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User:Masao battousai: Difference between revisions

33 editsJoined 18 June 2010
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== Continous Improvement ==
* EVE Fleeting is alot like Fishing. The hunting methods and limitations are similar
* How to handle ship losses?
* How to give bookmarks?
* Remember to keep your composure at all-times
* Remember this is just a game.
* Remember to speak clearly, moderately, and confidently
* Don't loose your composure for even a second
* Don't have to give the fleet a destination. Safer that way.
*Minimize evemon for display glitches
* Synonymous with fishing moreso than hunting. (limits to what can be done)
* Change default warp during warp
 
== Pre-Command ==
== Pre-Command ==
* Read the following:  
* Read the following:  
    * http://www.eveonline.com/pnp/terms.asp
     * http://www.eveonline.com/pnp/terms.asp
    * http://wiki.eveuniversity.org/Ivy_League_Policies
     * http://wiki.eveuniversity.org/Ivy_League_Policies
    * http://wiki.eveuniversity.org/Wartime_Standard_Operating_Procedures
     * http://wiki.eveuniversity.org/Wartime_Standard_Operating_Procedures
    * http://wiki.eveuniversity.org/The_Rookie%27s_Guide_To_Fleet_Ops
    * http://wiki.eveuniversity.org/FC_Guide
    * http://wiki.eveuniversity.org/Scouting)
    * http://wiki.eveuniversity.org/Tackling_101_Guide
    * http://wiki.eveuniversity.org/EWar_101_Guide
* Add the following to your in-game Address book
* Add the following to your in-game Address book
    * Student Relations Manager - problematic fleet members
     * Student Relations Manager (problematic fleet members)
    * Director of Personnel
     * Director of Personnel
    * Director of Education
     * Director of Education
    * Director of Logistics
     * Director of Logistics
    * Director of Public Relations - hostile neutrals
     * Director of Public Relations -  
    * Current Diplomats
     * Diplomats (Hostile Neutrals)
    * Current War Targets
     * War Target List
 
 
== Command ==
== Command ==
* Who: Masao Battousai
* Who: Masao Battousai
* What: 90min, 50 man Patrol
* What: Low Sec Roam
* When: 15mins from announcement
* When: 15mins from announcement
* Where: Losec / Hisec
* Where: Losec Pirate Hunt / Hisec Trade Hub War target Hunt
* Why: LoSec Pacification / War
* Why: LoSec Pacification / War
* How: Covert Ops, EAF / Recon, E-war, Interceptors, Tacklers, Battle cruisers, DD
* How: 60 Minute Op (excluding setup time), 50 Man fleet, Systems with 3 or more ships destroyed in the last hour
 
 
== Pre-Fleet ==
== Pre-Fleet ==
* Arrange, Pin, and Close Windows
* Set full windowed mode (No Half-assed)
* Optomize graphic settings for performance vs display
* Arrange, Pin, and Close unnecessary windows
* Sort your overview by size (largest on top)
* Sort your overview by size (largest on top)
* Form a Fleet with yourself
* Form a Fleet with yourself
Line 37: Line 47:
* Disable Fleet Finder Advert
* Disable Fleet Finder Advert
* Move yourself to wing Commander
* Move yourself to wing Commander
* Create 4 squads (based on Wing Commander Skill)
* Create 5 squads (based on Wing Commander Skill)
* Do Check the forums, corp and alliance bulletin board, Corp / Alliance mail, Corporation war  
* Do Check the forums, corp and alliance bulletin board, Corp / Alliance mail, Corporation war status, the kill board, in-game map statistics, and corporation calendar for intel and events
 
status, the kill board, in-game map statistics, and corporation calendar for mitigating
 
circumstances
* Check for war targets online (Use locator agents)
* Check for war targets online (Use locator agents)
* Have a route / Pipe in mind.
* Have two routes / Pipes in mind
* Have a pad of scratch paper and a pen handy
* Have a pad of scratch paper and a pen handy
* Join a TS Channel and set channel commander
* Create a command channel titled per TS channel
* Announce the fleet in the: TS combat lounge, Alliance, and Chat.e-Uni channels and ask scouts to convo You
* Convey the general nature of the fleet (who, what, when, where, why, and How).
* Convey the general nature of the fleet (who, what, when, where, why, and How).
 
* Disable brackets
* Set Optimal orbit
* Set Default Warp to 75km.
* Zoom out as far as possible, to see the entire fleet and battlefield
* Test microphone, and announce yourself and your fleet in TS (ask scouts to convo you)
* Announce the fleet in alliance and ask scouts to convo you
* Join a TS Fleet Wing Channel and set channel commander
* Create a channel command chat with the same name as the TS channel.
* Assign scouts to a random position in fleet
* Curtail a pipe based off ships destroyed in the last hour.
* Have scouts bring combat probe launchers and send them off to largest active systems, via waypoints (lowsec entry, autopilot setpoints, and destination).
* Formulate a pipe route and list of destination bookmarks (Scrap paper)
 
== Fleet ==
== Fleet ==
* Ask scouts how much experience they have in scouting and how long it takes for them to scan down a signature.
* Place a call for both leadership and E-war requesting role, shiptype, and leadership skills
* Assign scouts to a random position in fleet
* Check age, employment history and titles when appointing squad leaders.
* Send your scouts ahead to probe and hunt down prey
* Invite your commanders to command chat and instruct them which TS wing to join as channel commander.
* Place a call for squad commanders requesting skills, role, and shiptype
* Assign a Fleet Broadcaster, Second in command, Chat (Corp, alliance), Local and D-Scan
* Check age, employment history and titles when appointing leadership
* Feed commanders autopilot settings and destination
* Assign leaders to squads as you see fit
* Invite your commanders to command chat and instruct them which TS wing to join as channel  
 
commander.
* Assign a second in command / Alliance - Local watcher, Echo / broadcaster, D-Scanner, 4, 5
* Feed command channel Autopilot settings and destinations
* Instruct squad commanders to create squad channels that specify the Wing and Squad number (W#S#)
* Instruct squad commanders to create squad channels that specify the Wing and Squad number (W#S#)
* Instruct Squad Commanders to build their own squads with a total 4 Ewar, 4 Tackle, and 2 DD (including themselves / Tackle vs. Scout)
* Instruct Squad Commanders to build their own squads with a total 4 Ewar, 4 Tackle, and 2 DD (count scout as a Tackle)
* Maximum limit of half T2 Battle cruiser)
* Instruct command on ship restrictions (No ships larger than a battlecruiser, no tacklers larger than a frigate, no E-war larger than a cruiser, no DD smaller than a cruiser and no cross-role ships prior to final call to fill available slots.
* Place an Alliance call for EAF and Recon
* Instruct your second in command to coordinate alliance formation for current E-war roles, tacklers, DD, and final role call.
* Place an Alliance call for E-war
 
* Place an Alliance call for Interceptors
* Place an Alliance call for Tacklers
* Place an Alliance call for Battle cruisers
* Place an Alliance call for DD
* Place an Alliance call for all roles
 
