Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Fleet Command Guide: Difference between revisions

From EVE University Wiki
Adding merge suggestion
Removing ship priority from 15 years ago, making it more objective. Removing merge banner
 
(13 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{merge|Typing commands into squad chat}}
[[Category:Guides]]
[[Category:PvP]]
[[Category:Fleets]]
'''Fleet Command Guide'''


''Adapted from TGRADS: http://tgrads.com/
'''Fleet command''' is as much a task of psychology as it is a task of military preparedness and skill. More so than any other command situation, game-command has to suffer through insubordination and lack of discipline. Inspiring obedience, discipline, and above all loyalty is paramount, then, to proper command. Dismissing the psychological/morale side of the game as so much rubbish is the first mistake of the "d00d" commander - and a mistake a wise commander will not make.
 
== Why Lead Fleets into Combat? ==
There are several reasons someone might want to lead a fleet:
 
* Creating content for the FC, their fleet mates and other parties. EVE is driven by player created content so if no one leads there is no content.
* For the FC to develop and expanded their knowledge.
* The thrill of leading a fleet can be a very rewarding experience.
* Strategic objectives, such as defending assets, or expanding their territory.
 
== Fleet Goals and Objectives ==
A fleet's goals and objectives determine what type of ships the fleet will fly and the tactics they will use. Every fleet should have a goal, even if it is as simple as "trying to find fights". That way the fleet can be tailored to achieving those goals.
 
== Chain of Command ==
It is important to establish an effective and decisive chain of command. The number of people with command roles expands as the fleet expands. For example, a fleet that is aiming to kill capital ships is going to have different goals and a different fleet composition than one that is trying to just find fights in low sec in a small gang.
 
An example chain of command
* FC - they make the decisions and command the fleet
* Second in command (sometimes called 2IC) - takes over if the FC goes down
* Third in command (3IC) - takes over from the 2IC if they go down, normally only used if the fleet is large, or to tell the fleet to disengage if both the FC and 2IC get killed
* Scouts - to find a route that has recent activity, and targets for the fleet
* Specialist leaders, like a logistics FC if the fleet has a large logistics wing, or EWAR FC if there are EWAR ships
 
== Forming a Fleet ==
 
{{euninote|We have a checklist on [[Forming fleets in EVE University]]}}
 
Forming a fleet is when the FC creates the fleet for fleet members to join, which may include a fleet advert. It will include setting up the squads and the message of the day in the fleet channel, and getting people into the right positions in the fleet.


Fleet Command in EVE is as much a task of psychology as it is a task of military preparedness and skill. More so than any other command situation, game-command has to suffer through insubordination and lack of discipline. Inspiring obedience, discipline, and above all loyalty is paramount, then, to proper command. Dismissing the psychological/morale side of the game as so much rubbish is the first mistake of the "d00d" commander - and a mistake a wise commander will not make.
==Pre-Combat==
===Communication===


==Pre-Combat: Communication==
''Nothing gives one person so much advantage over another as to remain always cool and unruffled under all circumstances.'' - Jefferson
''Nothing gives one person so much advantage over another as to remain always cool and unruffled under all circumstances.'' - Jefferson


While in EVE no one is going to discuss your greater or lesser virtues, clear communications is the key to every other aspect of EVE combat. Teamwork, coordination, and calmness are the foundations of a strong pillar of command.
While in EVE no one is going to discuss your greater or lesser virtues, clear communications is the key to every other aspect of EVE combat. Teamwork, coordination, and calmness are the foundations of a strong pillar of command.


==Voice Quality==
====Voice quality====
''The first and best victory is to conquer self.'' - Plato
''The first and best victory is to conquer self.'' - Plato


Panic spreads like a plague, but usually does so from the top. No matter how stressful a situation, the Fleet Commander should sound cool and calm, almost (but not quite) to the point of boredom. Confidence should be obvious, but not overconfidence. Somehow, you have to manage to communicate all of this simply from voice tone. If players hear that you are cool, calm, and confident, they will assume you know something they do not (which may or may not actually be true.) Particularly if you are successful as a Fleet Commander, they will trust your judgment above their own, and follow your orders - sticking out fights where their own determination might have led them to run.
Panic spreads like a plague, but usually does so from the top. No matter how stressful a situation, the Fleet Commander should sound cool and calm, almost (but not quite) to the point of boredom. Confidence should be obvious, but not overconfidence. Somehow, you have to manage to communicate all of this simply from voice tone. If players hear that you are cool, calm, and confident, they will assume you know something they do not (which may or may not actually be true). Particularly if you are successful as a Fleet Commander, they will trust your judgment above their own, and follow your orders—sticking out fights where their own determination might have led them to run.
 
