What Does POS Setup Look Like?

Practical Details Of A Multiple Reaction Setup

Another Reaction POS Chain Setup

The above is just one example. Such towers can have too many variations on silo's to give an exact loadout on all.



Moon Mining Death Star (W/Hardeners)

Domination Control Tower (Large)
2x Ballistic Deflect Array
2x Explosion Damp Array
Heat Dissip Array
4x Large Arty Bat
4x Energy Neut Bat
2x Med AutoCannon Bat
2x Small AutoCannon Bat
1x Web Bat
2x Bat
2x Disrup Bat
4x Ion Field Proje Bat
4x Phase Inver Bat
4x Spatial Destab Bat
4x White Noise Gener Bat
Moon Harvest Array
Silo

What We Should Have Anchored But Not Online:

1 Component Assembly Array (Storage. Online as needed)
2 Disruption Bat (extra for when an active one is destroyed)
1 Stasis Web (extra)
5 Large Arty
2 Large Auto Arty
1 Energy Neuts
8 Med Arty (extra)
1 Small Arty (extra)
1 Ion Field Proje Bat
1 Phase Inver Bat
1 Spatial Destab Bat
1 White Noise Gener Bat

When Attacked You:

Offline

Ballistic Deflect Array
Explosion Damp Array
Heat Dissip Array
Moon Harvest Array
Silo (Online)

Online

3 Med Arty
Damp Bat
(The amount of fire power you get might not be worth losing the hardners.)

When CPU Batteries Offline You Online:

2x Large Auto Arty
8x Med Arty


Smaller POS's To Stage For Mining Roids

Try this for a small Domination/Angel tower:
(For the arty bonus's, and yes you can substitute Minmatar tower instead)

Angel Control Tower Small
2x Ion Field Projection Battery
2x Phase Inversion Battery
2x Spatial Destabilization Battery
1x White Noise Generation Battery
4x Medium Artillery Battery
1x Stasis Webification Battery
1x Warp Scrambling Battery

And for Medium:
(and yes you can substitute Minmatar tower instead)

Domination Control Tower Medium
4x Ion Field Projection Battery
4x Phase Inversion Battery
4x Spatial Destabilization Battery
4x White Noise Generation Battery
6x Medium Artillery Battery
1x Medium Auto Artillery Battery
2x Small Artillery Battery
2x Small AutoCannon Battery
1x Stasis Webification Battery
2x Warp Scrambling Battery

You would have corp hangers or other items offline to online as needed.

POS' For Labs

Labs require a lot of CPU so the Dread Guristas is used or the Caldari Large Tower. Now I'm assuming your in high sec so normally you are not going to need to have anything other then labs online. However my setup is for when you suddenly get that wardec. You also do not need large arty: medium is all you need to take out BS's in high sec.

You should be thinking ahead about which labs you are going to offline if wardec'd and put those BPO's that are worth less in those: because you will need to offline labs to make this work. This first one is how you setup when your corp is wardec'd if your not sure they are going to attack your labs. If you know they are, go right to the other setup. But someone will have to be monitoring labs for attack 24/7.

Dread Guristas Large Control Tower
(What POS Has Online After WarDec Starts)

6x Advanced Mobile Laboratory
2x Mobile Laboratory
2x Photon Scattering Array
2x Explosion Dampening Array
1x Ballistic Deflection Array
1x Ion Field Projection Battery
1x Phase Inversion Battery
1x Spatial Destab Battery
1x White Noise Generation Battery
2x Stasis Webification Battery
1x Warp Disruption Battery
3x Medium Arty Battery

What We Should Have Anchored But Not Online:

1 Component Assembly Array (Storage. Online as needed)
2 Warp Disruption Batteries (extra for when an active one is destroyed)
1 Stasis Webifiers (extra)
8 Medium Arty
5 Medium Auto Arty
2x Ion Field Projection Battery
2x Phase Inversion Battery
2x Spatial Destab Battery
2x Guristas White Noise Gener Battery

When Attacked You:

