Skirmishers 101
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Skirmishers 101
Contents |
Class Information
This training class familiarizes the student with the techniques useful for doing Skirmishers and Pickets within the game using fast frigates, interceptors, and assault frigates with tackle modules. The student is expected to already have taken Tackling 101, Fleets 101, Scouting 101, and Directional Scanner and Star Map classes before taking this class. The Interceptors/Tackle 201 classes would be recommended as well.
This class is part lecture, but mostly practical exercises taught in space, with very specific practical applications of skirmishing. Class can be broken into two parts, if there isn't enough time to cover both at the same time.
ATTENTION: this class contains live fire exercises and extreme caution should be used by both the students and the teacher to assure that the class is handled in a safe and productive learning environment. Students should know that there is a possibility of losing their ship in the process of learning, but every effort will be made to keep students as safe as they can be in space.
ASSUMPTIONS: it is assumed that all students have taken Fleets 101, Tackling 101, Scouting 101, and Directional Scanner and Star Map before taking this class, and that all students are familiar with fleet operations. Students should be able to fit and fly a T1 tackle frigate, interceptor, or assault frigate.
General Information
Students should be able to fit a T1 tackle frigate and should already be familiar with fleet operations and in tackling. The student is expected to already have taken Tackling 101, Fleets 101, Scouting 101, and Directional Scanner and Star Map classes before taking this class. The Interceptors/Tackle 201 classes would be recommended as well. Students who haven't been on any fleet operations are welcome, but the teacher will spend a limited amount of time on fleet operations and tackling, and the student is expected to keep up.
- Duration: 1-3 hours, depending on the number of students. Expect 30-45 minutes in station, and 60-150 minutes in space (this time includes the optional roam.)
- Location: Docked up safely in a station in Aldrat. We will be meeting at the POS for the practical portions of the class, and will leave from the POS for the optional roam.
- Pre-Registration: Students should arrive early and X-up for fleet on the Class.E-UNI channel. Students should specify the ship type they will be flying as "x t f" for a T1 frigate, "x t inty" for an interceptor, and "x t af" for an assault frigate (all ships must have propulsion jamming modules and propulsion modules). Fleet will close exactly at the time posted, and those who arrive late will not be able to participate. A prototype cloak can be fit for those who wish to picket.
Class contents:
- Understanding the Role of a Skirmisher
- Skirmishing
- Understanding the Role of a Picket
- Prototype Cloaking Device
- Tactical off of Gate
- Tools of the Trade (*)
- Tactical Overlay
- Maps, Bookmarks and Overlay
- D-Scan
- Using Local
- Communicating Intel
- Baiting and Tackling
- Baiting
- Quick Q&A Before Roam
- High-Sec Roam! (optional, but recommended) (*)
- Further Q&A
(*) Practical components. There will be a Q&A period after each section, and in-depth, hands on training during the roam.
Student requirements:
- Mumble registration and access - Assure that Push-To-Talk is set up correctly.
- A suitable ship for the class - prefer either and Assault Frigate or an Interceptor (of any type,) or a fast T1 frigate that can fit a MWD and point. NO COVOPS SHIPS ALLOWED!
Additional information: This class will primarily be practical exercises delivered via mumble. Students are expected to be able to warp to the POS in order to attend the practical portions. The roam, though recommended, is entirely optional.
Notes for the Teacher
Required materials:
- During war-time, the roam portion will be handled as any other wartime fleet. Teacher must plan to follow Wartime Fleet composition, and must use the appropriate DD/EW compositions defined by the WSOP. Teacher should plan on having all students return to station then have them x-up on fleet when their roles are called. Teacher should record the names of class attendees and offer priority to those who took the class.
- In-game channel should be the fleet window. Students should use Class.E-UNI just to re-invite to fleet. Students should be invited to fleet before the class starts, and students should use this fleet window during the class to ask questions. This channel should also be used to communicate with students during roam.
For the Roam:
- Depending on the number of squads, the teacher should create a squad channel for each squadron, with an additional channel for the teacher and DD/EW ships to accompany the fleet. All channels should be linked, and the students should use their Push-to-Talk keys to talk to all channels, and create a whisper key to talk to the current channel without link. Squad leaders should use the whisper key to communicate with squad members. Squad-leaders are welcome to whisper to their squads to give personalized training or pass non-fleet-wide messages. Each trainee squadron on mumble should have one squad-leader and not more than 5 students.
- Roam should be considered "Open Comms", but students should refrain from speaking to fleet unless they are told they may speak.
- Squad leaders should be experienced in picketing or scouting and should be present to provide pointers to their squad-mates. Covops scouts are welcome to lead squads so long as they can do so in a non-covops ship.
- A covops scout is nice, especially during wartime. However, since the class is about scouting without covops, if no covops is available, then the teacher will have to make good with what they have.
- During peace-time, the teacher should recruit two cruiser, BC or BS pilots to run red/blue ops. Ship should be fitted with a civilian gun (in addition to normal guns) or small T1 gun. They will use this gun during the live-fire exercise.
- During war-time, war-time fleet composition as defined by the WSOP must be followed. DD/EW ships should be moved to the fleet channel along with the teacher. All ships should be fitted according to WSOP. During live-fire exercise, however, the baitee should not activate more than one gun on the student.