====Communication discipline====
 
"''Ibi semper est victoria, ubi concordia est''." (There victory always is, where unity is.) - Publilius Syrus from the book Sententiae
 
Disorder is also contagious, and a good Fleet Commander will work hard to keep control of his/her fleet. Particularly when a fleet is doing well, players may become excited and offer up many ideas—and it is vital that these ideas be put into gang chat, where they may be safely used or ignored. If voice communications are saturated with ideas, it causes a variety of problems:
 
* Lack of clarity on the "real" plan;
* Encouragement of other people to flood comms with comments too (which can lead to all sorts of problems; missed warnings, frustration, etc.);
* Apparent failure of control on the part of the FC;
* Serves as a distraction from what should be going on.
 
It may very well be that some ideas are good ones, and that some folks offering ideas on voice chat are not intentionally challenging your authority (in fact, most people are excited and want to help you), but it is important that you politely remind folks of Combat Communications, and direct them to the gang chat. By hearing only one or two voices in a stressful combat situation, this serves to reassure pilots—they know there is central control.


==Communication Discipline==
=====Typed commands=====
''Ubi concordia, ibi victoria
(Where is the unity, there is the victory.)'' - Roman proverb


Disorder is also contagious, and a good Fleet Commander will work hard to keep control of his/her fleet. Particularly when a fleet is doing well, players may become excited and offer up many ideas - and it is vital that these ideas be put into gang chat, where they may be safely used or ignored. If voice communications are saturated with ideas, it causes a variety of problems:
One pilot in each squad (ideally ''not'' the Squad Commander) should be placed in charge of putting all verbal commands issued by fleet leadership into chat. This provides insurance against audio issues experienced by individual squad members, builds a written record of issued commands in case a squad member disconnects, and needs to be brought up to speed, and makes the Squad Commander's job easier.


* Lack of clarity on the "real" plan
For a list of standard commands and abbreviations, see [[The Rookie's Guide to Fleet Ops#Abbreviations|The Rookie's Guide to Fleet Ops]].
* Encourages other people to flood comms with comments too (which can lead to all sorts of problems; missed warnings, frustration, etc)
* Apparent failure of control on the part of the FC
* Serves as a distraction from what should be going on


It may very well be that some ideas are good ones, and that some folks offering ideas on voice chat are not intentionally challenging your authority (in fact, most people are excited and want to help you) but it is important that you politely remind folks of Combat Communications, and direct them to the gang chat. By hearing only one or two voices in a stressful combat situation, this serves to reassure pilots - they know there is central control.
====Keeping commands short====


==Keeping Commands Short==
''The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemies.'' - Napoleon
''The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemies.'' - Napoleon


Line 55: Line 84:
Rambling and explanations are wasted time - in combat, situations change quickly, so you need to keep things short and pay attention.
Rambling and explanations are wasted time - in combat, situations change quickly, so you need to keep things short and pay attention.


==Correcting Pilot Errors==
====Correcting pilot errors====
 
''Correction does much, but encouragement does more.'' -Johann Wolfgang von Goethe
''Correction does much, but encouragement does more.'' -Johann Wolfgang von Goethe


Line 75: Line 105:
Calling a pilot out is an absolute last resort; even if you fix the problem, it creates a stigma in the minds of other pilots, and both the error-maker and all the other pilots will remember who screwed up. When people ask, even if you're annoyed, just say "It's not important who - just that we got it fixed."
Calling a pilot out is an absolute last resort; even if you fix the problem, it creates a stigma in the minds of other pilots, and both the error-maker and all the other pilots will remember who screwed up. When people ask, even if you're annoyed, just say "It's not important who - just that we got it fixed."


==The Power of Civility==
====Civility====
 
A leader is the man who has the ability to get other people to do what they don't want to do, and like it. - Harry Truman
A leader is the man who has the ability to get other people to do what they don't want to do, and like it. - Harry Truman


Line 84: Line 115:
Sharp and harsh orders will usually get the same results - what it won't get you is that same pilot back the next time you're running an operation. Pilots who enjoy an operation and endure being given orders are far more likely to come back, and while you can't guarantee they'll enjoy every op (because sometimes things go bad) you can at least make the memory not sting as much.
Sharp and harsh orders will usually get the same results - what it won't get you is that same pilot back the next time you're running an operation. Pilots who enjoy an operation and endure being given orders are far more likely to come back, and while you can't guarantee they'll enjoy every op (because sometimes things go bad) you can at least make the memory not sting as much.