Offline

6x Advanced Mobile Lab
2x Mobile Lab
1x Photon Scattering Array
1x Explosion Dampening Array
1x Ballistic Deflection Array

Online

3x Medium Artillery Battery
4x Medium Auto Artillery Battery
1x Dread Guristas Ion Field Proj Battery
1x Dread Guristas Phase Inversion Battery
1x Dread Guristas Spatial Destab Battery
1x Dread Guristas White Noise Generation Battery

When CPU Batteries Offline You Online:

2 Medium Arty
1 Medium Auto Arty

Again this is an example of what you might have at your POS. If you have all advanced labs your cpu requirments will be different. See what works best for you.
 
Medium POS' For Labs

Dread Guristas Control Tower Medium
(What POS Has Online After WarDec Starts: No Labs)
2x Photon Scattering Array
2x Explosion Dampening Array
1x Ballistic Deflection Array
2x Medium AutoCannon Battery
1x Ion Field Projection Battery
1x Phase Inversion Battery
1x Spatial Destabilization Battery
2x Stasis Webification Battery
1x Warp Scrambling Battery

When Attacked You:

Offline

Ballistic Deflection Array
Explosion Dampening Array
Photon Scattering Array

Online

2x Medium Artillery Battery
1x White Noise Generation Battery

Domination Control Tower Medium
(What POS Has Online After WarDec Starts)

2x Ballistic Deflection Array
2x Explosion Dampening Array
Heat Dissipation Array
4x Medium Artillery Battery
2x Medium AutoCannon Battery
2x Ion Field Projection Battery
2x Phase Inversion Battery
2x Spatial Destabilization Battery
2x White Noise Generation Battery
2x Stasis Webification Battery
1x Warp Scrambling Battery

When Attacked You:

Offline

Ballistic Deflection Array
Explosion Dampening Array
Heat Dissipation Array

Online

2x Medium Artillery Battery

What Each Should Have Anchored But Not Online:

1 Component Assembly Array (Storage. Online as needed)
2 Warp Scrambling Battery (extra for when an active one is destroyed)
1 Stasis Webifiers (extra)
5 Medium Arty
3 Medium Auto Arty
1x Ion Field Projection Battery
1x Phase Inversion Battery
1x Spatial Destab Battery
1x White Noise Generation Battery
When CPU Batteries Offline You Online:

As many Medium Arty Batteries as you can

As you can see the Domination Tower has more power and can have online more arty batteries. However most people use Dread Guristas because it has more cpu and can run more labs.

Which tower you use is up to you. If you think you are going to be attacked quite often then I would opt for the Domination tower. It can on it’s own pretty much toast BS’s all by itself one by one. And it has enough cpu to have ECM batteries to block shield repping.


Titan Staging DeathStar

I have recently looked at BoB's POS in EC. They are using an Amarr large tower. If you look at the link below you will see an interesting setup where gun placement does seem to matter. And as an added bonus you get to see one of their Titan's.

BoB's Cyno Staging DeathStar

Now the view you looking at is from about 10 o'clock above the equator. So if you were looking straight down you would see that they have 8 clusters with three batteries in each: one large pulse battery and two ECM batteries. The Top and bottoms have the energy nuets and other batteries.

Amarr Control Tower

8x Large Pulse Laser Battery
3x Energy Neutralizing Battery
9x Ion Field Projection Battery
9x Phase Inversion Battery
9x Spatial Destabilization Battery
10x White Noise Generation Battery
2x Stasis Webification Battery
2x Warp Disruption Battery
 
Understanding POS Gun Falloff

Question

"I'm setting up a Domination medium pos, with the intent to fit lots of medium artillery. Now, medium artillery batteries are listed as:

activation proximity : 330 km
accuracy falloff : 246 km
optimal range : 280 km

What I don't get is: all of these numbers are way, way further than you can even set up a POS from the moon warpin point. If you get ships coming in at 180-200, what do these numbers mean? Are they going to hit? Is there an inside range where they'll become useless? As a missile user, this stuff has always confused me.

