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{{DISPLAYTITLE:Uni Tackle and E-War}}
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{| class="wikitable"
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= Tackle and Ewar for either fleet =
|+ Fleet Doctrine Navigation Panel
+
== General description ==
|Fleet Doctrine Main Page
+
These fits are chosen to work with either main fleet type (armor or shield). They are divided into several types of tacklers, and a fleet should have a mix of all types. Some are designed to grab an initial point, while others are to be the second wave, taking over tackling from the initial tackler and holding the ship for an extended period. Ewar are ships that will work well with either fleet type. Some fleets will have tank specific ewar, depending on the ship, race, and fleet composition.
|[[Fleet_Doctrines|Introduction]]
 
|-
 
|Main Fleet Types:
 
|[[Uni_Tackle_and_EWar|Uni Tackle and E-War]]
 
|[[Uni_Armor_Fleet|Uni Armor Fleet]]
 
|[[Uni_Shield_Fleet|Uni Kiting Shield Fleet]]
 
|-
 
|Secondary Fleet Types:
 
|[[Uni_Hydra_Destroyer_Fleet|Uni Hydra Destroyer Fleet]]
 
|[[Uni_Alpha_Fleet|Uni Alpha Fleet]]
 
|}
 
  
=Tackle and Ewar for either fleet=
 
==General description==
 
These fits are chosen to work with either main fleet type (armor or shield).  They are divided into several types of tacklers, and a fleet should have a mix of all types.  Some are designed to grab an initial point, while others are to be the second wave, taking over tackling from the initial tackler and holding the ship for an extended period.  Ewar are ships that will work well with either fleet type.  Some fleets will have tank specific ewar, depending on the ship, race, and fleet composition.
 
  
 
+
== Pros and Cons ==
==Pros and Cons==
+
=== Advantages: ===
===Advantages:===
 
  
 
1. Allows new players to have starting ships that work with either main fleet type
 
1. Allows new players to have starting ships that work with either main fleet type
Line 27: Line 12:
 
2. Different types of tackle allow us to hold ships at all stages of an engagement
 
2. Different types of tackle allow us to hold ships at all stages of an engagement
  
===Disadvantages:===
+
=== Disadvantages: ===
 
1. FCs need to ensure they have enough of each type to maintain effective tackle
 
1. FCs need to ensure they have enough of each type to maintain effective tackle
  
Line 36: Line 21:
 
4. All other ships should bring heavy tackle (scram, web) if possible to take over the frig tackle when it has to get out or dies.
 
4. All other ships should bring heavy tackle (scram, web) if possible to take over the frig tackle when it has to get out or dies.
  
==Command Structure==
+
== Command Structure ==
Fits into command structure of the Armor, Shield, or Dessie Fleet.
+
Fits into command structure of the Armor, Shield, or Dessie Fleet.
  
==General Tactics==
+
== General Tactics ==
 
Ships marked as “Long Range” are designed to use fleet interceptor tactics. They should hold at a distance, using a long point to get initial tackle, and distance/speed to maintain that tackle with some survivability. Spiraling into targets, and staying outside of neut or web range are essential.
 
Ships marked as “Long Range” are designed to use fleet interceptor tactics. They should hold at a distance, using a long point to get initial tackle, and distance/speed to maintain that tackle with some survivability. Spiraling into targets, and staying outside of neut or web range are essential.
  
Line 47: Line 32:
 
We ruthlessly “borrowed” many of his fits and ideas.
 
We ruthlessly “borrowed” many of his fits and ideas.
  
Ships marked as “Ewar” bring electronic warfare capabilities. Please read the ship flying advice for specific guidelines, as it differs for each race.
+
Ships marked as “Ewar” bring electronic warfare capabilities. Please read the ship flying advice for specific guidelines, as it differs for each race.
  
=Fits=
+
= Fits =
These fits are geared towards the specific roles that need to be filled in a fleet. We have included both a low SP and a high SP version of each fit. You may alter the fits to be appropriate to your skills and isk, but please maintain its current role and philosophy. Examples of acceptable changes include dropping the rigs if you are a new player, or upgrading some of the mods (from the basic fit) or downgrading some mods (from the advanced fit) if your skills fall between the two extremes.
+
These fits are geared towards the specific roles that need to be filled in a fleet. We have included both a low SP and a high SP version of each fit. You may alter the fits to be appropriate to your skills and isk, but please maintain its current role and philosophy. Examples of acceptable changes include dropping the rigs if you are a new player, or upgrading some of the mods (from the basic fit) or downgrading some mods (from the advanced fit) if your skills fall between the two extremes.
  