==Fleet Composition==
===Fleet composition===
 
''In general, commanding a large number is like commanding a few. It is a question of dividing up the numbers.... It is a question of configuration and designation.'' - Sun Tzu
''In general, commanding a large number is like commanding a few. It is a question of dividing up the numbers.... It is a question of configuration and designation.'' - Sun Tzu


==The Power of Delegation==
====Delegation====
 
''The best executive is the one who has sense enough to pick good men to do what he wants done, and self-restraint enough to keep from meddling with them while they do it.'' - Theodore Roosevelt
''The best executive is the one who has sense enough to pick good men to do what he wants done, and self-restraint enough to keep from meddling with them while they do it.'' - Theodore Roosevelt


Line 94: Line 127:
Make sure your boss (ideally, another Fleet Commander) is knowledgeable about how to set up fleets for leadership purposes. The boss will be shuffling wing commanders, creating squads/wings, etc. Wing Commanders will need to designate squads (occasionally by purpose) and help sort squad leaders. Squad leaders should be looking for updates on the locations of their squad members and so on - most importantly, though, all of this needs to be going on without any Fleet Commander interaction. Delegate people who can take care of this without you thinking about it - you have enough to do. A proper Fleet Command simply assigns a Boss and perhaps a Wing Commander or two, and then sets his mind to other matters, while invites and leadership sorting is taken care of elsewhere.
Make sure your boss (ideally, another Fleet Commander) is knowledgeable about how to set up fleets for leadership purposes. The boss will be shuffling wing commanders, creating squads/wings, etc. Wing Commanders will need to designate squads (occasionally by purpose) and help sort squad leaders. Squad leaders should be looking for updates on the locations of their squad members and so on - most importantly, though, all of this needs to be going on without any Fleet Commander interaction. Delegate people who can take care of this without you thinking about it - you have enough to do. A proper Fleet Command simply assigns a Boss and perhaps a Wing Commander or two, and then sets his mind to other matters, while invites and leadership sorting is taken care of elsewhere.


==Tailor Fleet Make-up For Your Purpose==
====Composition and purpose====
 
''It is better to be prepared for an opportunity and not have one than to have an opportunity and not be prepared.'' - Whitney M. Young, Jr.
''It is better to be prepared for an opportunity and not have one than to have an opportunity and not be prepared.'' - Whitney M. Young, Jr.


A standard combat fleet for aggressive engagement should need no more than two interceptors, two interdictors, and two covert ops. Those numbers should change depending on your fleet's need - trade your coverts for interceptors/interdictors on defensive actions since you'll need more tackle and less scout (you know where they're coming to), your interceptors -but not interdictors- for more coverts for an escort, as you'll need more advance warning and coverage. Having more interceptors and interdictors than this number is a waste - their roles are too specific and not damaging enough. Interdictors can smash interceptors, but generally attacking interceptors aren't doing enough damage to merit a major fleet role to smash them.
A standard combat fleet for aggressive engagement should need no more than two interceptors, two interdictors, and two covert ops. Those numbers should change depending on your fleet's need - trade your coverts for interceptors/interdictors on defensive actions since you'll need more tackle and less scout (you know where they're coming to), your interceptors -but not interdictors- for more coverts for an escort, as you'll need more advance warning and coverage. Having more interceptors and interdictors than this number is a waste - their roles are too specific and not damaging enough. Interdictors can smash interceptors, but generally attacking interceptors aren't doing enough damage to merit a major fleet role to smash them.


===Fleet specializations===


==Prepare Your Fleet Specializations==
''The greatest accomplishment of reason is the discovery of the advantages of ... the division of labor.'' - Ludwig von Mises
''The greatest accomplishment of reason is the discovery of the advantages of ... the division of labor.'' - Ludwig von Mises


Line 109: Line 143:
Interdictors and interceptors also need role-specific orders and preparations. Interceptors should know whose job it is to strike the primary and the secondary; two tackles on one target lets the other leave. Divide this up alphabetically, size-wise, or with whatever criteria you wish - but make sure it is divided. Interdictors should also be likewise pre-planned in their roles; is it their job to chase down enemy frigate-class vessels? Shall they run out at snipers and bubble them? Are they to travel towards the largest enemy blob and hold them all down? Bubble-and-jump? High-speed ship pilots must know before combat what they are expected to do - their job is too swiftly done for them to wait for orders.
Interdictors and interceptors also need role-specific orders and preparations. Interceptors should know whose job it is to strike the primary and the secondary; two tackles on one target lets the other leave. Divide this up alphabetically, size-wise, or with whatever criteria you wish - but make sure it is divided. Interdictors should also be likewise pre-planned in their roles; is it their job to chase down enemy frigate-class vessels? Shall they run out at snipers and bubble them? Are they to travel towards the largest enemy blob and hold them all down? Bubble-and-jump? High-speed ship pilots must know before combat what they are expected to do - their job is too swiftly done for them to wait for orders.