For example : if a ship is at 140km (1/2 optimal) does that mean 1/2 damage? And what happens in that magic range betwen 246 (falloff) and optimal (280)? I just can't make heads or tails of it."

Carniflex said, "In a nutshell gun range is optimal+2x falloff where hit propability will drop off relatively fast after optimal+1x falloff. It's true that those arties are not shooting outside their activation range on their own, but of you have pos gunners available then you can surpice some targets sometimes who sit at 500 km from tower and think that they are safe."

 Lui Kai said, (with corrections) "In answer to the 1/2 optimal question, ignoring tracking...

If a gun has, in example, 50km optimal and 20km falloff:
Target at 50K and less - normal hit/damage probability.
Target at 70K - reduced chance to hit.
Target at (optimal+falloff) 70K - very low chance to hit.
Target at 91K - you're not going to hit.

Optimal is basically the "Inside this range, you've got normal hit odds." Falloff is how far outside of that range you still have a chance to hit at all.

In answer to the range on POS guns - no, they won't automatically activate at that kind of range, but as mentioned - a POS gunner can give a nasty surprise to someone who thinks they're outside of activation range."

Arty is useful to stop people from bringing sniping BS's to kill your POS and moduals and staying outside range of your auto arty. With regular arty on your POS it is impossible for them to not take hits. (But normal arty shoots less often)
Auto arty is great for close in shooting... and they shoot much faster and have better tracking.

What you need is a mixture... as once you have enough normal arty to kill sniping BS's then they will change tactics to coming in close to take out your stuff and be repping each other.

I like auto arty so much that I use it on all my setups even if I use a different tower then Minmitar. Below is why:

Auto Arty: Why Is It Better Then Normal Arty?

Most attacks on POS's are at very close range and attacking your warp scrambler. Because auto arty is good for up to 70k I put them very close to the Warp jammers to make sure I can hit them good and hard.
In my tests I was hitting using the auto's with between 1,500 to 2,500 per hit. Normal arty hits with around 500-600 damage. If you have two of the auto arty hitting a ship along with 10 normal arty's you will take them down in short order.
 
Large Guns In High Sec Are Not Needed!!

Large guns of any type are meant to hit capital ships.
Since no captital ships are in high sec you don't need them.
And if you use then you will not hit very often.
Bottom line.... if you use them people will laugh at you.

Here is what I would put up after having gone through some High Sec POS fights with the Goons:

Below is what is online before being attacked but after the Wardec.
And if really attacked to offline labs and online the other batteries. This would allow you to still have some labs working most of the time. Course if you really want you could just offline and unanchor labs during wardec's.
If no wardec's just have all batteries offline.
(And of course you could have more labs running)

High Sec Death Star (W/Hardeners)

Large Amarr Control Tower
2x Advanced Mobile Laboratory (Online)
2x Mobile Laboratory (Online)
Ballistic Deflection Array (Online)
Explosion Dampening Array (Online)
10x Ion Field Projection Battery (Online)
10x Phase Inversion Battery (Online)
10x Spatial Destabilization Battery (Online)
20x White Noise Generation Battery (Online)
10x Medium Artillery Battery (Online)
4x Medium AutoCannon Battery (Online)
2x Warp Disruption Battery (Online)
4x Warp Scrambling Battery (Online)

Again this is just what is online.

You need many more batteries offline but ready to go.

If Under Attack

Here Is What Is Online:

Ballistic Deflection Array (Online)
Explosion Dampening Array (Online)
10x Ion Field Projection Battery (Online)
10x Phase Inversion Battery (Online)
10x Spatial Destabilization Battery (Online)
20x White Noise Generation Battery (Online)
06x ?? ECM Batteries
12x Medium Artillery Battery (Online)
4x Medium AutoCannon Battery (Online)
2x Warp Disruption Battery (Online)
4x Warp Scrambling Battery (Online)

NOTE: You will online more ecm batteries that mirror the factional type ships they bring. If they bring a LOT of Amarr ships then online more White Noise Generation Batteries. You should have 10 more of each type that you can online. (The reason I like ecm is that if they can't target anything they can't rep each other nor shoot your tower)
The other thing you can do is add 10-12 small arty batteries. The purpose of which is if they bring logistics ships you can offline enough med batteries and online those 10 smalls and then warp jam and kill their logistics ships. Since they can't insure tech II ships... they are total losses.

