Difference between revisions of "Uni Tackle and EWar"

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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
 
 
 
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.
 
- You can also fit 3 125mm Autocannons if you have the skills
 
- Upgrade to meta/T2 modules if you can, especially warp disruptor., MWD, MSE, DCU
 
- You can also switch the anti-EM or one extender rig to an anti-explosive screen reinforcer or a polycarbon rig
 
</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
 
 
 
primary job: tackle a target; secondary job: shoot drones
 
 
 
Fitting advice:
 
- If you are not cap stable, pause your guns
 
- Upgrade to meta/T2 modules if you can, especially warp disruptor., MWD, MSE, DCU
 
- You can also switch the anti-EM or one extender rig to an anti-explosive screen reinforcer or a polycarbon rig
 
</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
 
 
 
primary job: tackle a target; secondary job: shoot drones
 
 
 
Fitting advice:
 
- Fit another rocket launcher when you have the fitting skills or fit meta/T2 modules.
 
- This fit is not cap stable unless you got pretty good skills. Conserve cap when you can (pulse the MWD)
 
- Upgrade to meta/T2 modules if you can, especially warp disruptor., MWD, MSE, DCU
 
- Instead of the Tracking Disruptor you can also fit a Stasis Webifier or a Sensor Booster.
 
- You can also switch the anti-EM or one extender rig to an anti-explosive screen reinforcer or a polycarbon rig
 
</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
 
 
 
 
 
Fitting advice:
 
- Instead of the tracking Disruptor you can also fit a Stasis Webifier or a Sensor Booster.
 
The Tracking Disruptor should help especially vs. kiting cruisers like Cynas and vagas.
 
</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
 
 
 
 
 
primary job: tackle a target; secondary job: shoot drones
 
 
 
Fitting advice:
 
- This fit should be cap stable once you turn off the SB
 
- Upgrade to meta/T2 modules if you can, especially warp disruptor., MWD, MSE, DCU
 
- Instead of the Sensor Booster you could also fit a Tracking Disruptor but you need to fit meta modules then.
 
- You can also switch the anti-EM or one extender rig to an anti-explosive screen reinforcer or a polycarbon rig
 
</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
 
 
 
 
 
Fitting advice:
 
- This will be the most controversial fit due to the TD and 2 fitting mods.
 
- Alternatively you can fit a MAPC and a SeBo and switch the ACR for an extender rig.
 
</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 274: 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===
 
<pre>
 
[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
 
 
 
 
 
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>
 
  
<pre>
+
== T1 Ewar ==
[Executioner, Chaser T2]
+
=== Description ===
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>
 
 
 
 
 
<pre>
 
[Atron, Chaser]
 
Damage Control I
 
Overdrive Injector System I
 
Micro Auxiliary Power Core I
 
 
 
1MN MicroWarpdrive I
 
Warp Scrambler 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
 
Small Nosferatu I
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
 
 
primary job: tackle a target; secondary job: shoot drones
 
 
Fitting advice:
 
- This fit should be cap stable with decent cap skills
 
- Upgrade to meta/T2 if you can, especially warp scrambler, MWD and then DCU/MSE
 
</pre>
 
 
 
<pre>
 
[Atron, Chaser T2]
 
Damage Control II
 
Overdrive Injector System II
 
Micro Auxiliary Power Core II
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Scrambler II
 
Medium Shield Extender II
 
 
 
Light Electron Blaster II, Antimatter Charge S
 
Light Electron Blaster II, Antimatter Charge S
 
Light Electron Blaster II, Antimatter Charge S
 
Small Diminishing Power System Drain I
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
</pre>
 
 
 
<pre>
 
[Merlin, Chaser]
 
Damage Control I
 
Overdrive Injector System I
 
Micro Auxiliary Power Core I
 
 
 
1MN MicroWarpdrive I
 
Warp Scrambler I
 
Stasis Webifier 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
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
 
 
 
 
primary job: tackle a target; secondary job: shoot drones
 
 
 
Fitting advice:
 
- This fit is cap stable with decent cap skills, conserve cap by not shooting when you have to
 
- Upgrade to meta/T2 if you can, especially warp scrambler, MWD and then DCU/MSE
 
</pre>
 
<pre>
 
[Merlin, Chaser T2]
 