==Trust your Fleet Specialist Commanders==
====Fleet Specialist Commanders====
''I found that there were these incredibly great people at doing certain things, and that you couldn't replace one of these people with 50 average people. They could just do things that no number of average people could do.'' - Steve Jobs
''I found that there were these incredibly great people at doing certain things, and that you couldn't replace one of these people with 50 average people. They could just do things that no number of average people could do.'' - Steve Jobs


Once you have assigned other FCs to handle Capital FC, EWAR FC, and Tactical FC, trust them to know their jobs. Assume the EWAR is being coordinated in its own channel. Know the Capital ships will be ready and briefed on what's going on. Be confident the Tactical FC will be killing tacklers and then EWAR as fast as possible with his squad. Focus your attention on talking with your scouts, keeping a mental picture of what's going on, and tending to your fleet.
Once you have assigned other FCs to handle Capital FC, EWAR FC, and Tactical FC, trust them to know their jobs. Assume the EWAR is being coordinated in its own channel. Know the Capital ships will be ready and briefed on what's going on. Be confident the Tactical FC will be killing tacklers and then EWAR as fast as possible with his squad. Focus your attention on talking with your scouts, keeping a mental picture of what's going on, and tending to your fleet.


==Final Battle Preparations==
===Final Battle Preparations===
''In planning for battle I have found that plans are useless; but planning is essential.'' - Dwight D. Eisenhower
''In planning for battle I have found that plans are useless; but planning is essential.'' - Dwight D. Eisenhower


Line 131: Line 165:
It is absolutely vital that in the last thirty seconds before combat the fleet commander's voice can be heard, and sounds as calm and assured as possible. You can be sure that a pilot will never be more tense than they are in the last thirty seconds before combat is joined - knowing that you have faith in them, that there is a plan, and that victory is expected if everyone works together will go a long way to making sure these things happen.
It is absolutely vital that in the last thirty seconds before combat the fleet commander's voice can be heard, and sounds as calm and assured as possible. You can be sure that a pilot will never be more tense than they are in the last thirty seconds before combat is joined - knowing that you have faith in them, that there is a plan, and that victory is expected if everyone works together will go a long way to making sure these things happen.


==Engaging in Combat==
==Engaging in combat==
 
''The object of war is not to die for your country but to make the other bastard die for his.'' - George Patton
''The object of war is not to die for your country but to make the other bastard die for his.'' - George Patton


Line 137: Line 172:


See Also :   
See Also :   
* The [[Bookmarks#Tactical_Bookmarks|Tactical Bookmarks]] page for Tactical use of Bookmarks in engagement.
* The [[Bookmark#Tactical|Tactical Bookmarks]] page for Tactical use of Bookmarks in engagement.
 
===Target selection and declaration===


==Target Selection and Declaration==
''If the enemy is in range... SO ARE YOU.'' - Old soldier's axiom
''If the enemy is in range... SO ARE YOU.'' - Old soldier's axiom


The first of the two ways an opposing fleet can still defeat you is by directing all its firepower to your most important vessels. It is important, then, to recognize the ships which are capable of dealing the most firepower and removing them from the enemy force as quickly as possible. Enemy firepower is normally a pretty clear equation based on the number of turrets/launchers, drones, damage bonuses, etc:
The first of the two ways an opposing fleet can still defeat you is by directing all its firepower to your most important vessels. It is important, then, to recognize the ships which are capable of dealing the most firepower and removing them from the enemy force as quickly as possible. Enemy firepower is normally a pretty clear equation based on the number of turrets/launchers, drones, damage bonuses, etc. This is also something that comes with experience.
 
Damage Threat Level
*Megathron
*Dominix
*Typhoon
*Raven
*Tempest
*Abbadon
*Maelstrom
*Hyperion
*Apocalypse
*Rokh
*Armageddon
*Scorpion
 
This list is somewhat surprising to many pilots because of the remarkably low position of the Scorpion. From a strictly damage-dealing standpoint, the Scorpion is the weakest battleship, however.
 
A Fleet Commander then needs to review his EWAR capabilities. In a strong fleet, you will see EWAR assigned as follows:
 
*Dampeners - shut down targets at long range (Sniper Rokh, Jam Scorpion, Jam Rook/Falcon, Long range Ravens, etc)
*Disruptors - ruin turret range and tracking (Megathron, Tempest, Abbadon, Maelstrom, Hyperion, Apocalypse, Armageddon)
*ECM - Jam vessels who are not dampened out or disrupted to uselessness. (Missile and drone boats at close range.)
 