== Pre-Flight ==
== Pre-Flight ==
 
* Need to order this and place it in a paragraph
* In Fleet chat, Instruct fleet members to join the appropriate TS Wing Channel
* In Fleet chat, Instruct fleet members to join the appropriate TS Wing Channel
* Instruct your squad commanders to have themselves and their members x up with their role and ship type and to copy and past the info in an eve-mail to me.
* Instruct your squad commanders to have themselves and their members x up with their role and ship type in squad chant and to copy and past the info in an eve-mail to me.
* Instruct members to check that their clone is up-to date, no implants plugged-in they don't want to lose, their ship is insured, they are in Aldrat and at the POS, they're ship is renamed auto target back is set to 0, minimum of 5 ammo reloads in their cargo bay, drones in drone bay, guns and missiles are grouped, and all needed modules are online.
* Instruct members to check that their clone is up-to date, no implants plugged-in they don't want to lose, their ship is insured, they are in Aldrat and at the POS, they're ship is renamed auto target back is set to 0, minimum of 5 ammo reloads in their cargo bay, drones in drone bay, guns and missiles are grouped, and all needed modules are online.
* Instruct members to ensure they have "Pilot is in your fleet", "Pilot has good standing", "Pilot is in your corportation", Pilot is in your alliance", Pilot has excellent standing" set above "Pilot is an outlaw".
* Instruct members to ensure they have "Pilot is in your fleet", "Pilot has good standing", "Pilot is in your corportation", Pilot is in your alliance", Pilot has excellent standing" set above "Pilot is an outlaw".
* Instruct fleet members to add scouts, squad commanders, and wing commander to watchlist.
* Instruct fleet members to add scouts, squad commanders, and wing commanders to watchlist.
* Instruct squad commanders to add all scouts and squad members to their watchlist
* Instruct squad commanders to add all scouts and squad members to their watchlist
* Instruct members not to be flying anything they can't afford to lose
* Instruct members to Zoom out as far as possible, to see the entire fleet and battlefield
* Instruct the fleet that they are free to engage flashies when departing a gate (DGC, align, and after a jump) but never when approaching a gate (OGC and exiting warp)
* Instruct the fleet that they are free to engage flashies when departing a gate (DGC, align, and after a jump) but never when approaching a gate (OGC and exiting warp)
* Insturct members that their is no talking in Teamspeak without permission
* Insturct members that their is no talking in Teamspeak (follow your chain of command)
* Instruct the fleet to Keep general chatter confined to squad chat, No talking in local, and no talking to neutrals or hostiles while in fleet (post in fleet channel if convo'd)
* Instruct the fleet to Keep general chatter confined to squad chat, No talking in local, and no talking to neutrals or hostiles while in fleet (post in fleet channel if convo'd)
* Instruct members to X up in fleet Channel when: fired on by a neutral, warp scrambled, ship destroyed / pod destroyed. destroyed, need RR, have loot to transfer, or currently docked in system
* Instruct members to X up in fleet Channel when: fired on by a neutral, warp scrambled, ship destroyed / pod destroyed. Have loot to transfer, or currently docked in system
* Instruct fleet members to ask in squad chat or command chat for reinvites
* Instruct fleet members to ask in squad chat or command chat for reinvites
* Instruct the fleet to keep general chatter confined to their squad channel
* Instruct members to bounce planets for 1 minute and then dock and remained stationed if their ship is destroyed and purchase a shuttle or get in a rookie ship.
* Instruct members to bounce planets for 1 minute and then dock and remained stationed if their ship is destroyed and purchase a shuttle or get in a rookie ship.
* Instruct fleet members to set their ship orbitals for optimal and to turn off brackets
* Instruct fleet members to set their ship orbitals for optimal and to turn off brackets
Line 100: Line 102:
* Do Ask for volunteer +1 and -1 pickets (Up and comming scouts)
* Do Ask for volunteer +1 and -1 pickets (Up and comming scouts)
* Have your +/- 1 pickets to initiate their Warp / Jump when a fleet align is issued.
* Have your +/- 1 pickets to initiate their Warp / Jump when a fleet align is issued.
    * +1s should orbit and -1s align at the end of their movement
     * +1s should orbit and -1s align at the end of their movement
* Have your +/- 1 pickets to Jump / Warp to reposition themselves when the JJJ or JOC command is issued.
* Have your +/- 1 pickets to Jump / Warp to reposition themselves when the JJJ or JOC command is issued.
    * -1s should orbit and +1s align at the end of their movement
     * -1s should orbit and +1s align at the end of their movement
* Provide a personal disclaimer before departing : You shall defend, indemnify and hold harmless Masao Battousai and his alts, ILN superiors, and corporation; and their respective employees, contractors, officers and directors, from any and all claims, loss, damages and demands, including reasonable bounty fees, arising out of: Your obedience or disobedience to fleet commands; Your access to sensitive fleet intel; Your activation of any and all ship modules; CCP's Coding of the Game.
* Instruct non command members of autopilot and security status penalty settings (Prefer safer and secure)
* Instruct non command members of autopilot and security status penalty settings (Prefer safer and secure)
* Provide a personal disclaimer before departing : You shall defend, indemnify and hold harmless Masao Battousai and his alts, ILN superiors, and corporation; and their respective employees, contractors, officers and directors, from any and all claims, loss, damages and demands, including reasonable bounty fees, arising out of: Your obedience or disobedience to fleet commands; Your access to sensitive fleet intel; Your activation of any and all ship modules; CCP's Coding of the Game.
* Command channel mic check.
 
 
== Flight ==
== Flight ==
*Start a 30 minute timer for bio break
* Place a Global announcement in TS that you're taking out a fleet
* Place a Global announcement in TS that you're taking out a fleet
* Give members a flight destination and test align times
 
 
* Pipe 0
* Pipe 0
1. Ihal
1. Ihal
2. Mifrata
2. Mifrata
3. Sendaya
3. Sendaya, onsooh, Shmahi, Kehrara, Arena, Uhtafal, Abha, Amphar, Salashayam, Janus, Akhrad, Uanzin, Khabi, Astabh, Kenobanala, Audesder, Aedald, Heild, Bosena
onsooh
Shmahi
Kehrara
Arena
Uhtafal
Abha
Amphar
Salashayam
Janus
Akhrad
Uanzin
Khabi
Astabh
Kenobanala
Audesder
Aedald
Heild
Bosena
4. Teonusude
4. Teonusude
5. Bosena
5. Bosena
6. Oddeluf
6. Oddeluf
7. Atlar
7. Atlar
8. Illamur
8. Illamur, Meidolf, Ennur, Tabetzur, Offikatlin, Lirerim, Diromitur, Erlendur
Meidolf
9. Frulegur, Erlendur, Diromitur, Lirerim, Offikatlin, Wiskeber, Mateber, Ofage, Fuskunen, Uemon, Otosela
Ennur
Tabetzur
Offikatlin
Lirerim
Diromitur
Erlendur
9. Frulegur
Erlendur
Diromitur
Lirerim
Offikatlin
Wiskeber
Mateber
Ofage
Fuskunen
Uemon
Otosela
10. Tasti
10. Tasti
11. Messoya
11. Messoya
12. Akora
12. Akora
 