Damage Control II
 
Overdrive Injector System II
 
Micro Auxiliary Power Core I
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Scrambler II
 
Stasis Webifier II
 
Medium Shield Extender II
 
 
 
Light Ion Blaster II, Antimatter Charge S
 
Light Ion Blaster II, Antimatter Charge S
 
Light Ion Blaster II, Antimatter Charge S
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
</pre>
 
<pre>
 
[Slasher, Chaser]
 
Damage Control I
 
Micro Auxiliary Power Core I
 
 
 
1MN MicroWarpdrive I
 
Warp Scrambler I
 
Medium Shield Extender I
 
Stasis Webifier I
 
 
 
125mm Gatling AutoCannon I, EMP S
 
125mm Gatling AutoCannon I, EMP S
 
125mm Gatling AutoCannon I, EMP S
 
[empty high slot]
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
 
 
Fitting advice:
 
- Drop a gun if you have to or fit meta tackle
 
- This fit is cap stable with decent cap skills
 
- Upgrade to meta/T2 if you can, especially warp scrambler, MWD and then DCU/MSE
 
</pre>
 
<pre>
 
[Slasher, Chaser T2]
 
Damage Control II
 
Micro Auxiliary Power Core I
 
 
 
Limited 1MN MicroWarpdrive I
 
Faint Epsilon Warp Scrambler I
 
Medium F-S9 Regolith Shield Induction
 
Fleeting Propulsion Inhibitor I
 
 
 
125mm Light 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
 
Small Diminishing Power System Drain I
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
Small Core Defense Field Extender I
 
 
Fitting Advice:
 
- Shield Extenders can be downgraded to meta-3 to save isk at the cost of a small loss of buffer.
 
</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) ==
<pre>
+
=== Description ===
[Griffin, meta0]
+
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.
Signal Distortion Amplifier I
 
 
 
ECM - Spatial Destabilizer I
 
ECM - Phase Inverter I
 
ECM - Ion Field Projector I
 
ECM - White Noise Generator I
 
 
 
Light Missile Launcher I, Inferno Light Missile
 
Light Missile Launcher I, Inferno Light Missile
 
[empty high slot]
 
 
 
Small Particle Dispersion Projector I
 
Small Particle Dispersion Projector I
 
Small Particle Dispersion Augmentor I
 
 
Get to your ECM optimal range and jam all targets
 
 
 
Fitting advice:
 
- Bring 2 of each ECM jammer extra in cargo, you might want to refit on the run
 
- You can swap the SDA for a DCU
 
- You can bring a propulsion module if you want to
 
- The Augmentor rig is really expensive, maybe leave this slot empty or fit another cheap projector rig
 
- If you want to upgrade to meta modules, start with the ECM and the SDA
 
</pre>
 
<pre>
 
[Griffin, T2]
 
Don’t look here. Fly a Blackbird asap, it is so awesome
 
</pre>
 
 
 
<pre>
 
[Arbitrator, rookie]
 
Damage Control II
 
Adaptive Nano Plating II
 
Adaptive Nano Plating II
 
1600mm Reinforced Rolled Tungsten Plates I
 
 
 
DDO Photometry Tracking Disruptor I, Optimal Range Disruption Script
 
DDO Photometry Tracking Disruptor I, Optimal Range Disruption Script
 
DDO Photometry Tracking Disruptor I, Optimal Range Disruption Script
 
Experimental 10MN MicroWarpdrive I
 
 
 
Drone Link Augmentor I
 
Drone Link Augmentor I
 
200mm Autocannon I, Phased Plasma S
 
200mm Autocannon I, Phased Plasma S
 
 
 
Medium Ionic Field Projector I
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
 
 
Vespa EC-600 x5
 
Hammerhead I x5
 
Warrior I x5
 
Hornet EC-300 x5
 
 
 
Get in your TD’S optimal range and disrupt turret ships (or speed disrupt and get under the guns) Job: apply TDs on enemy turret ships.
 