You may wonder why I have so many warp jammers online. The reason is that even if you can't control them all there is no way for the opposition to know which ship you are actually going to be hitting.

So in the case of the logistics. If they bring 3 you scram 2-3 of them. You get all batteries to target the same ship. At the count of 3 you all hit. You will either insta-pop him or hopefully take him into structure. They might actually rep the ship back to life. But you target the next one and hit all at once and take that one to structure or insta-pop. If that ship is still alive and they are repping back to life, go to the first one that is already in structure. Hit it again and you should insta-pop it as it has damage that couldn't be repaired. Keep moving from one ship to a different one and then back again. Just make sure you all hit the same ship at the same time.

My Findings From Having POS Attacked

Plan Ahead

You will need to have at least three ship types: Shield repper, armor repper and a hull repper. (Or at least bring some remote hull reppers and switch out remote shield/armor modules to allow you to use them)
If you are online you can kill a lot of ships with gunners: They are a must. If you have carriers you can poke their nose out of the shields and rep your batteries. You need to be very slow about moving out of shield as you run the real risk of being bumped all the way out and they will keep you out till you die. (you may not even want to try it but if you have three or more carriers you can spider tank or even triage each other)

If you login and find your POS in reinforcement no doubt all or most of your batteries will be incapacitated. You will prob notice that the shields are almost 100% but the armor is red and there is a touch red on the hull too. This is where you need either a guardian or an armor repping carrier to buff armor up to 100%. But you will also need to get a ship out there to hull rep that sliver of red on each one. (I didn't have any remote hull reppers and was scrambling to find some)

Usually right after the attack the reds leave as they are tired of the attack. That is good time to start the repping process. (The closer you get to when POS is coming out of reinforcement the more reds are going to show up making it harder to fix your stuff) Get some guns up and running and have POS guys on them. At least that way you will have protection from the one or two reds that might show up.

When POS comes out of reinforcement you need ships. If you do not have a fleet to warp jam their ships all they will do is jump away as soon as you target them and you will not get any kills even if all your guns are online. It would be nice to have your own fleet to help you out. But there ARE corps and alliances that would come help you just for the kills. Seriously.

But they want to have the "Wow" factor. As in the reds have no idea they are going to be hit and then the other Alliance Hot Drops and crushes them.

To do that you need at least four ships.

One recon ship
One tanking cyno BS. (Must live long enough to cyno Caps in)
Two dictor pilots that can bubble enemy fleet.

Obviously you get the recon cloaked ship in the middle of their group. Then at the time you have worked out with the "Wowing" Alliance you warp in the cyno tanking BS and the two dictor pilots who bubble the group. Light off that cyno and the Hot drop commences and your POS battery guys have fun helping kill off the reds.

It can happen. Just start asking different alliances as SOON as you find your POS is in reinforcement. (Research who attacked you and find out who their enemies are and contact them) They need to talk about it and plan to see if they want to do it. Talk to the guy in this thread. HOT DROP MY POS PLEASE!!! There is a good chance even a small operator can find a fleet to kill your enemies.
 
When You Don’t Have A Large Fleet

Or How To Kill Ships With Just A Few Guys

Depending on how large a group you can get together will depend on how much you can hurt the attackers. If you can put together a 6-8 man BS fleet it is possible to totally wipe out their fleet. You need to be able to warp jam their ships or they will fly off when you target them. (I know by personal experience)

Here Is How To Kill An Enemy Fleet

You need "throwaway" T1 tanking BS's with smart bombs. (Rohks are great as you can have 8 SBs) You do not need to shoot anything with your ships: That is what your POS guns will do.