==T1 Tackle Long range==
+
== T1 Tackle Long range ==
===Description===
+
=== Description ===
 
The job of the T1 long range tackler is to get a quick first point (warp disruptor) on the target. This can be on a gate or anywhere else in space. They are all fit like you would fit a Fleet Interceptor, that is MWD (to actually get a fast point), Warp Disruptor (for the range) and a Medium Shield Extender (for the survivability) but compared to real Fleet Interceptors they lack the MWD signature bonus, the speed and the lock time.
 
The job of the T1 long range tackler is to get a quick first point (warp disruptor) on the target. This can be on a gate or anywhere else in space. They are all fit like you would fit a Fleet Interceptor, that is MWD (to actually get a fast point), Warp Disruptor (for the range) and a Medium Shield Extender (for the survivability) but compared to real Fleet Interceptors they lack the MWD signature bonus, the speed and the lock time.
  
 
They are intended to keep the target from warping away until the second line of tackle (the ones with scram/web) get a heavier tackle on the target. As your main focus lies on providing tackle and staying alive, your weapons are the least important part of your ship.
 
They are intended to keep the target from warping away until the second line of tackle (the ones with scram/web) get a heavier tackle on the target. As your main focus lies on providing tackle and staying alive, your weapons are the least important part of your ship.
  
===Specialized Tactics===
+
=== Specialized Tactics ===
 
So usually you will try to get a point on the primary or secondary target and when told to spread tackle (or you see it’s the right moment for yourself) you will spread your tackle on any target on the field whose name is as close to the first letter of your name as possible (to spread your fleet’s tackle to as many targets as possible without micromanaging it)..
 
So usually you will try to get a point on the primary or secondary target and when told to spread tackle (or you see it’s the right moment for yourself) you will spread your tackle on any target on the field whose name is as close to the first letter of your name as possible (to spread your fleet’s tackle to as many targets as possible without micromanaging it)..
  
Line 65: Line 50:
 
When you are taking damage, you have to consider to die a hero’s death or to get out in time. As your T frigate is usually not that expensive, you might want to stick around if it looks like a Chaser frigate is going to tackle it soon.
 
When you are taking damage, you have to consider to die a hero’s death or to get out in time. As your T frigate is usually not that expensive, you might want to stick around if it looks like a Chaser frigate is going to tackle it soon.
  
===Fits===
+
== T1 Tackle Close Range ==
 
+
=== Description ===
<pre>
 
[Executioner, Interceptor-like meta0]
 
Damage Control I
 
Overdrive Injector System I
 
Overdrive Injector System I
 
 
 
1MN MicroWarpdrive I
 
Warp Disruptor I
 
Medium Shield Extender I
 
 
 
Gatling Pulse Laser I, Multifrequency S
 
Gatling Pulse Laser I, Multifrequency S
 
[empty high slot]
 
[empty high slot]
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
</pre>
 
 
 
<pre>
 
[Executioner, Interceptor-like T2]
 
Damage Control II
 
Overdrive Injector System II
 
Overdrive Injector System II
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Disruptor II
 
Medium Shield Extender II
 
 
 
200mm AutoCannon II, Barrage S
 
200mm AutoCannon II, Barrage S
 
200mm AutoCannon II, Barrage S
 
[empty high slot]
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
</pre>
 
 
 
<pre>
 
[Atron, Interceptor-like]
 
Damage Control I
 
Overdrive Injector System I
 
Micro Auxiliary Power Core I
 
 
 
1MN MicroWarpdrive I
 
Warp Disruptor I
 
Medium Shield Extender I
 
 
 
75mm Gatling Rail I, Antimatter Charge S
 
75mm Gatling Rail I, Antimatter Charge S
 
75mm Gatling Rail I, Antimatter Charge S
 
[empty high slot]
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
</pre>
 
<pre>
 
[Atron, Interceptor-like T2]
 
Damage Control II
 
Overdrive Injector System II
 
Overdrive Injector System II
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Disruptor II
 
Medium Shield Extender II
 
 
 