Fitting advice:
 
- Try to fit EANM II > ANP II > EANM I > ANP I
 
- Trimark rigs are expensive, fit them only if you want to
 
- bring 3 Tracking Speed Disruption scripts in cargo
 
- If you can’t field ECM drones, bring something else
 
- Don’t try get in range of your neuts, they are there to defend vs. enemy tacklers
 
</pre>
 
<pre>
 
[Arbitrator, veteran]
 
Damage Control II
 
Energized Adaptive Nano Membrane II
 
Energized Adaptive Nano Membrane II
 
1600mm Reinforced Rolled Tungsten Plates I
 
 
 
Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
 
Tracking Disruptor II, Tracking Speed Disruption Script
 
Tracking Disruptor II, Tracking Speed Disruption Script
 
Experimental 10MN Microwarpdrive I
 
 
 
Drone Link Augmentor II
 
Gatling Pulse Laser II
 
Gatling Pulse Laser II
 
Salvager I /OFFLINE
 
 
 
Medium Ionic Field Projector I
 
Medium Trimark Armor Pump I
 
Medium Trimark Armor Pump I
 
 
 
 
 
Vespa EC-600 x5
 
Hornet EC-300 x5
 
Warrior II x5
 
Hammerhead II x5
 
 
 
Fitting advice:
 
- Fit Trimark rigs if you want to but they are expensive
 
- Downgrade the TDs if you can’t fit T2s, meta 2-4 should be cheap and meta4 is as good as T2
 
- If you downgrade the TDs to meta3/4, you can field some small ACs
 
- Don’t fit neuts in the highs on cost of your 1600mm plate
 
- The high slots are joker slots, fit small remote hull repairers, salvagers, drone link augmentors if you want.
 
</pre>
 
 
 
<pre>
 
[Blackbird, Rookie]
 
Damage Control I
 
800mm Reinforced Steel Plates I
 
 
 
ECM - Spatial Destabilizer I
 
ECM - Phase Inverter I
 
ECM - Ion Field Projector I
 
ECM - Ion Field Projector I
 
ECM - White Noise Generator I
 
10MN MicroWarpdrive I
 
 
 
Heavy Missile Launcher I, Mjolnir Heavy Missile
 
Heavy Missile Launcher I, Mjolnir Heavy Missile
 
Salvager I
 
[empty high slot]
 
 
 
Medium Particle Dispersion Projector I
 
Medium Particle Dispersion Projector I
 
Medium Particle Dispersion Projector I
 
 
 
Fitting Advice
 
- Upgrade your ECM and other modules to meta and/or T2 levels if you can, look at the vet fit for suggestions.
 
- You have a full rack of rainbow jammers. Bring a 2nd one of the one most likely to be engaged.
 
This fit suggests caldari as their ships are usually not counter-able by other ewar. Amarr and Minmatar makes also perfectly sense.
 
Have two of each other ECM jammers in cargo to be able to refit on the run
 
</pre>
 
<pre>
 
[Blackbird, vet]
 
Damage Control II
 
1600mm Reinforced Rolled Tungsten Plates I
 
 
 
BZ-5 Neutralizing Spatial Destabilizer ECM
 
Enfeebling Phase Inversion ECM I
 
'Umbra' White Noise ECM
 
'Hypnos' Ion Field ECM I
 
'Umbra' White Noise ECM
 
Experimental 10MN MicroWarpdrive I
 
 
 
[empty high slot]
 
[empty high slot]
 
[empty high slot]
 
[empty high slot]
 
 
 
Medium Particle Dispersion Projector I
 
Medium Particle Dispersion Augmentor I
 
Medium Particle Dispersion Projector I
 
 
Fitting advice:
 
- Jammers are based on enemy fleet comp
 
- have two of each other ECM jammers in cargo to be able to refit on the run
 
- You have to leave the highslots empty unless you are willing to downgrade the plate (less tank) or switch the MWD for an AB. Your high slots are not that useful on a fleet blackbird, you better keep the higher tank.
 
