Difference between revisions of "Uni Tackle and EWar"
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Revision as of 21:51, 28 September 2012
Fleet Doctrine Main Page | Introduction | ||
Main Fleet Types: | Uni Tackle and E-War | Uni Armor Fleet | Uni Kiting Shield Fleet |
Secondary Fleet Types: | Uni Hydra Destroyer 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
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.
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.
Fits
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. 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.