Many times to take out POS's the enemy fleet will bring Remote Repping BS's. They will rotate close to each other around one ‘anchor’ ship. You can use this to your advantage if you have 5-7 ships. If they have been coming around & you know they fly a lot of a certain faction then you setup your BS’s with SBs to hit where their resists are weakest. If they fly mostly PvP ships you will hit them in armor & usually explosive or kinetic. If they are bring torp ravens then pick em. You setup tanking BS's that are tanking that same resist that you are attacking. (as all your ship SBs will be hitting your ships too)

So you get your fleet of BS's off at a safe spot. You can make it just offgrid about 1,500k from POS so it is just a short jump. Have them all align to POS. (Yes moving toward POS) The FC/SC will have finger ready to warp fleet to cloaked ship.

Someone at the POS watches the enemy fleet. He waits till the enemy ships start rotating around each other. You get one T1 cloaking guy close to their fleet. What he is going to do is MW drive into the middle of this swirling fleet. So, just before your cloaked ship is uncloaked, he MWDs into middle of enemy fleet & tell BS’s to warp to him when he does.

Once your fleet arrives they start SB’s. (The enemy drones will insta pop) Your BS's should be able to get 6-7 smart bombing cycles before they start to die.

Your BS’s target & warp jam ships. Have arty start killing what they can. Have a group of 4 guns target one jammed ship & have another group hit a 2nd jammed one. It will require some coordination between ships & gunners but you should melt ships quickly.

There is a very good chance that you will kill most of their ships. This has been used effectively against HAC fleets where 3-4 SB’ing ships have totally wiped out a 70-90 man fleet. The concept will work with BS's too if you have enough DPS in the SB’s. Those who are good at math can run the numbers to see how many SB BS's you would really need. I am guessing 6-8.

What if you only have 5-8 guys & most of them are manning the guns?

Again setup a really good tankig SB’ing BS. (In fact make 4-6 of them & have them floating inside your POS)

You have your BS guy off at a safe spot & moving towards the tower. You will still need a cloaking ship to get close to their BS's. He called out for your BS to warp to your cloaked ship (move it out of way so it lives).

Once ship lands it jams 1 enemy ship. Your guns on tower target & kill that ship. If your ship is still alive, it jam another: guns kill that ship. Keep going till your BS dies. The other thing that BS does is to wait 10-15 seconds till all drones are attacking then lights off all smart bombs & kills drones. :o)

When the BS dies… the BS guy has selected a planet to warp to & clicks the insta warp button at the top of overview screen. (I know most people just ignore those). The guy flys to moon, then fly back to POS to pick up another BS. He goes back to SS & keep doing this, killing their ships one or two off.

Yes it will be a war of attrition. (Insure all BS’s) Make your kills count. Make them pay for coming to kill your tower. And have fun doing it!!
 
I've come up with lasers as you don't want to have to carry a lot of ammo inside. I use a large as this will stop almost anyone from attacking your POS. Use a factional version to get the lowest fuel usage. ECM is to break lock for the RR BS fleets. And some offline large guns just in case a Dread shows up. You could use a medium and down size battery numbers

Worm Hole Lazer Death Star

Amarr Large Control Tower
2x Biochemical Silo (Gas)
1x Hybrid Polymer Silo (Polymers)
1x Silo (Mins)
1x Polymer Reaction Array
Component Assembly Array (Online)
Corporate Hangar Array (Online)
2x Energy Neutralizing Battery (Online)
Heat Dissipation Array (Online)
Photon Scattering Array (Online)
3x Ion Field Projection Battery (Online)
3x Phase Inversion Battery (Online)
3x Spatial Destabilization Battery (Online)
3x White Noise Generation Battery (Online)
3x Large Beam Laser Battery (Offline)
10x Medium Beam Laser Battery (Online)
4x Medium Beam Laser Battery (Offline)
4x Medium Pulse Laser Battery (Online)
2x Stasis Webification Battery (Online)
2x Warp Scrambling Battery (Online)
1x Warp Scrambling Battery (Offline)

EDIT: And if you want a ship hanger array...

you can just online as you need it.