Assuming you have proper EWAR support then, let's take a look at the list again:
 
*Megathron - Disruptable, but watch drones
*Dominix - NOS/Drone - needs jamming
*Typhoon - Turrets disrupted - needs jamming
*Raven - Probably only jammable
*Tempest - Mostly turrets - disruptable
*Abbadon - All turrets - disruptable
*Maelstrom - all turrets - disruptable
*Hyperion - all turrets - disruptable
*Apocalypse - all turrets - disruptable OR Long Range - dampened
*Rokh - Long Range - dampened
*Armageddon - all turrets - disruptable
*Scorpion - Long Range - dampened
 
Examine the threat level at this point; we know that Dampeners on a vessel at range are a 100% shut-down tool. Therefore we can remove Scorpions, Rokhs, and long-range Apocalypse pilots (or any other sniper) from the opposition altogether. (Even if these ships are not at range, a Scorpion's need to lock multiple ships will be greatly hampered by dampeners.)
 
We know that at close range, Tracking Disruptors are nearly as devastating as dampeners; with greatly shortened range on already short-range weapons and tracking going out the window, most all turret-based vessels will be very greatly hampered. Like dampeners, Disruptors always work - it is only how effective they are on a target that matters.
 
Jammers, on the other hand, are chance-based. They may sometimes work well, and other times work very poorly. As a result, we have to examine which ships are being neutralized solely by jamming:
 
*Dominix (Drones and possibly NOS)
*Raven (Missiles, esp. at closer ranges)
*Typhoon (Missiles and drones both available)
*Megathron (possible drone threat)
 
Of these, the most damage capacity is the Dominix - Drones and NOS (or possibly turrets.) The Raven has six available real damage sources, and the Typhoon four available missiles and drones (but no drone damage bonuses.) In priority for attack, then:
 
Damage Threats-Jam Only
*Dominix
*Raven
*Typhoon
*Megathron
 
Closerange possible threats - disrupted
*Tempest
*Apocalypse
*Armageddon
*Abbadon
*Maelstrom
*Hyperion
 
Other Significant Ships
*Field/Fleet Command Ships
*Heavy Assault Ships
*Tier II Battlecruisers
 
Long range Battleships/EWAR Cruisers - dampened
*Scorpion/Blackbird
*Rook/Falcon
*Lachesis/Arazu
*Rokh


Other Lesser Vessels - Possibly already destroyed by Interceptor/Interdictor support
A Fleet Commander then needs to review his EWAR capabilities.
*Tier I Cruisers
*Tier II Frigates
*Tier I Frigate


It is important that you keep a continual clear call of a Primary and Secondary - and in the cases of large battles where ships can pop quickly, a Tertiary. This is done so that pilots can lock the needed target well in advance, and shift swiftly to the new foe without wasting time on a relock. If (for whatever reason) you are unable to identify ship types swiftly enough to keep a good call of P/S/T, focus on battleships at closer ranges - though you should definitely work on Primary calling, as this is more important than any function of the Fleet Commander.
It is important that you keep a continual clear call of a Primary and Secondary - and in the cases of large battles where ships can pop quickly, a Tertiary. This is done so that pilots can lock the needed target well in advance, and shift swiftly to the new foe without wasting time on a relock. If (for whatever reason) you are unable to identify ship types swiftly enough to keep a good call of P/S/T, focus on battleships at closer ranges - though you should definitely work on Primary calling, as this is more important than any function of the Fleet Commander.


 
===Battle oversight===
==Battle Oversight - Ship Types and Wrecks==


Fleet Commanders can often make their jobs much easier during a wild engagement by employing filters to see specific things at a time. By filtering your overview to only see Battleships and Command Ships, searching for an appropriate target to call becomes much easier. An interdictor pilot might wish to filter his overview by frigates if he has a specialty job, and so on. Although every Fleet Commander will have their own preference, here are some recommended settings to have presaved and ready to go:
Fleet Commanders can often make their jobs much easier during a wild engagement by employing filters to see specific things at a time. By filtering your overview to only see Battleships and Command Ships, searching for an appropriate target to call becomes much easier. An interdictor pilot might wish to filter his overview by frigates if he has a specialty job, and so on. Although every Fleet Commander will have their own preference, here are some recommended settings to have presaved and ready to go:
Line 240: Line 197:
The fourth setting is also quite important - it allows you to quickly tally "Friendly" vs. "Unfriendly" losses. As a Fleet Commander, your biggest enemy is having too much information thrown at you; being able to filter it can give you a decided advantage.
The fourth setting is also quite important - it allows you to quickly tally "Friendly" vs. "Unfriendly" losses. As a Fleet Commander, your biggest enemy is having too much information thrown at you; being able to filter it can give you a decided advantage.