75mm Gatling Rail II, Caldari Navy Antimatter Charge S
 
75mm Gatling Rail II, Caldari Navy Antimatter Charge S
 
75mm Gatling Rail II, Caldari Navy Antimatter Charge S
 
[empty high slot]
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
</pre>
 
 
 
<pre>
 
[Condor, New Setup 1]
 
Damage Control I
 
Micro Auxiliary Power Core I
 
 
 
1MN MicroWarpdrive I
 
Warp Disruptor I
 
Medium Shield Extender I
 
Tracking Disruptor I
 
 
 
Rocket Launcher I, Mjolnir Rocket
 
Rocket Launcher I, Mjolnir Rocket
 
[empty high slot]
 
[empty high slot]
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender
 
</pre>
 
 
 
<pre>
 
[Condor, Interceptor-like T2]
 
Damage Control II
 
Micro Auxiliary Power Core I
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Disruptor II
 
Medium Shield Extender II
 
DDO Photometry Tracking Disruptor I
 
 
 
Rocket Launcher II, Caldari Navy Scourge Rocket
 
Rocket Launcher II, Caldari Navy Scourge Rocket
 
Rocket Launcher II, Caldari Navy Scourge Rocket
 
[empty high slot]
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
</pre>
 
 
 
<pre>
 
[Slasher, Interceptor-like]
 
Damage Control I
 
Micro Auxiliary Power Core I
 
 
 
1MN MicroWarpdrive I
 
Warp Disruptor I
 
Medium Shield Extender I
 
Sensor Booster I, Scan Resolution Script
 
 
 
125mm Gatling AutoCannon I, Phased Plasma S
 
125mm Gatling AutoCannon I, Phased Plasma S
 
125mm Gatling AutoCannon I, Phased Plasma S
 
[empty high slot]
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
</pre>
 
 
 
<pre>
 
[Slasher, T2]
 
Damage Control II
 
Co-Processor I
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Disruptor II
 
Medium Shield Extender II
 
Balmer Series Tracking Disruptor I
 
 
 
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
 
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
 
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
 
[empty high slot]
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Ancillary Current Router I
 
</pre>
 
 
 
==T1 Tackle Close Range==
 
===Description===
 
 
The job of the T1 close range tackler is to get his scram (and maybe the web) on the primary or secondary target.
 
The job of the T1 close range tackler is to get his scram (and maybe the web) on the primary or secondary target.
  
Line 235: Line 59:
 
They are intended to slow the target down so the main damage dealer can get in range, apply more of their damage (due to better hits on slower targets) and also to take over the prevent warping away part from the first line of tackle. As your main focus lies on providing tackle and staying alive, your weapons are the least important part of your ship.
 
They are intended to slow the target down so the main damage dealer can get in range, apply more of their damage (due to better hits on slower targets) and also to take over the prevent warping away part from the first line of tackle. As your main focus lies on providing tackle and staying alive, your weapons are the least important part of your ship.
  
===Specialized Tactics===
+
=== Specialized Tactics ===
 
Usually you will try to get a point on the primary or secondary target and when told to spread tackle (or you see it’s the right moment for yourself) you will spread your tackle on any target on the field whose name is as close to the first letter of your name as possible (to spread your fleet’s tackle to as many targets as possible without micromanaging it).
 
Usually you will try to get a point on the primary or secondary target and when told to spread tackle (or you see it’s the right moment for yourself) you will spread your tackle on any target on the field whose name is as close to the first letter of your name as possible (to spread your fleet’s tackle to as many targets as possible without micromanaging it).
  
 
While doing all that, you usually will try to shoot enemy drones who are the main threat to small ships. Focus especially on ECM drones and light drones, namely warrior IIs.
 
While doing all that, you usually will try to shoot enemy drones who are the main threat to small ships. Focus especially on ECM drones and light drones, namely warrior IIs.
  
When you are taking damage, you have to consider to die a hero’s death or to get out in time. A the T1 frigate is quite cheap, you might want to keep your target tackled when there is a chance that the target gets killed before you go down.
+
When you are taking damage, you have to consider to die a hero’s death or to get out in time. As the T1 frigate is quite cheap, you might want to keep your target tackled when there is a chance that the target gets killed before you go down.
  
