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Fleet Command Guide: Difference between revisions

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{{merge|Fleet Command Basics}}
 
'''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.
'''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.


==Pre-Combat==
==Pre-Combat==
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====Communication discipline====
====Communication discipline====


'Ibi semper est victoria, ubi concordia est.' (There victory always is, where unity is.) - Publilius Syrus from the book Sententiae
"''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:
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
* Lack of clarity on the "real" plan;
* Encourages other people to flood comms with comments too (which can lead to all sorts of problems; missed warnings, frustration, etc)
* 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
* Apparent failure of control on the part of the FC;
* Serves as a distraction from what should be going on
* 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.
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.


=====Typed commands=====
=====Typed commands=====


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.
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.


For a list of standard commands and abbreviations, see [[The Rookie's Guide to Fleet Ops#Abbreviations|The Rookie's Guide to Fleet Ops]].
For a list of standard commands and abbreviations, see [[The Rookie's Guide to Fleet Ops#Abbreviations|The Rookie's Guide to Fleet Ops]].
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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===
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''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 (highest to lowest)
*{{sh|Megathron}}
*{{sh|Dominix}}
*{{sh|Typhoon}}
*{{sh|Raven}}
*{{sh|Tempest}}
*{{sh|Abaddon}}
*{{sh|Maelstrom}}
*{{sh|Hyperion}}
*{{sh|Apocalypse}}
*{{sh|Rokh}}
*{{sh|Armageddon}}
*{{sh|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 {{co|wheat|Rokh}}, Jam {{co|wheat|Scorpion}}, Jam {{sh|Rook}}/{{sh|Falcon}}, Long-range {{co|wheat|Raven}}, etc.)
*Disruptors - ruin turret range and tracking ({{co|wheat|Megathron}}, {{co|wheat|Tempest}}, {{co|wheat|Abbadon}}, {{co|wheat|Maelstrom}}, {{co|wheat|Hyperion}}, {{co|wheat|Apocalypse}}, {{co|wheat|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:
 
*{{co|wheat|Megathron}} - Disruptable, but watch drones
*{{co|wheat|Dominix}} - NOS/Drone - needs jamming
*{{co|wheat|Typhoon}} - Turrets disrupted - needs jamming
*{{co|wheat|Raven}} - Probably only jammable
*{{co|wheat|Tempest}} - Mostly turrets - disruptable
*{{co|wheat|Abbadon}} - All turrets - disruptable
*{{co|wheat|Maelstrom}} - all turrets - disruptable
*{{co|wheat|Hyperion}} - all turrets - disruptable
*{{co|wheat|Apocalypse}} - all turrets - disruptable OR Long Range - dampened
*{{co|wheat|Rokh}} - Long Range - dampened
*{{co|wheat|Armageddon}} - all turrets - disruptable
*{{co|wheat|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:


*{{co|wheat|Dominix}} (Drones and possibly NOS)
A Fleet Commander then needs to review his EWAR capabilities.
*{{co|wheat|Raven}} (Missiles, esp. at closer ranges)
*{{co|wheat|Typhoon}} (Missiles and drones both available)
*{{co|wheat|Megathron}} (possible drone threat)
 
Of these, the most damage capacity is the {{co|wheat|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
*{{co|wheat|Dominix}}
*{{co|wheat|Raven}}
*{{co|wheat|Typhoon}}
*{{co|wheat|Megathron}}
 
Closerange possible threats - disrupted
*{{co|wheat|Tempest}}
*{{co|wheat|Apocalypse}}
*{{co|wheat|Armageddon}}
*{{co|wheat|Abbadon}}
*{{co|wheat|Maelstrom}}
*{{co|wheat|Hyperion}}
 
Other Significant Ships
*Field/Fleet Command Ships
*Heavy Assault Ships
*Tier II Battlecruisers
 
Long range Battleships/EWAR Cruisers - dampened
*{{sh|Scorpion}}/{{sh|Blackbird}}
*{{sh|Rook}}/{{sh|Falcon}}
*{{sh|Lachesis}}/{{sh|Arazu}}
*{{sh|Rokh}}
 
Other Lesser Vessels - Possibly already destroyed by Interceptor/Interdictor support
*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.
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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.
== 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==
==Post-Combat==
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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.
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]
[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:Fleets]]
[[Category:Guides]]
[[Category:Guides]]