===Protecting command===


==Protecting Command - Survivability and the Chain of Command==
''A leader is a dealer in hope.'' - Napoleon
''A leader is a dealer in hope.'' - Napoleon


Line 258: Line 215:
If you are popped as a commander, though, it is generally not a good idea to try and continue commanding from your pod. Get out and if possible, re-arm and return. Pod-command puts you at serious risk of implant loss (everyone likes squishing pods), and limits you greatly as far as monitoring target health and maneuverability.
If you are popped as a commander, though, it is generally not a good idea to try and continue commanding from your pod. Get out and if possible, re-arm and return. Pod-command puts you at serious risk of implant loss (everyone likes squishing pods), and limits you greatly as far as monitoring target health and maneuverability.


==Mastering the Bloody Art: Combat Tactics==
===Combat tactics===
 
''Good tactics can save even the worst strategy. Bad tactics will destroy even the best strategy.'' - Patton
''Good tactics can save even the worst strategy. Bad tactics will destroy even the best strategy.'' - Patton


EVE has a certain love affair with two large fleets smashing into each other, beating each other senseless, and then calling it a day. Good combat tactics, though, has nothing to do with even numbers, and even less to do with an even fight. By engaging in clever positioning and other tactics, you can turn the tried-and-true tactics of our veteran foes on their head. This is by no means the only set of tricks you can use, but these are tried and true maneuvers that have already proved their worth. Feel free to add to this list.
EVE has a certain love affair with two large fleets smashing into each other, beating each other senseless, and then calling it a day. Good combat tactics, though, has nothing to do with even numbers, and even less to do with an even fight. By engaging in clever positioning and other tactics, you can turn the tried-and-true tactics of our veteran foes on their head. This is by no means the only set of tricks you can use, but these are tried and true maneuvers that have already proved their worth. Feel free to add to this list.


==Covert Ambushing==
====Covert ambushing====
 
One of the oldest and most-used maneuvers for any Fleet Commander is the ambushing of an enemy sniper/EWAR distance force by use of a warp-in covert ops. When attacking, try to make sure you always have one covert vessel in your force. This enables you both to have a scout, and to have someone prepositioned for striking at snipers and EWAR at range. Note that you cannot warp to someone who is less than 150km away. If an enemy target is 120km away, have your covert sit behind them at 150km, and warp to your pilot at 30km... neatly dropping you right on top of the target.
One of the oldest and most-used maneuvers for any Fleet Commander is the ambushing of an enemy sniper/EWAR distance force by use of a warp-in covert ops. When attacking, try to make sure you always have one covert vessel in your force. This enables you both to have a scout, and to have someone prepositioned for striking at snipers and EWAR at range. Note that you cannot warp to someone who is less than 150km away. If an enemy target is 120km away, have your covert sit behind them at 150km, and warp to your pilot at 30km... neatly dropping you right on top of the target.


Note: Stealth bombers can be used for this purpose as well; although they are visible while warping, many times in a large fleet battle opponents will not be aware of where a suddenly-disappearing frigate on their overview went, giving the Stealth time to scoot into position after landing.
Note: Stealth bombers can be used for this purpose as well; although they are visible while warping, many times in a large fleet battle opponents will not be aware of where a suddenly-disappearing frigate on their overview went, giving the Stealth time to scoot into position after landing.


==EWAR - Fashionably Late==
====Late-arrival EWAR====


Particularly when taking the last tactic into account, having your EWAR forces visible at the scene of the battle is asking for trouble. Have an interceptor create a bookmark approximately 500km from the site of the conflict. Then, have your EWAR forces sit at that mark, aligned to the expected battle site. Approximately three seconds after the first primary is called, signal the EWAR force to warp in. This has a variety of benefits:
Particularly when taking the last tactic into account, having your EWAR forces visible at the scene of the battle is asking for trouble. Have an interceptor create a bookmark approximately 500km from the site of the conflict. Then, have your EWAR forces sit at that mark, aligned to the expected battle site. Approximately three seconds after the first primary is called, signal the EWAR force to warp in. This has a variety of benefits:
Line 277: Line 236:
- Because the EWAR is arriving late, it is likely that the enemy fleet is already targeting specific ships, and changing primaries is rarely done easily or smoothly.
- Because the EWAR is arriving late, it is likely that the enemy fleet is already targeting specific ships, and changing primaries is rarely done easily or smoothly.