===Fits===
+
== T1 Ewar ==
<pre>
+
=== Description ===
[Executioner, Chaser meta0]
 
Damage Control I
 
Overdrive Injector System I
 
Micro Auxiliary Power Core I
 
 
 
1MN MicroWarpdrive I
 
Warp Scrambler I
 
Medium Shield Extender I
 
 
 
Gatling Pulse Laser I, Multifrequency S
 
Gatling Pulse Laser I, Multifrequency S
 
Gatling Pulse Laser I, Multifrequency S
 
[empty high slot]
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Anti-Thermal Screen Reinforcer I
 
Small Core Defense Field Extender I
 
</pre>
 
 
 
primary job: tackle a target; secondary job: shoot drones
 
Fitting advice:
 
- This fit should be cap stable with low skills if you don’t fire the guns. Conserve cap if you have to.
 
- Upgrade to meta/T2 if you can, especially warp scrambler, MWD and then DCU/MSE
 
 
 
 
 
<pre>
 
[Executioner, Chaser T2]
 
Damage Control II
 
Overdrive Injector System II
 
Micro Auxiliary Power Core I
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Scrambler II
 
Medium Shield Extender II
 
 
 
Small 'Knave' Energy Drain
 
Gatling Pulse Laser II, Multifrequency S
 
Gatling Pulse Laser II, Multifrequency S
 
Gatling Pulse Laser II, Multifrequency S
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
</pre>
 
 
 
==T1 Ewar==
 
===Description===
 
 
The main job of the Ewar ships is to apply their Ewar abilities from their Ewar optimal range. The fit revolves around that Ewar capabilities.
 
The main job of the Ewar ships is to apply their Ewar abilities from their Ewar optimal range. The fit revolves around that Ewar capabilities.
  
 
You are a major threat to the enemy fleet, so you need to take care to stay alive. Your best option is usually to utilize on the range of your Ewar modules.
 
You are a major threat to the enemy fleet, so you need to take care to stay alive. Your best option is usually to utilize on the range of your Ewar modules.
  
===Specialized Tactics===
+
=== Specialized Tactics ===
 
So usually you will try to warp in at your Ewar optimal’s range. If you are close to the enemy fleet, it usually makes sense to “bounce”, which means to warp out (the closest celestial from your pod saver tab is a decent bet)# and then warp back in at your optimal range. Once you landed at your optimal range, put your Ewar on the enemy it makes most sense on.# Align to some celestial immediately and “bounce” as soon as you ship is at risk.
 
So usually you will try to warp in at your Ewar optimal’s range. If you are close to the enemy fleet, it usually makes sense to “bounce”, which means to warp out (the closest celestial from your pod saver tab is a decent bet)# and then warp back in at your optimal range. Once you landed at your optimal range, put your Ewar on the enemy it makes most sense on.# Align to some celestial immediately and “bounce” as soon as you ship is at risk.
  
===Fits===
+
== T2 tackle long range (Interceptor) ==
 +
=== Description ===
 +
Point targets, shoot drones, get out alive. Learn what you can and what you can’t tackle. Learn to stay alive, that’s 50% of your Interceptor pilot skills.
  
==T2 tackle long range (Interceptor)==
+
=== Specialized Tactics ===
===Description===
 
Point targets, shoot drones, get out alive. Learn what you can and what you can’t tackle. Learn to stay alive, that’s 50% of your Interceptor pilot skills.
 
 
 
===Specialized Tactics===
 
 
See the tactics for the t1 version for more details.
 
See the tactics for the t1 version for more details.
  
===Fits===
+
== T2 tackle close range (AF) ==
 
+
=== Description ===
==T2 tackle close range (AF)==
 
===Description===
 
 
Pursue and scram targets and slow them down, shoot drones, get out or die tackling the target.
 
Pursue and scram targets and slow them down, shoot drones, get out or die tackling the target.
Remember that these are fleet fits and not really suited to engage people 1v1.  
+
Remember that these are fleet fits and not really suited to engage people 1v1.
  
===Specialized Tactics===
+
=== Specialized Tactics ===
 
These fits are focused at what these ships are supposed to do well in a fleet and that is heavy tackle. That means besides speed and tackle, they are fit for a sustained heavy tank. They are not really fit around dealing damage, so it is ok to gimp the dps. If you are flying in a smaller gang, you might want to shift a bit of tank to a bit more dps; in bigger fleets this is usually counter-productive.
 