 
* Pipe 1
* Pipe 1
1. Todifrauan
1. Todifrauan
2. Arnstur
2. Arnstur, Gultratren
Gultratren
3. Ingunn, Gultraten, Arnsture
3. Ingunn
Gultraten
Arnsture
4. Helgatild
4. Helgatild
5. Brin
5. Brin, Helgatild, Todifrauan
Helgatild
6. Evati, Anher
Todifrauan
7. Hagilur, Thelan, Miroitem
6. Evati
8. Rancer, Miroitem, Thelan, Hagilur, Anher, Evati
Anher
7. Hagilur
Thelan
Miroitem
8. Rancer
Miroitem
Thelan
Hagilur
Anher
Evati
9. Ofstold
9. Ofstold
10. Lasleinur
10. Lasleinur
Line 187: Line 142:
13. Taff
13. Taff
14. Gukarla
14. Gukarla
15. Ualkin
15. Ualkin, Taff, Egmar
Taff
Egmar
16. Orfrold
16. Orfrold
17. Klogori
17. Klogori
18. Hadozeko
18. Hadozeko
19. Resbroko
19. Resbroko
20. Uner
20. Uner, Resbroko, Hadozeko
Resbroko
Hadozeko
21. Ardar
21. Ardar
22. Floseswin
22. Floseswin
Line 202: Line 153:
24. Turnur
24. Turnur
25. Isbrabata
25. Isbrabata
26. Vimeini
26. Vimeini, Aset
Aset
27. Eytjangard
27. Eytjangard
28. Avenod
28. Avenod
29. Aset
29. Aset, Floseswin, Ardar
Floseswin
Ardar
30. Frerstorn
30. Frerstorn
31. Gebuladi
31. Gebuladi
32. Ontorn
32. Ontorn
33. Sirekur
33. Sirekur, Frerstorn
Frerstorn
34. Eszur
34. Eszur
35. Ebolfer
35. Ebolfer, Eszur
Eszur
36. Hofjaldgund
36. Hofjaldgund
37. Dal
37. Dal
Line 222: Line 168:
39. Vard
39. Vard
40. Siseide
40. Siseide
41. Egghelend
41. Egghelend, Siseide
Siseide
42. Auga
42. Auga
43. Amamake
43. Amamake
Line 230: Line 175:
46. Lulm
46. Lulm
47. Auga
47. Auga
 
 
* Pipe 2
* Pipe 2
1. Ohide
1. Ohide
Line 240: Line 185:
7. Asghed
7. Asghed
8. Arayar
8. Arayar
9. Halmah
9. Halmah, Tararan
Tararan
10. Sosan
10. Sosan
11. Tararan
11. Tararan
12. Arzad
12. Arzad
13. Ezzara
13. Ezzara, Arzad
Arzad
14. Sifilar
14. Sifilar
15. Oyeman
15. Oyeman
16. Tzvi
16. Tzvi
17. Raa
17. Raa, Tzvi
Tzvi
18. Lamaa, Kamela
18. Lamaa
Kamela
19. Sosala
19. Sosala
20. Anka
20. Anka
21. Iesa
21. Iesa
22. Uusanen
22. Uusanen, Sosala, Anka
Sosala
Anka
23. Tannakan
23. Tannakan
24. Sahtogas
24. Sahtogas
25. Saikamon
25. Saikamon
26. Haras
26. Haras, Sahtogas
Sahtogas
27. Oyonata
27. Oyonata
28. Kurniainen
28. Kurniainen
29. Saidusairos
29. Saidusairos, Gratesier, Schoorasana, Mormelot, Mannar, Angatalie, Lermireve, Raeghoscon
Gratesier
30. Goinard, Allipes, Aetree, Esmes, Basan, Shajarleg, Sahda
Schoorasana
31. Naguton, Sayartchen, Romi, Aphend, Dresi, Gensela, Shera, Lor, Cleyd
Mormelot
32. Vecamia, Tarta, Tekaima, Tar, Pakshi, Renyn, Du Annes, Balle
Mannar
Angatalie
Lermireve
Raeghoscon
30. Goinard
Allipes
Aetree
Esmes
Basan
Shajarleg
Sahda
31. Naguton
Sayartchen
Romi
Aphend
Dresi
Gensela
Shera
Lor
Cleyd
32. Vecamia
Tarta
Tekaima
Tar
Pakshi
Renyn
Du Annes
Balle
33. Decon
33. Decon
 
 
* Pipe 3
* Pipe 3
1. Stacmon
1. Stacmon
Line 308: Line 218:
5. Dastryns
5. Dastryns
6. Ostingele
6. Ostingele
7. Harroule
7. Harroule, Ostingele
Ostingele
8. Agoze
8. Agoze
9. Annancale
9. Annancale
10. Brarel
10. Brarel
11. Intaki
11. Intaki
12. Vey
12. Vey, Agoze
Agoze
13. Loes
13. Loes
14. Ouelletta
14. Ouelletta
Line 322: Line 230:
17. Muetralle
17. Muetralle
18. Hevrice
18. Hevrice
19. Jovainnon
19. Jovainnon, Aeschee
Aeschee
20. Ladistier
20. Ladistier
21. Vifrevaert
21. Vifrevaert, Ladistier
Ladistier
22. Old Man Star
22. Old Man Star
23. Heydieles
23. Heydieles
24. Indregulle
24. Indregulle
25. Murethand
25. Murethand, Indregulle, Heydieles
Indregulle
26. Abune, Heydieles
Heydieles
26. Abune
Heydieles
27. Fliet
27. Fliet
28. Deven
28. Deven
 
 
* Pipe 4
* Pipe 4
1. Osio
1. Osio, Hysera, Hasmijaala
Hysera
Hasmijaala
2. Nagamanen
2. Nagamanen
3. Hasmijaala
3. Hasmijaala
4. Hysera
4. Hysera, Hasmijaala, Nagamanen
Hasmijaala
5. Otot, Nagamanen
Nagamanen
5. Otot
Nagamanen
6. Sujarento
6. Sujarento
7. Eranakko
7. Eranakko
8. Onatoh
8. Onatoh
9. Tannolen
9. Tannolen, Onatoh, Sujarento
Onatoh
Sujarento
10. Tama
10. Tama
11. Kedama
11. Kedama
12. Teimo
12. Teimo, Kedama
Kedama
13. Nisuwa
13. Nisuwa
14. Notoras
14. Notoras, Nisuwa
Nisuwa
15. Hirri
15. Hirri
16. Pynekastoh
16. Pynekastoh
17. Oinasiken
17. Oinasiken, Pynekastoh
Pynekastoh
18. Rakapas
18. Rakapas
19. Iwisoda
19. Iwisoda, Rakapas, Pynekastoh
Rakapas
Pynekastoh
20. Hikkoken
20. Hikkoken
21. Halanen
21. Halanen
22. Enaluri
22. Enaluri
23. Nennamaila
23. Nennamaila
24. Immuri
24. Immuri, Nennamaila
Nennamaila
25. Aldranette
25. Aldranette
26. Vlillirier
26. Vlillirier
27. Alsavoinon
27. Alsavoinon, Vlillirier
Vlillirier
28. Renarelle
28. Renarelle
29. Aubenall
29. Aubenall
30. Eugales
30. Eugales
31. Frarie
31. Frarie
32. Moclinamaud
32. Moclinamaud, Renarelle, Vlillirier, Aldranette
Renarelle
Vlillirier
Aldranette
33. Evaulon
33. Evaulon
34. Anchauttes
34. Anchauttes
35. Esesier
35. Esesier
 