==Stick and Move==
====Stick and move====


There is a big difference between a retreat and a rout. A good Fleet Commander will recognize this. If your fleet is being chased by the enemy, have half a dozen battleships hold on the gate before actually jumping through into the next area. When they have all been fired on, have them jump through. Odds are good the enemy fleet will follow, but many of their pilots will be unable to actually engage. This results in a brief period of time when you may actually outnumber/outgun the enemy fleet, despite their earlier advantages that caused you to flee in the first place. Use this period to pop one or two enemy ships, and then continue your retreat to the next gate again. Odds are good that most enemy fleets will stop chasing after being chipped a few times by this maneuver.
There is a big difference between a retreat and a rout. A good Fleet Commander will recognize this. If your fleet is being chased by the enemy, have half a dozen battleships hold on the gate before actually jumping through into the next area. When they have all been fired on, have them jump through. Odds are good the enemy fleet will follow, but many of their pilots will be unable to actually engage. This results in a brief period of time when you may actually outnumber/outgun the enemy fleet, despite their earlier advantages that caused you to flee in the first place. Use this period to pop one or two enemy ships, and then continue your retreat to the next gate again. Odds are good that most enemy fleets will stop chasing after being chipped a few times by this maneuver.


==Starburst==
====Starburst====
 
When a fleet enters a system, the defenders have a habit of locking and firing on the first vessel that appears - no matter what that ship might be. Good fleet commanders can take advantage of this mistake. The first ships to uncloak any time you go through a bottleneck (you jump through a gate to attack an enemy group that is waiting) should be frigates - ideally, assault frigates or interceptors. A few moments later, cruisers should uncloak, and bigger ships, and so on. EWAR typically should be one of the last to uncloak at any size. When possible, have the ships (especially the smaller ones) move as rapidly as possible outward, forcing the enemy to commit to one area of the gate or another.
When a fleet enters a system, the defenders have a habit of locking and firing on the first vessel that appears - no matter what that ship might be. Good fleet commanders can take advantage of this mistake. The first ships to uncloak any time you go through a bottleneck (you jump through a gate to attack an enemy group that is waiting) should be frigates - ideally, assault frigates or interceptors. A few moments later, cruisers should uncloak, and bigger ships, and so on. EWAR typically should be one of the last to uncloak at any size. When possible, have the ships (especially the smaller ones) move as rapidly as possible outward, forcing the enemy to commit to one area of the gate or another.


This will cause the opposing force to spend time and energy locking up ships that have less effect on the coming battle, and possibly not have time/lock slots left to then target larger ships later in the fight. Even if your opponents know/suspect such a strategy, you have the advantage of getting your smaller ships into tackling/attack positions on remote enemy EWAR, etc. It is rather likely that even in a well-led fleet, some enemy pilots will lack the discipline to not lock smaller, less valuable targets that present themselves, instead of waiting for the bigger foes.
This will cause the opposing force to spend time and energy locking up ships that have less effect on the coming battle, and possibly not have time/lock slots left to then target larger ships later in the fight. Even if your opponents know/suspect such a strategy, you have the advantage of getting your smaller ships into tackling/attack positions on remote enemy EWAR, etc. It is rather likely that even in a well-led fleet, some enemy pilots will lack the discipline to not lock smaller, less valuable targets that present themselves, instead of waiting for the bigger foes.


==Gate Splitting==
====Gate splitting====
There are uncommon but legitimate reasons for why a TGRAD force would potentially want to camp a gate and prevent traffic through. In these situations, it is almost always better to divide your force in half and place it evenly on both sides of the gate. This gains you:
 
There are uncommon but legitimate reasons for why a force would potentially want to camp a gate and prevent traffic through. In these situations, it is almost always better to divide your force in half and place it evenly on both sides of the gate. This gains you:


- Deception about true force size; even local won't warn a foe
- Deception about true force size; even local won't warn a foe
Line 295: Line 256:
As a general rule, denying information about what your fleet is comprised/capable of is never a bad thing to do, and unless your opponent has advance knowledge of your dual-natured force, gate-splitting is one of the best things you can do to advance your own success.
As a general rule, denying information about what your fleet is comprised/capable of is never a bad thing to do, and unless your opponent has advance knowledge of your dual-natured force, gate-splitting is one of the best things you can do to advance your own success.


==After the Final Flash - Post Combat==
== Getting a Fleet Killed -- a Good Learning Tool ==
Often when people are leading a fleet for the first time they are concerned about 'whelping', or losing the whole fleet. However, a fleet that is crushed is a great learning tool for developing as an FC. Careful reflection is important.
 
A killed or lost fleet is a great way to learn vital lessons. It is not bad to get killed or beaten as long as you look to see the reasons why it happened and learn from them.
 