These fits are focused at what these ships are supposed to do well in a fleet and that is heavy tackle. That means besides speed and tackle, they are fit for a sustained heavy tank. They are not really fit around dealing damage, so it is ok to gimp the dps. If you are flying in a smaller gang, you might want to shift a bit of tank to a bit more dps; in bigger fleets this is usually counter-productive.
  
===Fits===
+
== Recons ==
 
+
=== Description ===
==Recons==
 
===Description===
 
 
Recons are great force multipliers. Especially the tackle recons are a great addition to pretty much any fleet. If flown correctly, they usually have a decent chance of staying alive due to their great range. You will be high on the primary list usually, so keep that in mind. In a lot of fights it makes sense to stay behind in safety (even cloaked).
 
Recons are great force multipliers. Especially the tackle recons are a great addition to pretty much any fleet. If flown correctly, they usually have a decent chance of staying alive due to their great range. You will be high on the primary list usually, so keep that in mind. In a lot of fights it makes sense to stay behind in safety (even cloaked).
  
===Specialized Tactics===
+
=== Specialized Tactics ===
 
Especially the Force Recons can fit an Expanded Probe Launcher quite well. Their main job is usually not to apply dps but to apply their T2 Ewar. The Expanded Probe Launcher adds a lot of versatility and especially the tackle Force Recons can be decent initial tacklers. At least they can punt the fleet on the target.
 
Especially the Force Recons can fit an Expanded Probe Launcher quite well. Their main job is usually not to apply dps but to apply their T2 Ewar. The Expanded Probe Launcher adds a lot of versatility and especially the tackle Force Recons can be decent initial tacklers. At least they can punt the fleet on the target.
  
===Fits===
+
[[Category:Old Doctrines]]

Latest revision as of 21:07, 22 May 2022

This article is deprecated and no longer in use. There is no replacement information available.

Tackle and Ewar for either fleet

General description

These fits are chosen to work with either main fleet type (armor or shield). They are divided into several types of tacklers, and a fleet should have a mix of all types. Some are designed to grab an initial point, while others are to be the second wave, taking over tackling from the initial tackler and holding the ship for an extended period. Ewar are ships that will work well with either fleet type. Some fleets will have tank specific ewar, depending on the ship, race, and fleet composition.


Pros and Cons

Advantages:

1. Allows new players to have starting ships that work with either main fleet type

2. Different types of tackle allow us to hold ships at all stages of an engagement

Disadvantages:

1. FCs need to ensure they have enough of each type to maintain effective tackle

2. Fits may work better if tweaked to a specific fleet doctrine

3. The tackle fits are build around fast long range point and fast, sturdy scram. There are not man webs in the tackle fits, so FCs need to make sure to take that into account when facing ABing targets.

4. All other ships should bring heavy tackle (scram, web) if possible to take over the frig tackle when it has to get out or dies.

Command Structure

Fits into command structure of the Armor, Shield, or Dessie Fleet.

General Tactics

Ships marked as “Long Range” are designed to use fleet interceptor tactics. They should hold at a distance, using a long point to get initial tackle, and distance/speed to maintain that tackle with some survivability. Spiraling into targets, and staying outside of neut or web range are essential.

Ships marked as “Short range” use sig tanking, along with a scram and web to hold targets tightly. They should take steps to remain alive, but be willing to sacrifice their ship if it means they hold the target long enough for the heavy guys in the fleet to grab tackle from them.

For more information, read: http://www.evealtruist.com/2012/08/newbie-tackling-guide.html We ruthlessly “borrowed” many of his fits and ideas.

Ships marked as “Ewar” bring electronic warfare capabilities. Please read the ship flying advice for specific guidelines, as it differs for each race.

Fits

These fits are geared towards the specific roles that need to be filled in a fleet. We have included both a low SP and a high SP version of each fit. You may alter the fits to be appropriate to your skills and isk, but please maintain its current role and philosophy. Examples of acceptable changes include dropping the rigs if you are a new player, or upgrading some of the mods (from the basic fit) or downgrading some mods (from the advanced fit) if your skills fall between the two extremes.

T1 Tackle Long range

Description

The job of the T1 long range tackler is to get a quick first point (warp disruptor) on the target. This can be on a gate or anywhere else in space. They are all fit like you would fit a Fleet Interceptor, that is MWD (to actually get a fast point), Warp Disruptor (for the range) and a Medium Shield Extender (for the survivability) but compared to real Fleet Interceptors they lack the MWD signature bonus, the speed and the lock time.