 
* Pipe 5
* Pipe 5
1. Odamia
1. Odamia
2. Alamel
2. Alamel
3. Arderonne
3. Arderonne, Alamel
Alamel
4. Mantenault, Alamel, Arderonne
4. Mantenault
Alamel
Arderonne
5. Reschard
5. Reschard
6. Mercomesier
6. Mercomesier
7. Athounon
7. Athounon, Mercomeiser, Reschard
Mercomeiser
8. Alparena, Reschard, Arderonne, Odamia, Anchauttes, Evaulon, Aldranette, Vlillirier
Reschard
8. Alparena
Reschard
Arderonne
Odamia
Anchauttes
Evaulon
Aldranette
Vlillirier
9. Oicx
9. Oicx
10. Eha
10. Eha
11. Martoh
11. Martoh, Kehjari, Ashitsu
Kehjari
Ashitsu
12. Ienakkamon
12. Ienakkamon
13. Ashitsu
13. Ashitsu, Hykanima
Hykanima
14. Sarenemi, Hykanima, Villasen
14. Sarenemi
15. Okagaiken, Villasen
Hykanima
16. Hykanima, Villasen
Villasen
15. Okagaiken
Villasen
16. Hykanima
Villasen
17. Kehjari
17. Kehjari
18. Villasen
18. Villasen
19. Korasen
19. Korasen, Villasen, Kehjari, Martoh
Villasen
20. Iralaja, Martoh
Kehjari
Martoh
20. Iralaja
Martoh
21. Innia
21. Innia
22. Kinakka
22. Kinakka
23. Raihbaka
23. Raihbaka, Kinakka, Innia
Kinakka
Innia
24. Pavanakka
24. Pavanakka
25. Aivonen
25. Aivonen
26. Akidagi
26. Akidagi, Nennamaila, Hikkoken, Pynekastoh, Rakapas
Nennamaila
Hikkoken
Pynekastoh
Rakapas
27. Reitsato
27. Reitsato
28. Okkamon
28. Okkamon
Line 453: Line 310:
30. Elunala
30. Elunala
31. Prism
31. Prism
32. Ikoskio
32. Ikoskio, Asakai
Asakai
33. Vaaralen
33. Vaaralen
34. Teskanen
34. Teskanen, Vaaralen
Vaaralen
35. Mushikegi
35. Mushikegi
36. Manjonakko
36. Manjonakko
Line 463: Line 318:
38. Ishomilken
38. Ishomilken
39. Nikkishina
39. Nikkishina
40. Hasama
40. Hasama, Mara, Dantumi, Aurohunen, Vaajaita
Mara
41. Jan, Vaajaita, Aurohunen, Dantumi, Mara, Passari, Litiura, Nonni
Dantumi
42. Aunenen, Nonni, Litiura, Passari, Mara, Dantumi, Aurohunen, Vaajaita, Jan, Nalvula, Hakonen, Obe, Ohkunen, Mastakomon, Osaa, Otanuomi
Aurohunen
Vaajaita
41. Jan
Vaajaita
Aurohunen
Dantumi
Mara
Passari
Litiura
Nonni
42. Aunenen
Nonni
Litiura
Passari
Mara
Dantumi
Aurohunen
Vaajaita
Jan
Nalvula
Hakonen
Obe
Ohkunen
Mastakomon
Osaa
Otanuomi
43. Otsela
43. Otsela
44.Ihakana
44. Ihakana
 
 
== Pre-Fight ==
== Pre-Fight ==
* Remind members to X up in fleet Channel when: fired on by a neutral, warp scrambled, ship destroyed / pod destroyed.
* Have an Exit strategy in place and know when and how to get out
* Remind members to bounce planets for 1 minute and then dock and remained stationed if their ship is destroyed and purchase a shuttle or get in a rookie ship if possible.
* Have an Exit strategy in place and know when and how to get out if need-be
* Review target selection for each role
* keep commands to 6-7 words or seven words and detailed with who, what, when, and where
* keep commands to 6-7 words or seven words and detailed with who, what, when, and where
 
* Assess target calling based on your current fleet composition (Drones boats may take priority
== Fight ==
* Stay and warp-in with the fleet
* Repeat calls of primary, secondary, and tertiary and call targets according to threat  
* Repeat calls of primary, secondary, and tertiary and call targets according to threat  
 
* Remind scouts and / or bait position themselves behind the target(s) for the fleet warp-in
assessment based on your current fleet composition
 
 
== Post-Fight ==
== Post-Fight ==
* Have your fleet align to a safe spot and have your tackler loot.
* Have your fleet align to a safe spot and have your fast tacklers loot.
* Remind looters to note and trade / contract loot from wrecks back to corp mates
* Remind looters to note and trade / contract loot from wrecks back to corp mates
* Remind members to post kill mails and loss mails with a comment
* Remind members to post kill mails and loss mails with a comment
* Have the fleet loot, salvage, and destroy wrecks
* Have the fleet loot, salvage, and destroy wrecks
* Have tacklers transfer loot to a tanked DD
* Have tacklers transfer loot to a tanked DD
* Ask if any members need to repair
* Ask if any members needs to repair
* Remind members to get a new clone if they are podded.
* Remind members to get a new clone if they are podded.
* Rotate and/or dismiss your pickets
* Rotate and/or dismiss your pickets
 
 
== Post-Fleet ==
== Post-Fleet ==
* Instruct memberst to deposit all war target loot to ILN Hangar, and fleet loot to the sorting  
* Instruct memberst to deposit all war target loot to ILN Hangar, and fleet loot to the sorting hangar.
 
hangar.
* Instruct memberst to reSet auto pilot settings
* Instruct memberst to reSet auto pilot settings
* Instruct memberst to Remove avoidance system settings
* Instruct memberst to Remove avoidance system settings
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* Copy and save your fleet log and EVE mails
* Copy and save your fleet log and EVE mails
* Write an After Action Report, including the: Objective of your fleet and the operational area; an explanation of what happened during the fleet operation; What you learned during this experience; a link to your ILN Patrol Log (if relevant)
* Write an After Action Report, including the: Objective of your fleet and the operational area; an explanation of what happened during the fleet operation; What you learned during this experience; a link to your ILN Patrol Log (if relevant)
 
