For a summary of EVE University's rules and code of conduct, see EVE University Rules.
This guide walks new Fleet Commanders through running their first PvP fleets in EVE University, from planning the fleet to writing the after-action report. It explains the why behind each step, so you can adapt it to your own fleets rather than follow it as a script.
Your first fleets will feel stressful, and that's normal. Nobody expects a polished fleet from a new FC. What makes a good first fleet is simple: tell people what's happening, broadcast your targets, and keep comms clear. Everything else comes with practice.
Before form-up
Choosing a doctrine
For your first fleet, fly Magic Merlins (MER). It's our entry-level doctrine: the ships are cheap, almost anyone can fly them, and the fleet is forgiving when things go wrong. That lets you focus on FCing instead of on the fleet.
Whatever you pick, know it at a basic level before you ping it:
- How it fights: at what range does it apply damage, and does it want to brawl or kite?
- How it flies: does it need to stay together and anchored, or move fast through systems?
- What newbros can bring: which hulls or downgraded fits are acceptable for low-skill pilots. In Magic Merlins, the answer is "everything".
You'll be tempted to accept off-doctrine fits to avoid saying no. Do your best to keep people on doctrine: a fleet of matching ships is far easier to command than a fleet of surprises.
Advertising the fleet
Put your event on the Discord calendar, then ping twice: the day before, and once close to form-up. That's all you need. More pings lead to ping fatigue, and people start muting the channel.
Getting a backseat
Ask an experienced FC or pilot to backseat you as 2IC (second in command). A 2IC:
- takes over if you die or end up off grid,
- can help with broadcasting aligns and warps,
- is someone you can ask "where do we go from here?" when you're unsure.
This is the single most useful thing you can arrange before your first fleet.
Optionally, ask an FC to share their in-game fleet template with you, so you don't have to build squads and wings from scratch.
Joining voice early
Open Discord voice about 15 minutes before form-up. People will trickle in with questions about fits, skills and clones, and answering those early means you can start the formal form-up on time.
Form-up
The briefing
Your briefing tells the fleet what's going to happen. Read it out, and skip anything your fleet clearly already knows (a fleet of veterans doesn't need the comms rules every time).
- What we're doing: "Welcome! Tonight we're flying [doctrine], heading [where], looking for [goal]."
- Roles: "I need scouts, logi, ewar and links. Who's flying what?"
- Watch list: "Add these to your watchlist: FC [name], 2IC [name], scouts [names], logi [names]."
- New players: "First fleet? Say so in chat, you're very welcome. Ask anything, vets will help you out."
- Comms: "FC and scouts first. Check check for urgent intel only. If you die, die quietly."
- Ship checks: "Clean clone, platinum insurance, repaired, all modules online, rigs fitted, ammo in cargo."
Distributing roles
Hand out the special roles before anyone builds their watch list, otherwise people are adding names that change a minute later.
- Scouts fly ahead, report what's in the next system and look for targets. An experienced scout may roam fairly independently in the direction you set.
- Logi repair the fleet. Make sure they know who to anchor on and who to keep alive.
- EWAR ships disrupt enemy targeting, range or tracking.
- Links give the whole fleet a bonus and should stay with the main fleet.
Watch lists
A watch list puts specific pilots' health bars on every fleet member's screen. Having the FC, 2IC, scouts and logi on it means everyone can see who's under fire and who to follow, without having to ask on comms.
Ship checks
These checks save people ISK and save you time later:
- Clean clone: no expensive implants they can't afford to lose.
- Platinum insurance: always, it's cheap and pays out on every loss.
- Repaired, all modules online, rigs fitted: a ship with an offline module or missing rig is a weaker ship.
- Ammo in cargo: including any alternative ammo the doctrine needs.
Undock and roam
Before you leave the station
Undock, set your safety to yellow and warp the fleet to a safe spot. Test a broadcast so everyone can see your fleet broadcasts working. If the doctrine needs it, run a quick drill: Magic Merlins can practise anchoring up on the FC, and FLF can test a 7 AU warp to make sure everyone lands together.
Choosing where to go
You can either set a destination and roam there, or take a filament into nullsec:
- Signal filaments drop you into busy space, with more chance of a fight.
- Noise filaments drop you into quiet space.
Filaments take a limited number of pilots, so check the fleet size first.
Thera and Turnur wormhole connections are another good way to reach active regions quickly. EVE-Scout publishes the current connections. Once you're out, the in-game map's players in space and military and industry index filters help you find systems with activity.
Saying what you're going to do
Listen to your scouts, decide, and then say what you're going to do before you do it: "We're heading to X. Align to Y, take this warp." A fleet that knows the plan follows it, and a fleet that has to guess falls apart.
In a fight
Calling and broadcasting targets
When you engage, anchor up or tell people where to go, then call and broadcast your primary, then your secondary. Calling a target on comms is good, but broadcasting is better: nobody can find one target in an overview of 30 ships by ear, while a broadcast shows up instantly in everyone's fleet window. Calling a secondary early means the fleet can switch the moment the primary dies.
Making the call
A bad call is better than no call. A fleet waiting for orders is a fleet that dies slowly. If you need a second to think, say "hold", but don't freeze. Your 2IC is there to help when you're stuck, and every call you make, good or bad, teaches you something.
Comms discipline
Keep comms clear during fights. FC and scouts have priority, and anyone with urgent intel can say "check check" to get the channel. See Voice procedure and Brevity codes for more.
After the fleet
Wrapping up
Post the SRP link and the feedback form, end the Discord event and sort out any loot. See Ship Replacement Program for how SRP works.
Asking for feedback
People who stay behind after the fleet are often happy to give feedback. Ask your 2IC or a veteran who stuck around one question: "What's one thing I should do differently next time?" One concrete point is worth more than general praise.
Writing an AAR
Write a short after-action report: what you planned, what happened, and what you'd change. There's no need for a story-like play-by-play of the fleet; focus on actionable successes and growth opportunities. A few lines is plenty.
Common calls
| Call | Meaning |
|---|---|
| Anchor on FC | Keep at range or orbit the FC so the fleet moves as one. |
| Prop mods on | Turn on afterburners or microwarpdrives. |
| Primary / Secondary | The current target, and the next one to switch to. |
| Hold gate cloak | Don't move after jumping, keep your gate cloak. |
| Jump jump jump | Jump through the gate now. |
| Scatter | Warp anywhere off grid, then wait for orders. |
| Check check | "I have urgent intel", everyone else goes quiet. |