They are intended to keep the target from warping away until the second line of tackle (the ones with scram/web) get a heavier tackle on the target. As your main focus lies on providing tackle and staying alive, your weapons are the least important part of your ship.

Specialized Tactics

So usually you will try to get a point on the primary or secondary target and when told to spread tackle (or you see it’s the right moment for yourself) you will spread your tackle on any target on the field whose name is as close to the first letter of your name as possible (to spread your fleet’s tackle to as many targets as possible without micromanaging it)..

While doing all that, you should try to shoot enemy drones who are the main threat to small ships. Focus especially on ECM drones and light drones, namely warrior IIs.

When you are taking damage, you have to consider to die a hero’s death or to get out in time. As your T frigate is usually not that expensive, you might want to stick around if it looks like a Chaser frigate is going to tackle it soon.

T1 Tackle Close Range

Description

The job of the T1 close range tackler is to get his scram (and maybe the web) on the primary or secondary target.

They are fit like you would fit a Chaser AF, that is MWD (to actually catch the target), scram (to slow it down) and a heavy tank (to survive till the BC/BS can take over or kill the target). Some also fit a web to slow the target down.

Compared to the AF counterpart the T1 frigs lack the MWD signature bonus and the tank (both lead to less survivability). They also deal less dps but that is not their main job. They are intended to slow the target down so the main damage dealer can get in range, apply more of their damage (due to better hits on slower targets) and also to take over the prevent warping away part from the first line of tackle. As your main focus lies on providing tackle and staying alive, your weapons are the least important part of your ship.

Specialized Tactics

Usually you will try to get a point on the primary or secondary target and when told to spread tackle (or you see it’s the right moment for yourself) you will spread your tackle on any target on the field whose name is as close to the first letter of your name as possible (to spread your fleet’s tackle to as many targets as possible without micromanaging it).

While doing all that, you usually will try to shoot enemy drones who are the main threat to small ships. Focus especially on ECM drones and light drones, namely warrior IIs.

When you are taking damage, you have to consider to die a hero’s death or to get out in time. As the T1 frigate is quite cheap, you might want to keep your target tackled when there is a chance that the target gets killed before you go down.

T1 Ewar

Description

The main job of the Ewar ships is to apply their Ewar abilities from their Ewar optimal range. The fit revolves around that Ewar capabilities.

You are a major threat to the enemy fleet, so you need to take care to stay alive. Your best option is usually to utilize on the range of your Ewar modules.

Specialized Tactics

So usually you will try to warp in at your Ewar optimal’s range. If you are close to the enemy fleet, it usually makes sense to “bounce”, which means to warp out (the closest celestial from your pod saver tab is a decent bet)# and then warp back in at your optimal range. Once you landed at your optimal range, put your Ewar on the enemy it makes most sense on.# Align to some celestial immediately and “bounce” as soon as you ship is at risk.

T2 tackle long range (Interceptor)

Description

Point targets, shoot drones, get out alive. Learn what you can and what you can’t tackle. Learn to stay alive, that’s 50% of your Interceptor pilot skills.

Specialized Tactics

See the tactics for the t1 version for more details.

T2 tackle close range (AF)

Description

Pursue and scram targets and slow them down, shoot drones, get out or die tackling the target. Remember that these are fleet fits and not really suited to engage people 1v1.

Specialized Tactics

These fits are focused at what these ships are supposed to do well in a fleet and that is heavy tackle. That means besides speed and tackle, they are fit for a sustained heavy tank. They are not really fit around dealing damage, so it is ok to gimp the dps. If you are flying in a smaller gang, you might want to shift a bit of tank to a bit more dps; in bigger fleets this is usually counter-productive.

Recons

Description

Recons are great force multipliers. Especially the tackle recons are a great addition to pretty much any fleet. If flown correctly, they usually have a decent chance of staying alive due to their great range. You will be high on the primary list usually, so keep that in mind. In a lot of fights it makes sense to stay behind in safety (even cloaked).

Specialized Tactics

Especially the Force Recons can fit an Expanded Probe Launcher quite well. Their main job is usually not to apply dps but to apply their T2 Ewar. The Expanded Probe Launcher adds a lot of versatility and especially the tackle Force Recons can be decent initial tacklers. At least they can punt the fleet on the target.