* reset graphic settings
* reset default warp to, to 0
 
== Warfighting 101 ==
== Warfighting 101 ==
''' The Nature of War '''
''' The Nature of War '''
To understand the philosophy of warfighting, we first need an appreciation for the nature of war itself—its moral, mental, and physical characteristics and demands. War is a violent clash of interests between or among organized groups characterized by the use of military force. The essence of war is a violent struggle between two hostile, independent, and irreconcilable wills, each trying to impose itself on the other. The object in war is to impose our will on our enemy. Total war and perfect peace rarely exist in practice. Portrayed as a clash between two opposing wills, war appears a simple enterprise. The very essence of war as a clash between opposed wills creates friction. Whatever form it takes, because war is a human enterprise, friction will always have a psychological as well as a physical impact. While we should attempt to minimize self-induced friction, the greater requirement is to fight effectively despite the existence of friction. We can readily identify countless examples of friction, but until we have experienced it ourselves, we cannot hope to appreciate it fully. Another attribute of war is uncertainty. War is intrinsically unpredictable. Because we can never eliminate uncertainty, we must learn to fight effectively despite it. One important source of uncertainty is a property known as nonlinearity. By its nature, uncertainty invariably involves the estimation and acceptance of risk. Part of uncertainty is the ungovernable element of chance. Like friction and uncertainty, fluidity is an inherent attribute of war. It is physically impossible to sustain a high tempo of activity indefinitely, although clearly there will be times when it is advantageous to push men and equipment to the limit. Military forces will mass to concentrate combat power against the enemy. In an environment of friction, uncertainty, and fluidity, war gravitates naturally toward disorder. Each encounter in war will usually tend to grow increasingly disordered over time. By historical standards, the modern battlefield is particularly disorderly. The occurrences of war will not unfold like clockwork. If we are to win, we must be able to operate in a disorderly environment. War is a complex phenomenon. As a result, war is not governed by the actions or decisions of a single individual in any one place but emerges from the collective behavior of all the individual parts in the system interacting locally in response to local conditions and incomplete information. Because war is a clash between opposing human wills, the human dimension is central in war. War is an extreme trial of moral and physical strength and stamina. No degree of technological development or scientific calculation will diminish the human dimension in war. War is among the greatest horrors known to humanity; it should never be romanticized. Since war is a violent enterprise, danger is ever present. Leaders must study fear, understand it, and be prepared to cope with it. War is characterized by the interaction of physical, moral, and mental forces. Although material factors are more easily quantified, the moral and mental forces exert a greater influence on the nature and outcome of war. Because it is difficult to come to grips with moral and mental forces, it is tempting to exclude them from our study of war. War is both timeless and ever changing. One major catalyst of change is the advancement of technology. It is important to understand which aspects of war are likely to change and which are not. Various aspects of war fall principally in the realm of science, which is the methodical application of the empirical laws of nature. An even greater part of the conduct of war falls under the realm of art, which is the employment of creative or intuitive skills. the conduct of war is fundamentally a dynamic process of human competition requiring both the knowledge of science and the creativity of art but driven ultimately by the power of human will.At first glance, war seems a simple clash of interests. On closer examination, it reveals its complexity and takes shape as one of the most demanding and trying of human endeavors. War is an extreme test of will. Friction, uncertainty, fluidity, disorder, and danger are its essential features. War displays broad patterns that can be represented as probabilities, yet it remains fundamentally unpredictable. Each episode is the unique product of myriad moral, mental, and physical forces.
To understand the philosophy of warfighting, we first need an appreciation for the nature of war itself—its moral, mental, and physical characteristics and demands. War is a violent clash of interests between or among organized groups characterized by the use of military force. The essence of war is a violent struggle between two hostile, independent, and irreconcilable wills, each trying to impose itself on the other. The object in war is to impose our will on our enemy. Total war and perfect peace rarely exist in practice. Portrayed as a clash between two opposing wills, war appears a simple enterprise. The very essence of war as a clash between opposed wills creates friction. Whatever form it takes, because war is a human enterprise, friction will always have a psychological as well as a physical impact. While we should attempt to minimize self-induced friction, the greater requirement is to fight effectively despite the existence of friction. We can readily identify countless examples of friction, but until we have experienced it ourselves, we cannot hope to appreciate it fully. Another attribute of war is uncertainty. War is intrinsically unpredictable. Because we can never eliminate uncertainty, we must learn to fight effectively despite it. One important source of uncertainty is a property known as nonlinearity. By its nature, uncertainty invariably involves the estimation and acceptance of risk. Part of uncertainty is the ungovernable element of chance. Like friction and uncertainty, fluidity is an inherent attribute of war. It is physically impossible to sustain a high tempo of activity indefinitely, although clearly there will be times when it is advantageous to push men and equipment to the limit. Military forces will mass to concentrate combat power against the enemy. In an environment of friction, uncertainty, and fluidity, war gravitates naturally toward disorder. Each encounter in war will usually tend to grow increasingly disordered over time. By historical standards, the modern battlefield is particularly disorderly. The occurrences of war will not unfold like clockwork. If we are to win, we must be able to operate in a disorderly environment. War is a complex phenomenon. As a result, war is not governed by the actions or decisions of a single individual in any one place but emerges from the collective behavior of all the individual parts in the system interacting locally in response to local conditions and incomplete information. Because war is a clash between opposing human wills, the human dimension is central in war. War is an extreme trial of moral and physical strength and stamina. No degree of technological development or scientific calculation will diminish the human dimension in war. War is among the greatest horrors known to humanity; it should never be romanticized. Since war is a violent enterprise, danger is ever present. Leaders must study fear, understand it, and be prepared to cope with it. War is characterized by the interaction of physical, moral, and mental forces. Although material factors are more easily quantified, the moral and mental forces exert a greater influence on the nature and outcome of war. Because it is difficult to come to grips with moral and mental forces, it is tempting to exclude them from our study of war. War is both timeless and ever changing. One major catalyst of change is the advancement of technology. It is important to understand which aspects of war are likely to change and which are not. Various aspects of war fall principally in the realm of science, which is the methodical application of the empirical laws of nature. An even greater part of the conduct of war falls under the realm of art, which is the employment of creative or intuitive skills. the conduct of war is fundamentally a dynamic process of human competition requiring both the knowledge of science and the creativity of art but driven ultimately by the power of human will.At first glance, war seems a simple clash of interests. On closer examination, it reveals its complexity and takes shape as one of the most demanding and trying of human endeavors. War is an extreme test of will. Friction, uncertainty, fluidity, disorder, and danger are its essential features. War displays broad patterns that can be represented as probabilities, yet it remains fundamentally unpredictable. Each episode is the unique product of myriad moral, mental, and physical forces.
 
 
''' The Theory of War '''
''' The Theory of War '''
 