- Squad-commander should fly an Interceptor or Attack Frigate, and should be able to demonstrate to students how to bait and tackle before the students try. Teacher may fly bait cruiser, or inty, depending on squad composition.
Class Contents
Introduction
Welcome to Skirmishers 101!
This class is designed to cover skirmishers and pickets as part of a fleet roam in a non-covops ship. We will cover a number of topics, including the basics of what tackling frigates are, fast T2 frigates like interceptors and assault frigates, with brief coverage of the tools of the trade, such as tactical overlay, bookmarks, maps, D-Scan, identifying targets on local, and communication with the fleet. It is assumed that the student has already taken Fleets 101, Tackle 101, Scouting 101, and D-Scan classes, and Tackle 201 is recommended.
This is a PVP class, and there is a practical component to this class, with an optional hi-sec roam for those who are interested. All of the practical portions of this class, except the roam, will occur at the POS in Aldrat. At this time, you should be docked up safely in a station somewhere in Aldrat.
(Instructor should then introduce himself or herself - covering relevant experience level and background.)
We have several ground rules for this class (and since this class has practical components, it is very important that you understand and follow these rules):
- Please set your Mumble settings on "Push to Talk" if you haven't done so already. You should also set up your Mumble settings to add a whisper-to-channel key and set it so it whispers to the current channel and not to linked channels.
- Please refrain from speaking in the mumble channel while I am giving the class. I will give plenty of opportunities for you to ask questions.
- Finally, this class will involve a roam, that will likely involve a "live-fire exercise." While we will make every attempt to keep you safe during this event, we ask that you fly a ship that you aren't worried about losing if the unthinkable happens. (During war time, pilots should be reminded to update their medical clone and set up their POD Saver overview settings.)
Ok, Everyone Ready?
Understanding the Role of a Skirmisher
- Skirmishing
- Skirmishers are also known as +1/-1 frigates
- Skirmishers travel ahead of and behind the fleet, and are there to report intel as well as act as a bait/trap for the fleet
- Principle goal of a skirmisher is to report intel
- Skirmisher must be ready to be utilized as bait, though FC may choose other ships for bait role
Understanding the Role of a Picket
- Gate Watching with a Prototype Cloaking Device
- Like skirmisher, the principle goal of a picket is to report intel
- Pickets usually live on the other side of the gate from the fleet, cloaked up at a tactical watching traffic in the system
- Pickets are usually a defensive role in gatecamps, to allow the FC to see what is coming their direction
- Pickets utilize a prototype cloaking device
Tools of the Trade
- Tactical Overlay
- 3D Distances between ships and objects
- Shows targeting range (light solid ring)
- Shows optimal ranges for modules (mouse over module, circle)
- Bookmarks
- No such things as too many bookmarks
- People & Places Window
- Have tacticals on gates/stations/belts, etc.
- Safes & Deep Space
- Do not use the same bookmarks for cloaky
- Maps, Bookmarks, and Overlay
- Star Map will show bookmarks in system
- D-Scan
- D-Scan is a skill for everyone...
- Scan 360*/14.4AU regularly
- More directional scan by reducing direction/range
- Won't see cloaked ships
- Ships on grid show distance, ships off grid show "-"
- Returned results will show ship name and type
- Target on D-Scan appearing after multiple scans, target is potentially inbound
- Using Local
- Local will update before gate-flash
- Can show incoming or outgoing fleet ("Local Spike")
- Will not show GCC status, have to click on character to see wanted status
- Local will show war-targets, outlaws, and negative standings
- Intel should be reported to FC
- Communicating Intel
- Hard to do well when being shot at
- Try to be as calm as possible
- Give complete/accurate/detailed information
- Don't say "I am here" as nobody that isn't on grid with you will know where that is
- "Fleet, Picket, At Aldrat gate in Egyfe, Flashy Dramiel, EvilPirate on grid."
- "Fleet, Unista, At top belt in Aldrat, Hurricane on grid. I am being attacked."
- Grab name of target off local and post on channel, as well as ship name and type if possible
- Most important information is who to warp to, where they are, and what they see
Baiting and Tackling
- Baiting
- Goal of bait is to look like a target, while still being able to withstand attack
- Pirates know the Uni-blob, so successful baiting takes practice
- Obvious bait is obvious
- Act like you are a solo target, easy kill, with no support:
- Even a squad can look juicy
- Asteroid belts, ratting, running missions
- Once yellow-boxed, assume fight, but don't activate modules until they go flashy
- Hold the target and call for backup
- Backup may never arrive in time, plan an escape
Class Wrap-up
- Thanks for attending this class!
Roam
- Details of this section has been left out for security reasons.
- This will be a RvB Live Fire Exercise:
- Don't fly anything you cannot afford to lose
- You will have ample warning when RvB is likely to occur, but you may not know exactly what is going to happen
- We will do everything possible to prevent total ship loss, but if you are told to break off from an engagement, do so immediately. Warp to the gate and wait for further instructions
- Practice setting bookmarks
- Practice D-Scan
- Practice communicating intel