</pre>
 
 
 
<pre>
 
[Celestis, Rookie]
 
Damage Control II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Adaptive Nano Plating II
 
 
 
Experimental 10MN MicroWarpdrive I
 
Indirect Scanning Dampening Unit I, Targeting Range Dampening Script
 
Indirect Scanning Dampening Unit I, Targeting Range Dampening Script
 
Indirect Scanning Dampening Unit I, Targeting Range Dampening Script
 
Indirect Scanning Dampening Unit I, Targeting Range Dampening Script
 
 
 
Drone Link Augmentor I
 
Drone Link Augmentor I
 
150mm Light AutoCannon II, EMP S
 
150mm Light AutoCannon II, EMP S
 
 
 
Medium Particle Dispersion Projector I
 
Medium Particle Dispersion Projector I
 
Medium Inverted Signal Field Projector I
 
 
 
 
 
Vespa EC-600 x4
 
 
 
Fitting Advice
 
- Bring both scripts and use accordingly
 
- if you can’t field ECM drones, bring warriors
 
</pre>
 
<pre>
 
[Celestis, Vet]
 
Damage Control II
 
1600mm Reinforced Rolled Tungsten Plates I
 
Energized Adaptive Nano Membrane II
 
 
 
Remote Sensor Dampener II, Targeting Range Dampening Script
 
Remote Sensor Dampener II, Targeting Range Dampening Script
 
Experimental 10MN MicroWarpdrive I
 
Remote Sensor Dampener II, Targeting Range Dampening Script
 
Remote Sensor Dampener II, Targeting Range Dampening Script
 
 
 
Drone Link Augmentor I
 
200mm AutoCannon II, EMP S
 
200mm AutoCannon II, EMP S
 
Small Energy Neutralizer II
 
 
 
Medium Particle Dispersion Projector I
 
Medium Particle Dispersion Projector I
 
Medium Inverted Signal Field Projector I
 
 
 
 
 
Vespa EC-600 x4
 
 
 
Fitting Advice
 
- Bring both scripts and use accordingly
 
- The high slots don’t matter that much, small neuts and small guns are anti-tackler/drone modules
 
</pre>
 
 
 
<pre>
 
[Bellicose, Rookie]
 
Damage Control II
 
Adaptive Nano Plating II
 
800mm Reinforced Rolled Tungsten Plates I
 
 
 
Peripheral Weapon Navigation Diameter
 
Peripheral Weapon Navigation Diameter
 
Peripheral Weapon Navigation Diameter
 
Experimental 10MN MicroWarpdrive I
 
 
 
Advanced 'Limos' Heavy Missile Bay I, Caldari Navy Inferno Heavy Missile
 
Advanced 'Limos' Heavy Missile Bay I, Caldari Navy Inferno Heavy Missile
 
Advanced 'Limos' Heavy Missile Bay I, Caldari Navy Inferno Heavy Missile
 
5W Infectious Power System Malfunction
 
Salvager I
 
 
 
Medium Ionic Field Projector I
 
Medium Particle Dispersion Projector I
 
Medium Particle Dispersion Projector I
 
 
 
 
 
Vespa EC-600 x3
 
Hornet EC-300 x2
 
 
 
Fitting Advice
 
- A lot of people underestimate this ship. Bringing TPs to a fleet scales immensely with the number of fleet members as everyone profits from the increase in applied dps.
 
. Instead of the salvager you can also bring another mall neut or switch them for small AC
 
- If you can’t field ECM drones, bring Valkyries and Warriors
 
</pre>
 
<pre>
 
[Bellicose, vet]
 
Adaptive Nano Plating II
 
Damage Control II
 
800mm Reinforced Steel Plates II
 
 
 
Target Painter II
 
Target Painter II
 
Target Painter II
 
Experimental 10MN MicroWarpdrive I
 
 
 
Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile
 
Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile
 
Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile
 
200mm AutoCannon II, Republic Fleet Phased Plasma S
 
[empty high slot]
 
 
 
Medium Ionic Field Projector I
 
Medium Particle Dispersion Projector I
 
Medium Particle Dispersion Projector I
 
 
 
  
Vespa EC-600 x3
+
=== Specialized Tactics ===
Hornet EC-300 x2
 
 
 
 
 
Fitting Advice
 
The 200mm AC is there only because it fits. It hardly serves any purpose except when you get tackled which you shouldn’t
 
</pre>
 
 
 
==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.
 
See the tactics for the t1 version for more details.
  
===Fits===
+
== T2 tackle close range (AF) ==
<pre>
+
=== Description ===
[Malediction, all IVs]
 
Damage Control II
 
Overdrive Injector System II
 
Nanofiber Internal Structure II
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Disruptor II
 
Medium F-S9 Regolith Shield Induction
 
 
 
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 Ionic Field Projector I
 
 
 
Armor fits that use the armor bonus are also possible, but usually slower and require active tank to run them.
 