 
Having arrived at a common view of the nature of war, we proceed to develop from it a theory of war. War is an extension of both policy and politics with the addition of military force. As the policy aims of war may vary from resistance against aggression to the unconditional surrender of an enemy government, so should the application of violence vary in accordance with those aims. To say that war is an extension of politics and policy is not to say that war is strictly a political phenomenon: It also contains social, cultural, psychological, and other elements. When the policy motive of war is extreme, such as the destruction of an enemy government, then war’s natural military tendency toward destruction will coincide with the political aim, and there will tend to be few political restrictions on the military conduct of war. There are two ways to use military force to impose our will on an enemy. The first is to make the enemy helpless to resist us by physically destroying his military capabilities. The second approach is to convince the enemy that accepting our terms will be less painful than continuing to resist. At the highest level, war involves the use of all the elements of power that one political group can bring to bear against another. Conflict can take a wide range of forms constituting a spectrum which reflects the magnitude of violence involved. Military operations other than war and small wars are more probable than a major regional conflict or general war. The nation’s force-in-readiness,  
Having arrived at a common view of the nature of war, we proceed to develop from it a theory of war. War is an extension of both policy and politics with the addition of military force. As the policy aims of war may vary from resistance against aggression to the unconditional surrender of an enemy government, so should the application of violence vary in accordance with those aims. To say that war is an extension of politics and policy is not to say that war is strictly a political phenomenon: It also contains social, cultural, psychological, and other elements. When the policy motive of war is extreme, such as the destruction of an enemy government, then war’s natural military tendency toward destruction will coincide with the political aim, and there will tend to be few political restrictions on the military conduct of war. There are two ways to use military force to impose our will on an enemy. The first is to make the enemy helpless to resist us by physically destroying his military capabilities. The second approach is to convince the enemy that accepting our terms will be less painful than continuing to resist. At the highest level, war involves the use of all the elements of power that one political group can bring to bear against another. Conflict can take a wide range of forms constituting a spectrum which reflects the magnitude of violence involved. Military operations other than war and small wars are more probable than a major regional conflict or general war. The nation’s force-in-readiness,  
must have the versatility and flexibility to deal with a situation at any intensity across the entire spectrum of conflict. Activities in war take place at several interrelated levels which form a hierarchy. These levels are the strategic, operational, and tactical. Activities at the strategic level focus directly on policy objectives. Tactics refers to the concepts and methods used to accomplish a particular mission in either combat or other military operations. The operational level of war links the strategic and tactical levels. The distinctions between levels of war are rarely clearly delineated in practice. All actions in war, regardless of the level,  
must have the versatility and flexibility to deal with a situation at any intensity across the entire spectrum of conflict. Activities in war take place at several interrelated levels which form a hierarchy. These levels are the strategic, operational, and tactical. Activities at the strategic level focus directly on policy objectives. Tactics refers to the concepts and methods used to accomplish a particular mission in either combat or other military operations. The operational level of war links the strategic and tactical levels. The distinctions between levels of war are rarely clearly delineated in practice. All actions in war, regardless of the level,  
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mental factors. Of all the consistent patterns we can discern in war, there are two concepts of universal significance in generating combat power: speed and focus. Speed is rapidity of action. It applies to both time and space. Since it is relative speed that matters, it follows that we should take all measures to improve our own speed while degrading our enemy’s. Focus is the convergence of effects in time and space on some objective. Since war is fluid and opportunities are fleeting, focus applies to time as well as to space. We achieve focus through cooperation toward the accomplishment of the common purpose. The combination of speed and focus adds “punch” or “shock effect” to our actions. Two additional concepts are particularly useful in generating combat power: surprise and boldness. By surprise we mean a state of disorientation resulting from an unexpected event that degrades the enemy’s ability to resist. The advantage gained by surprise depends on the degree of disorientation and the enemy’s ability to adjust and recover. While the element of surprise is often of decisive importance, we must realize that it is difficult to achieve and easy to lose. There are three basic ways to go about achieving surprise. The first is through deception—to convince the enemy we are going to do something other than what we are really going to do in order to induce him to act in a manner prejudicial to his own interests. The second way is through ambiguity—to act in such a way that the enemy does not know what to expect. The third is through stealth— to deny the enemy any knowledge of impending action. Boldness is a source of combat power in much the same way that surprise is. Boldness is the characteristic of unhes- itatingly exploiting the natural uncertainty of war to pursue major results rather than marginal ones. There is a close connection between surprise and boldness. To win, we must focus combat power toward a decisive aim. There are two related concepts that help us to think about this: centers of gravity and critical vulnerabilities. Each belligerent is not a unitary force, but a complex system consisting of numerous physical, moral, and mental components as well as the relationships among them. centers of gravity are any important sources of strength. We want to attack the source of enemy strength, but we do not want to attack  
mental factors. Of all the consistent patterns we can discern in war, there are two concepts of universal significance in generating combat power: speed and focus. Speed is rapidity of action. It applies to both time and space. Since it is relative speed that matters, it follows that we should take all measures to improve our own speed while degrading our enemy’s. Focus is the convergence of effects in time and space on some objective. Since war is fluid and opportunities are fleeting, focus applies to time as well as to space. We achieve focus through cooperation toward the accomplishment of the common purpose. The combination of speed and focus adds “punch” or “shock effect” to our actions. Two additional concepts are particularly useful in generating combat power: surprise and boldness. By surprise we mean a state of disorientation resulting from an unexpected event that degrades the enemy’s ability to resist. The advantage gained by surprise depends on the degree of disorientation and the enemy’s ability to adjust and recover. While the element of surprise is often of decisive importance, we must realize that it is difficult to achieve and easy to lose. There are three basic ways to go about achieving surprise. The first is through deception—to convince the enemy we are going to do something other than what we are really going to do in order to induce him to act in a manner prejudicial to his own interests. The second way is through ambiguity—to act in such a way that the enemy does not know what to expect. The third is through stealth— to deny the enemy any knowledge of impending action. Boldness is a source of combat power in much the same way that surprise is. Boldness is the characteristic of unhes- itatingly exploiting the natural uncertainty of war to pursue major results rather than marginal ones. There is a close connection between surprise and boldness. To win, we must focus combat power toward a decisive aim. There are two related concepts that help us to think about this: centers of gravity and critical vulnerabilities. Each belligerent is not a unitary force, but a complex system consisting of numerous physical, moral, and mental components as well as the relationships among them. centers of gravity are any important sources of strength. We want to attack the source of enemy strength, but we do not want to attack  
directly into that strength. we should focus our efforts against a critical vulnerability, a vulnerability that, if exploited, will do the most significant damage to the enemy’s ability to resist us. We should try to understand the enemy system in terms of a relatively few centers of gravity or critical vulnerabilities because this allows us to focus our own efforts. Center of gravity and critical vulnerability are complementary concepts. The ability to take advantage of opportunity is a function of speed, flexibility, boldness, and initiative.The theory of war we have described provides the foundation for the discussion of the conduct of war in the final chapter. All acts of war are political acts, and so the conduct of war must be made to support the aims of policy. War takes place at several levels simultaneously, from the strategic direction of the overall war effort to the tactical application of combat power in battle. At the highest level, war involves the use of all the elements of political power, of which military force is just one. Action in war, at all levels, is the result of the interplay between initiative and response with the object being to seize and maintain the initiative. All warfare is based on concepts such as speed, focus, surprise, and boldness. Success in war depends on the ability to direct our efforts against criti- cal vulnerabilities or centers of gravity and to recognize and exploit fleeting opportunities. As we will discuss, the warfighting doctrine we derive from our theory is one based on maneuver.
directly into that strength. we should focus our efforts against a critical vulnerability, a vulnerability that, if exploited, will do the most significant damage to the enemy’s ability to resist us. We should try to understand the enemy system in terms of a relatively few centers of gravity or critical vulnerabilities because this allows us to focus our own efforts. Center of gravity and critical vulnerability are complementary concepts. The ability to take advantage of opportunity is a function of speed, flexibility, boldness, and initiative.The theory of war we have described provides the foundation for the discussion of the conduct of war in the final chapter. All acts of war are political acts, and so the conduct of war must be made to support the aims of policy. War takes place at several levels simultaneously, from the strategic direction of the overall war effort to the tactical application of combat power in battle. At the highest level, war involves the use of all the elements of political power, of which military force is just one. Action in war, at all levels, is the result of the interplay between initiative and response with the object being to seize and maintain the initiative. All warfare is based on concepts such as speed, focus, surprise, and boldness. Success in war depends on the ability to direct our efforts against criti- cal vulnerabilities or centers of gravity and to recognize and exploit fleeting opportunities. As we will discuss, the warfighting doctrine we derive from our theory is one based on maneuver.
 