==Post-Combat==
 
''"Only the dead have seen the end of war."'' - Plato
''"Only the dead have seen the end of war."'' - Plato


==Cleaning Up The Mess==
===Cleaning up===


Never is a victorious fleet more disorganized than during the aftermath of a battle, when gear is recovered. (This is in fact a great time for opposing fleets to use stealth bombers and the like to even the score a bit.) To prevent reinforcements or ambushes from smashing your control of the field, make sure that the only vessels out scavenging are swift ones, and that your longer-range vessels and EWAR are in at a central core. This way, fast vessels which can scoot in and out of danger are supported by a strong central unit which can coordinate fire well. A dedicated salvage ship - preferably a Cormorant destroyer - is an excellent tool for the job of clearing wrecks profitably. Allow pilots who have lost vessels to collect their own gear at the same time, but encourage them to do so in a frigate-class vessel if possible. If you are aware of the gate the enemy fleet has fled through, sending a scout to that gate can be prudent to prevent ambushes.
Never is a victorious fleet more disorganized than during the aftermath of a battle, when gear is recovered. (This is in fact a great time for opposing fleets to use stealth bombers and the like to even the score a bit.) To prevent reinforcements or ambushes from smashing your control of the field, make sure that the only vessels out scavenging are swift ones, and that your longer-range vessels and EWAR are in at a central core. This way, fast vessels which can scoot in and out of danger are supported by a strong central unit which can coordinate fire well. A dedicated salvage ship - preferably a Cormorant destroyer - is an excellent tool for the job of clearing wrecks profitably. Allow pilots who have lost vessels to collect their own gear at the same time, but encourage them to do so in a frigate-class vessel if possible. If you are aware of the gate the enemy fleet has fled through, sending a scout to that gate can be prudent to prevent ambushes.


==Post-Combat Discussion==
===Post-combat discussion===
 
''All men make mistakes. Only wise men learn from their mistakes.'' -Winston Churchill
''All men make mistakes. Only wise men learn from their mistakes.'' -Winston Churchill


Line 309: Line 277:
Make sure to ask your specific tactical areas for their input: did the EWAR manage to shut many of the enemy down, or were they harassed too much? How did tackle/anti-tackle see things? The folks who lost ships should be queried to find out how to prevent that loss in the future. Although discussing losses is by no means one of the more fun things to do in any given combat encounter, it can be vital to understanding what to do better in the future.
Make sure to ask your specific tactical areas for their input: did the EWAR manage to shut many of the enemy down, or were they harassed too much? How did tackle/anti-tackle see things? The folks who lost ships should be queried to find out how to prevent that loss in the future. Although discussing losses is by no means one of the more fun things to do in any given combat encounter, it can be vital to understanding what to do better in the future.


==Concluding Thoughts==
==Conclusion==
''The first responsibility of a leader is to define reality. The last is to say thank you.''
''The first responsibility of a leader is to define reality. The last is to say thank you.''
- Max DePree
- Max DePree


Being a Fleet Commander is by no means easy, nor is it for everyone who would presume to try it. It is a job which subjects you to "duty" and criticism, to second-guessers and cowards, to impossible situations and boring escorts. All of these come with the title, and very little reward comes as well. What you can be sure of, though, is that with proper work and training, a well-prepared Fleet Commander can bring glory to himself and his fellow pilots far beyond what is expected. That is, in essence, what TGRAD is all about: using training and preparation to achieve our ends.
Being a Fleet Commander is by no means easy, nor is it for everyone who would presume to try it. It is a job which subjects you to "duty" and criticism, to second-guessers and cowards, to impossible situations and boring escorts. All of these come with the title, and very little reward comes as well. What you can be sure of, though, is that with proper work and training, a well-prepared Fleet Commander can bring glory to himself and his fellow pilots far beyond what is expected.
 
== Youtube videos ==
 
[https://www.youtube.com/watch?v=JB3lDGzdw2M 101 Guide to Fleets, FC-ing, and having FUN in EVE! Class with guest speaker Keacte]
 
[https://www.youtube.com/watch?v=fAxLwrIAFW4 FC 101 - Fleet roles]
 
== Additional Reading ==
 
[https://mastersdegreeinspaceships.wordpress.com/2013/08/24/an-study-in-target-priority/ MSci - On target priority]
 
[https://mastersdegreeinspaceships.wordpress.com/2012/12/12/fleet-command-101/ MSci - Fleet Command 101]


And so as a final word - thank you. I realize this document (and the work that went with it) is a lengthy read. I realize that for a game, this is a lot of study and work. I also realize, though, that the best and most dedicated fleet commanders will see their way through - and excellence will be ours.
[https://mastersdegreeinspaceships.wordpress.com/2013/01/02/fleet-command-102/ MSci - Fleet Command 102]
 
[https://mastersdegreeinspaceships.wordpress.com/2013/01/27/fleet-command-102-2/ MSci - Fleet Command 103]
 
[[Category:Fleets]]
[[Category:Guides]]