Main benefit is in freeing a mid slot, though it often is filled with Cap Booster.
 
 
 
Fitting Advice
 
- Drop a gun if you can’t fit three
 
- You can also fit a MAPC and upgrade the MSE to T2
 
- You can also switch the Nano for an OD
 
-You can switch the polycarbon rig rig for an aux thruster, anti-explosive or anti-EM rig
 
</pre>
 
<pre>
 
[Malediction, all Vs]
 
Damage Control II
 
Overdrive Injector System II
 
Signal Amplifier II
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Disruptor II
 
Medium Shield Extender II
 
 
 
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
 
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
 
[empty high slot]
 
[empty high slot]
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Ionic Field Projector I
 
 
 
Fitting Advice
 
-You can switch the anti-EM rig for a polycarbon, aux thruster or an anti-explosive rig
 
- You can also switch the OD for a Nano
 
</pre>
 
<pre>
 
[Raptor, all IVs]
 
Damage Control II
 
Micro Auxiliary Power Core II
 
Overdrive Injector System II
 
 
 
Limited 1MN MicroWarpdrive I
 
Medium Shield Extender II
 
Warp Disruptor II
 
 
 
75mm Gatling Rail II, Antimatter Charge S
 
75mm Gatling Rail II, Antimatter Charge S
 
[empty high slot]
 
[empty high slot]
 
 
 
Small Ionic Field Projector I
 
Small Anti-EM Screen Reinforcer I
 
 
 
Fitting Advice
 
-You can switch the anti-EM rig for a polycarbon, aux thruster or an anti-explosive rig
 
- You can also switch the OD for a Nano
 
</pre>
 
<pre>
 
[Raptor, all Vs]
 
Damage Control II
 
Micro Auxiliary Power Core II
 
Overdrive Injector System II
 
 
 
Limited 1MN MicroWarpdrive I
 
Medium Shield Extender II
 
Warp Disruptor 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 Ionic Field Projector I
 
Small Anti-EM Screen Reinforcer I
 
 
 
Fitting Advice
 
-You can switch the anti-EM rig for a polycarbon, aux thruster or an anti-explosive rig
 
- You can also switch the OD for a Nano
 
</pre>
 
 
 
<pre>
 
[Ares, all IVs]
 
Overdrive Injector System II
 
Micro Auxiliary Power Core II
 
Damage Control II
 
Nanofiber Internal Structure II
 
 
 
Limited 1MN MicroWarpdrive I
 
Medium Shield Extender II
 
Warp Disruptor II
 
 
 
Light Electron Blaster II, Antimatter Charge S
 
Light Electron Blaster II, Antimatter Charge S
 
 
 
Small Ionic Field Projector I
 
Small Anti-EM Screen Reinforcer I
 
 
 
Fitting Advice
 
-You can switch the anti-EM rig for a polycarbon, aux thruster or an anti-explosive rig
 
- You can also switch the OD for a Nano
 
</pre>
 
<pre>
 
[Ares, all Vs]
 
Overdrive Injector System II
 
Micro Auxiliary Power Core II
 
Damage Control II
 
Nanofiber Internal Structure II
 
 
 
Limited 1MN MicroWarpdrive I
 
Medium Shield Extender II
 
Warp Disruptor II
 
 
 
Light Electron Blaster II, Antimatter Charge S
 
Light Electron Blaster II, Antimatter Charge S
 
Rocket Launcher II, Caldari Navy Inferno Rocket
 
 
 
Small Ionic Field Projector I
 
Small Anti-EM Screen Reinforcer I
 
 
Fitting Advice
 
-You can switch the anti-EM rig for a polycarbon, aux thruster or an anti-explosive rig
 
- You can also switch the OD for a Nano
 
</pre>
 
 
 
<pre>
 
[Stiletto, all IVs ]
 
Internal Force Field Array I
 
Micro Auxiliary Power Core I
 
Overdrive Injector System II
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Disruptor II
 
Medium Shield Extender II
 
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
 
 
 
150mm Light AutoCannon II, EMP S
 
150mm Light AutoCannon II, EMP S
 
[empty high slot]
 
 
 
Small Ionic Field Projector I
 
Small Anti-EM Screen Reinforcer I
 
 
 
Effectively the best interceptor due to 4 mid slots available.
 