 
''' Preparing for War '''
''' Preparing for War '''
 
 
During times of peace, the most important task of any military is to prepare for war.Force planning is planning that is associated with the creation and maintenance of military capabilities. all force planning derives from a common set of concepts which describe how we will operate and perform certain key functions. Based on this common set of concepts, force planning integrates all the efforts of peacetime, including training, education, doctrine, organization, personnel management, and equipment acquisition. The operating forces must be organized to provide forward deployed or rapidly deployable forces capable of conducting expeditionary operations in any environment. The active operating forces must be capable of responding immediately to most types of crisis and conflict. For operations and training, Marine forces will  
During times of peace, the most important task of any military is to prepare for war.Force planning is planning that is associated with the creation and maintenance of military capabilities. all force planning derives from a common set of concepts which describe how we will operate and perform certain key functions. Based on this common set of concepts, force planning integrates all the efforts of peacetime, including training, education, doctrine, organization, personnel management, and equipment acquisition. The operating forces must be organized to provide forward deployed or rapidly deployable forces capable of conducting expeditionary operations in any environment. The active operating forces must be capable of responding immediately to most types of crisis and conflict. For operations and training, Marine forces will  
be formed into Marine air-ground task forces (MAGTFs). Operating forces should be organized for warfighting and then adapted for peacetime rather than vice versa. Commanders should establish habitual relationships between supported and supporting units to develop operational familiarity among those units. Doctrine is a teaching of the fundamental beliefs of the Marine Corps on the subject of war, from its nature and theory to its preparation and conduct. doctrine does not consist of procedures to be applied in specific situations so much as it sets forth general guidance that requires judgment in application. Doctrine demands professional competence among its leaders. The military profession is a thinking profession. Leaders must have a strong sense of the great responsibility of their office; the resources they will expend in war are human lives. Warfare requires intelligent leaders with a penchant for boldness and initiative down to the lowest levels. Not only must we not stifle boldness or initiative, but we must continue to encourage both traits in spite of mistakes. Consequently, trust is an essential trait among leaders— trust by seniors in the abilities of their subordinates and by juniors in the competence and support of their seniors. Relations among all leaders—from corporal to general— should be based on honesty and frankness regardless of disparity between grades. The purpose of all training is to develop forces that can win in combat. entry-level training provides a common experience, a proud heritage, a set of values, and a common bond of comradeship. Basic individual skills are an essential foundation for combat effectiveness and must receive heavy emphasis. Commanders at each echelon must allot subordinates sufficient time and freedom to conduct the training necessary to achieve proficiency at their levels. In order to develop initiative among junior leaders, the conduct of training—like combat—should be decentralized. Training programs should reflect practical, challenging, and progressive goals beginning with individual and small-unit skills and culminating in a fully combined arms. Collective training consists of drills and  
be formed into Marine air-ground task forces (MAGTFs). Operating forces should be organized for warfighting and then adapted for peacetime rather than vice versa. Commanders should establish habitual relationships between supported and supporting units to develop operational familiarity among those units. Doctrine is a teaching of the fundamental beliefs of the Marine Corps on the subject of war, from its nature and theory to its preparation and conduct. doctrine does not consist of procedures to be applied in specific situations so much as it sets forth general guidance that requires judgment in application. Doctrine demands professional competence among its leaders. The military profession is a thinking profession. Leaders must have a strong sense of the great responsibility of their office; the resources they will expend in war are human lives. Warfare requires intelligent leaders with a penchant for boldness and initiative down to the lowest levels. Not only must we not stifle boldness or initiative, but we must continue to encourage both traits in spite of mistakes. Consequently, trust is an essential trait among leaders— trust by seniors in the abilities of their subordinates and by juniors in the competence and support of their seniors. Relations among all leaders—from corporal to general— should be based on honesty and frankness regardless of disparity between grades. The purpose of all training is to develop forces that can win in combat. entry-level training provides a common experience, a proud heritage, a set of values, and a common bond of comradeship. Basic individual skills are an essential foundation for combat effectiveness and must receive heavy emphasis. Commanders at each echelon must allot subordinates sufficient time and freedom to conduct the training necessary to achieve proficiency at their levels. In order to develop initiative among junior leaders, the conduct of training—like combat—should be decentralized. Training programs should reflect practical, challenging, and progressive goals beginning with individual and small-unit skills and culminating in a fully combined arms. Collective training consists of drills and  
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complementary, two-way process based on established operating and functional concepts. Equipment is useful only if it increases combat effectiveness. The acquisition effort should balance the need for specialization with the need for utility in a broad range of environments. As much as possible, employment techniques and procedures should be developed concurrently with equipment to minimize delays between the fielding of the equipment and its usefulness to the operating forces. There are two dangers with respect to equipment: the overreliance on technology and the failure to make the most of technological capabilities. There are two basic military functions: waging war and preparing for war. Any military activities that do not contribute to the conduct of a present war are justifiable only if they contribute to preparedness for a possible future one. Clearly, we cannot afford to separate conduct and preparation. They must be inti-mately related because failure in preparation leads to disaster on  
complementary, two-way process based on established operating and functional concepts. Equipment is useful only if it increases combat effectiveness. The acquisition effort should balance the need for specialization with the need for utility in a broad range of environments. As much as possible, employment techniques and procedures should be developed concurrently with equipment to minimize delays between the fielding of the equipment and its usefulness to the operating forces. There are two dangers with respect to equipment: the overreliance on technology and the failure to make the most of technological capabilities. There are two basic military functions: waging war and preparing for war. Any military activities that do not contribute to the conduct of a present war are justifiable only if they contribute to preparedness for a possible future one. Clearly, we cannot afford to separate conduct and preparation. They must be inti-mately related because failure in preparation leads to disaster on  
the battlefield.
the battlefield.
 
 
 
 
''' The Conduct of War '''
''' The Conduct of War '''
 