Fitting Advice
 
- You can switch the TD or a mASB but you need to drop a gun and upgrade the MAPC
 
-You can switch the anti-EM rig for a polycarbon, aux thruster or an anti-explosive rig
 
- You can also switch the OD for a Nano
 
</pre>
 
<pre>
 
[Stiletto, all Vs]
 
Internal Force Field Array I
 
Micro Auxiliary Power Core II
 
Overdrive Injector System II
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Disruptor II
 
Medium F-S9 Regolith Shield Induction
 
Medium Ancillary Shield Booster, Cap Booster 50
 
 
 
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
 
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
 
[empty high slot]
 
 
 
Small Ionic Field Projector I
 
Small Anti-EM Screen Reinforcer I
 
 
 
Fitting Advice
 
-You can switch the anti-EM rig for a polycarbon, aux thruster or an anti-explosive rig
 
- You can switch the ancillary shield booster for a set of different things: TD, Sensor Booster, Web, Scram, AB.
 
- You can also switch the OD for a Nano
 
</pre>
 
 
 
==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 ==
<pre>
+
=== Description ===
[Vengeance, Chaser active either all IVs and Vs]
 
Small Armor Repairer II
 
Internal Force Field Array I
 
Energized Adaptive Nano Membrane II
 
Adaptive Nano Plating II
 
 
 
Limited 1MN MicroWarpdrive I
 
Faint Epsilon Warp Scrambler I
 
Fleeting Propulsion Inhibitor I
 
 
 
Rocket Launcher II, Caldari Navy Inferno Rocket
 
Rocket Launcher II, Caldari Navy Inferno Rocket
 
Rocket Launcher II, Caldari Navy Inferno Rocket
 
Rocket Launcher II, Caldari Navy Inferno Rocket
 
Small Diminishing Power System Drain I
 
 
 
Small Anti-Thermic Pump I
 
Small Auxiliary Thrusters I
 
 
 
2118 m/s, 8433 EHP, 67 sustained reps (lvl IVs)
 
Fitting Advice
 
- This fit works fine with all skills at lvl. IV or V
 
- This fit is not the fastest Chaser around but very tanky
 
- It is cap stable with either the repper or the MWD running, not both
 
</pre>
 
<pre>
 
[Vengeance, Chaser buffer]
 
400mm Reinforced Rolled Tungsten Plates I
 
Damage Control II
 
Micro Auxiliary Power Core I
 
Adaptive Nano Plating II
 
 
 
Limited 1MN MicroWarpdrive I
 
Faint Epsilon Warp Scrambler I
 
Fleeting Propulsion Inhibitor I
 
 
 
Rocket Launcher II, Caldari Navy Inferno Rocket
 
Rocket Launcher II, Caldari Navy Inferno Rocket
 
Rocket Launcher II, Caldari Navy Inferno Rocket
 
Rocket Launcher II, Caldari Navy Inferno Rocket
 
Small Diminishing Power System Drain I
 
 
 
Small Auxiliary Thrusters I
 
Small Ancillary Current Router I
 
 
 
2136 m/s, 13440 EHP (lvl Vs)
 
Fitting Advice
 
- It fits with engineering V and AWU IV
 
- you can fit a higher meta MAPC to help your PG
 
- You can also switch your rocket launchers for small ACs and upgrade the plate to T2
 
</pre>
 
 
 
<pre>
 
[Harpy, Chaser]
 
Damage Control II
 
Micro Auxiliary Power Core II
 
Overdrive Injector System II
 
 
 
Medium Shield Extender II
 
Stasis Webifier II
 
Warp Scrambler II
 
Limited 1MN MicroWarpdrive I
 
 
 
Light Ion Blaster II, Antimatter Charge S
 
Light Ion Blaster II, Antimatter Charge S
 
Light Ion Blaster II, Antimatter Charge S
 
Light Ion Blaster II, Antimatter Charge S
 
Small Diminishing Power System Drain I
 
 
 
Small Anti-EM Screen Reinforcer I
 
Small Core Defense Field Extender I
 
 
 
2295 m/s; 13485 EHP (18600 with MSE instead of web), 53 repped dps (79 with 2nd MSE) at all lvl. IVs
 
Fitting Advice
 
- if you don’t have fitting skills at lvl. V, you might need to downgrade some blasters to Electron.
 