 
How we propose to accomplish a mission is the product of our understanding of the nature and the theory of war and must be the guiding force behind our preparation for war. The challenge is to develop a concept of warfighting consistent with our understanding of the nature and theory of war and the realities of the modern battlefield. Our concept for winning under these conditions is a warfighting doctrine based on rapid, flexible, and opportunistic maneuver. Maneuver warfare is a warfighting philosophy that seeks to shatter the enemy’s cohesion through a variety of rapid, focused, and unexpected actions which create a turbulent and rapidly deteriorating situation with which the enemy cannot cope. Rather than wearing down an enemy’s defenses, maneuver warfare attempts to bypass these defenses in order to penetrate the enemy system and  
How we propose to accomplish a mission is the product of our understanding of the nature and the theory of war and must be the guiding force behind our preparation for war. The challenge is to develop a concept of warfighting consistent with our understanding of the nature and theory of war and the realities of the modern battlefield. Our concept for winning under these conditions is a warfighting doctrine based on rapid, flexible, and opportunistic maneuver. Maneuver warfare is a warfighting philosophy that seeks to shatter the enemy’s cohesion through a variety of rapid, focused, and unexpected actions which create a turbulent and rapidly deteriorating situation with which the enemy cannot cope. Rather than wearing down an enemy’s defenses, maneuver warfare attempts to bypass these defenses in order to penetrate the enemy system and  
tear it apart. The greatest effect of firepower is gen- erally not physical destruction— the cumulative effects of which are felt only slowly— but the disruption it causes. If the aim of maneuver warfare is to shatter the cohesion of the enemy system, the immediate object toward that end is to create a situation in which the enemy cannot function. Inherent in maneuver warfare is the need for speed to seize the initiative, dictate the terms of action, and keep the enemy off balance, thereby increasing his friction. Also inherent is the need to focus our efforts in order to maximize effect. An important weapon in our arsenal is surprise. Besides traits such as  
tear it apart. The greatest effect of firepower is gen- erally not physical destruction— the cumulative effects of which are felt only slowly— but the disruption it causes. If the aim of maneuver warfare is to shatter the cohesion of the enemy system, the immediate object toward that end is to create a situation in which the enemy cannot function. Inherent in maneuver warfare is the need for speed to seize the initiative, dictate the terms of action, and keep the enemy off balance, thereby increasing his friction. Also inherent is the need to focus our efforts in order to maximize effect. An important weapon in our arsenal is surprise. Besides traits such as  
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awareness to recognize the essence of a given problem and the creative ability to devise a practical solution. Decisionmaking may be an intuitive process based on experience. Alternatively, decisionmaking may be a more analytical process based on comparing several options. We should base our decisions on awareness rather than on mechanical habit. Finally, since all decisions must be made in the face of uncertainty and since every situation is unique, there is no perfect solution to any battlefield problem. Mission tactics is just as the name implies: the tactics of assigning a subordinate mission without specifying how the mission must be accom- plished. Mission tactics benefits the senior commander by freeing time to focus on higher-level concerns rather than the details of subordinate execution. Mission tactics serves as  
awareness to recognize the essence of a given problem and the creative ability to devise a practical solution. Decisionmaking may be an intuitive process based on experience. Alternatively, decisionmaking may be a more analytical process based on comparing several options. We should base our decisions on awareness rather than on mechanical habit. Finally, since all decisions must be made in the face of uncertainty and since every situation is unique, there is no perfect solution to any battlefield problem. Mission tactics is just as the name implies: the tactics of assigning a subordinate mission without specifying how the mission must be accom- plished. Mission tactics benefits the senior commander by freeing time to focus on higher-level concerns rather than the details of subordinate execution. Mission tactics serves as  
a contract between senior and subordinate. It is obvious that we cannot allow decentralized initiative without some means of providing unity, or focus, to the various efforts. We achieve this harmonious initiative in large part through the use of the commander’s intent, a device designed to help subordinates understand the larger context of their actions. There are two parts to any mission: the task to be accomplished and the reason or intent behind it. The intent for a unit is established by the commander assigning that unit’s mission—usually the next higher commander, although not always. It is often possible to capture intent in a simple “. . . in order to . . .” phrase following the assigned task. A clear expression and understanding of intent is essential to unity of effort. Another important tool for providing unity is the main ef- fort. We cannot take lightly the decision of which unit we designate as the main effort. Each commander should establish a main effort for each operation. Put simply, surfaces are hard spots—enemy strengths—and gaps are soft spots—enemy weaknesses. Gaps may in fact be physical gaps in the enemy’s dispositions, but they may also be any weakness in time, space, or capability. Similarly, a surface may be an actual strongpoint, or it may be any enemy strength. An appreciation for surfaces and gaps requires a certain amount of judgment. Due to the fluid nature of war, gaps will rarely be permanent and will usually be fleeting. In order to maximize combat power, we must use all the available resources to best advantage. We accomplish combined arms through the tactics and techniques we use at the lower levels and through task organization at higher levels. In so doing, we take advantage of the complementary characteristics of different types of units and enhance our mobility and firepower.
a contract between senior and subordinate. It is obvious that we cannot allow decentralized initiative without some means of providing unity, or focus, to the various efforts. We achieve this harmonious initiative in large part through the use of the commander’s intent, a device designed to help subordinates understand the larger context of their actions. There are two parts to any mission: the task to be accomplished and the reason or intent behind it. The intent for a unit is established by the commander assigning that unit’s mission—usually the next higher commander, although not always. It is often possible to capture intent in a simple “. . . in order to . . .” phrase following the assigned task. A clear expression and understanding of intent is essential to unity of effort. Another important tool for providing unity is the main ef- fort. We cannot take lightly the decision of which unit we designate as the main effort. Each commander should establish a main effort for each operation. Put simply, surfaces are hard spots—enemy strengths—and gaps are soft spots—enemy weaknesses. Gaps may in fact be physical gaps in the enemy’s dispositions, but they may also be any weakness in time, space, or capability. Similarly, a surface may be an actual strongpoint, or it may be any enemy strength. An appreciation for surfaces and gaps requires a certain amount of judgment. Due to the fluid nature of war, gaps will rarely be permanent and will usually be fleeting. In order to maximize combat power, we must use all the available resources to best advantage. We accomplish combined arms through the tactics and techniques we use at the lower levels and through task organization at higher levels. In so doing, we take advantage of the complementary characteristics of different types of units and enhance our mobility and firepower.
We have discussed the aim and characteristics of maneuver warfare. We have discussed the philosophy of command necessary to support this style of warfare. We have discussed some of the tactics of maneuver warfare. By this time, it should be clear that maneuver warfare exists not so much in the specific methods used—we do not believe in a formularistic approach to war—but in the mind of the Marine. In this regard, maneuver warfare, like combined arms, applies equally to the Marine expeditionary force commander and the fire team leader. It applies regardless of the nature of the con- flict, whether amphibious operations or sustained operations ashore, of low or high intensity, against guerrilla or mechanized foe, in desert or jungle. Maneuver warfare is a way of thinking in and about war that should shape our every action. It is a state of mind born of a bold will, intellect, initiative, and ruthless opportunism. It is a state of mind bent on shattering the enemy morally and physically by paralyzing and confounding him, by avoiding his strength, by quickly and aggressively exploiting his vulnerabilities, and by striking him in the way that will hurt him most. In short, maneuver warfare is a philosophy for generating the greatest decisive effect against the enemy at the least possible cost to ourselves—a philosophy for “fighting smart.
We have discussed the aim and characteristics of maneuver warfare. We have discussed the philosophy of command necessary to support this style of warfare. We have discussed some of the tactics of maneuver warfare. By this time, it should be clear that maneuver warfare exists not so much in the specific methods used—we do not believe in a formularistic approach to war—but in the mind of the Marine. In this regard, maneuver warfare, like combined arms, applies equally to the Marine expeditionary force commander and the fire team leader. It applies regardless of the nature of the con- flict, whether amphibious operations or sustained operations ashore, of low or high intensity, against guerrilla or mechanized foe, in desert or jungle. Maneuver warfare is a way of thinking in and about war that should shape our every action. It is a state of mind born of a bold will, intellect, initiative, and ruthless opportunism. It is a state of mind bent on shattering the enemy morally and physically by paralyzing and confounding him, by avoiding his strength, by quickly and aggressively exploiting his vulnerabilities, and by striking him in the way that will hurt him most. In short, maneuver warfare is a philosophy for generating the greatest decisive effect against the enemy at the least possible cost to ourselves—a philosophy for “fighting smart.” 
 
 
== Continous Improvement ==
* Know your hunting grounds and general travel route.
* Don't allow your self to be identified as FC of the fleet
* Remember to feed your scouts and fleet bookmarks
* Do Maintain comms discipline
* Don't let the fleet channel become a chat box
* Remember to provide BIO breaks
* Be Prepared to scout and run a wolf-pack if no scouts convo you
* Remember to enable loot logging
* Don't accept tacklers larger than a frigate
* Don't  accept EWAR larger than a cruiser, or DD smaller than a cruiser / larger than a BC;
 
unless forming a BS fleet
* Remember to restrict Low-sec PVP fleets to E-UNI Members
* Do select your Squad and Wing Commanders wisely and choose leaders that you can work with.
* Don't let the SCs create 16 character channel names
* Do Invite EW first, Tacklers Second, and DD Third
* Don't accept or make role calls with ship class (Blackbird, Rifter, Scorpion, etc)
* Don't accept multiple role callers
* Do let your SCs invite members to fleet
* Remind Fleet members to mute their microphones if they're not in command channel
* Ewar determines fleet size!
* Remember to keep eyes on the target and system local count
* Remember to have scouts or bait position themselves behind the target(s) for the fleet warp-in
* Remember to keep your composure at all-times
* Remember this is just a game.
* Remember to speak clearly, moderately, and confidently
* Don't loose your composure for even a second