- You can switch the web for another MSE (drop guns to 3 75mm Rails), an Afterburner, a mASB or even a TD
 
</pre>
 
</pre>
 
[Hawk, Chaser double mASB]
 
Internal Force Field Array I
 
Overdrive Injector System II
 
 
 
Limited 1MN MicroWarpdrive I
 
Fleeting Propulsion Inhibitor I
 
Faint Epsilon Warp Scrambler I
 
Medium Ancillary Shield Booster, Cap Booster 50
 
Medium Ancillary Shield Booster, Cap Booster 50
 
 
 
Rocket Launcher II, Caldari Navy Scourge Rocket
 
Rocket Launcher II, Caldari Navy Scourge Rocket
 
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
 
125mm Gatling AutoCannon II, Republic Fleet Phased Plasma S
 
Small Diminishing Power System Drain I
 
 
 
Small Ancillary Current Router I
 
Small Anti-EM Screen Reinforcer I
 
 
 
2480 m/s, 5790 EHP, 194 repped dps on one booster, 372 burst (more with OH),
 
Fitting Advice
 
- Fits with all IVs and Electronics and Engineering at V.
 
- Be aware of EM hitting ships, you have a huge EM hole.
 
- Caldari pilots tend to have hybrid skills from all turret ones. So 125mm ACs can be switched to small caliber hybrid weapons (75mm rails, electron blasters)  if DPS increase will be worth it.
 
</pre>
 
<pre>
 
[Enyo, Chaser buffer]
 
400mm Reinforced Rolled Tungsten Plates I
 
Energized Adaptive Nano Membrane II
 
Adaptive Nano Plating II
 
Damage Control II
 
 
 
Limited 1MN MicroWarpdrive I
 
Faint Epsilon Warp Scrambler I
 
X5 Prototype Engine Enervator
 
 
 
Small 'Knave' Energy Drain
 
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
 
75mm Gatling Rail II, Caldari Navy Antimatter Charge S
 
 
 
Small Auxiliary Thrusters I
 
Small Ancillary Current Router I
 
 
 
 
 
Hobgoblin II x1
 
 
 
2085 m/s; 12900 EHP (with lvl. IVs)
 
Fits with Electronics V rest IVs
 
</pre>
 
<pre>
 
[Jaguar, Chaser buffer mASB]
 
Damage Control II
 
Nanofiber Internal Structure II
 
Overdrive Injector System II
 
Micro Auxiliary Power Core II
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Scrambler II
 
Medium Shield Extender II
 
Medium Ancillary Shield Booster, Cap Booster 50
 
 
 
150mm Light AutoCannon II, Republic Fleet Phased Plasma S
 
150mm Light AutoCannon II, Republic Fleet Phased Plasma S
 
150mm Light AutoCannon II, Republic Fleet Phased Plasma S
 
Small Diminishing Power System Drain I
 
 
 
Small Anti-Kinetic Screen Reinforcer I
 
Small Processor Overclocking Unit I
 
 
 
3036 m/s, 9150 EHP with 170 repped dps on one repper at all lvl. IVs
 
Fitting Advice
 
- Low SP need to downgrade the guns to 125mm ACs
 
- You can switch the mASB for an AB or a 2nd MSE
 
</pre>
 
<pre>
 
[Jaguar, Chaser buffer]
 
Damage Control II
 
Nanofiber Internal Structure II
 
Overdrive Injector System II
 
Micro Auxiliary Power Core II
 
 
 
Limited 1MN MicroWarpdrive I
 
Warp Scrambler II
 
Medium Shield Extender II
 
Medium Shield Extender II
 
 
 
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
 
 
 
Small Ancillary Current Router I
 
Small Anti-Kinetic Screen Reinforcer I
 
 
 
The best AF for the job.
 
This ship is the only really capable of catching and holding a kiting vagabonds, cynabals and tier 3 BCs.
 
 
3036 m/s; 12 750 EHP; 50 repped dps
 
- You can also switch the Nano for another OD
 
- You might need to drop one gun
 
- You can switch one MSE for an AB and then switch the PG rig for another resist rig
 
</pre>
 
 
 
==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.