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Basic Fleet Command Guide  
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{{merge|Fleet Command Guide|discussion= Talk:Fleet Command Guide}}
This is a guide into Basic Fleet command through this Page I will detail what I have learned about fleet command and how to start your Journey into leading fleets. This will be an evolving wiki post that I will continue to update as I learn more about fleet command and what I find to be effective when leading fleets.
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This is a guide into Basic Fleet command. Through this Page I will detail what I have learned about fleet command and how to start your journey into leading fleets. This will be an evolving wiki post that I will continue to update as I learn more about fleet command and what I find to be effective when leading fleets.
Here is the wiki link to basic fleet ops to give you an overview of fleets [http://wiki.eveuniversity.org/The_Rookie%27s_Guide_To_Fleet_Ops]
 
  
=Why Lead Fleets into combat?=
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You should be familiar with [[The_Rookie's_Guide_To_Fleet_Ops | basic fleet ops]] before leading your first fleet.
This is an interesting question and one that I fell is the most important one. Why should someone lead a fleet? You should lead a fleet for several reasons. First when you take a fleet out to fight you are creating content for both yourself who you are fighting and your fleet mates. Eve is driven by player created content so if no one leads there is no content. The second reason you should lead a fleet it develop and expanded your knowledge of pvp. If you want to develop and expanded on pvp skills for the game of eve The Commanding a fleet is something you should look at doing it may be your cup of tea it may not be but either way it is a very rewarding experience.
 
  
=Fleet Goals and objectives.=  
+
=Why Lead Fleets into Combat?=
This is one of the hardest parts of commanding a fleet. What is it that your fleet is seating out to do? Are you going to try and take an objective? Find good fights anywhere you can? Your goals and objectives determine what type of fleet to bring to the party and should also outline what types of fights you are or aren’t going to take to try and ensure victory for your fleet. For every fleet you need to have a goal be it as simple as trying to find fights. This ensures you know what your fleet is looking to achieve and how best tailor your fleet to achieving those goals.
+
This is an interesting question and one that I feel is the most important one. Why should someone lead a fleet? You should lead a fleet for several reasons. First, when you take a fleet out to fight you are creating content for both yourself, the players you are fighting, and your fleet mates. EVE is driven by player created content so if no one leads there is no content. The second reason you should lead a fleet it develop and expanded your knowledge of pvp. If you want to develop and expand on pvp skills for the game of EVE, commanding a fleet is something you should look at doing. It may be your cup of tea, or it may not be, but either way it is a very rewarding experience.
  
=Chain of command.=
+
=Fleet Goals and Objectives=  
Setting up an effective and decisive chain of command is the corner stone of any good fleet operation. The number of people that need to have command roles expanded as the fleet numbers expanded and what you are taking with you on your fleets to try and reach your objectives and goals. A fleet that is trying to kill Capital ships is going to have different goals then one that is trying to just find fights in low sec in a small gang.
+
This is one of the hardest parts of commanding a fleet. What is it that your fleet is setting out to do? Are you going to try and take an objective? Find good fights anywhere you can? Your goals and objectives determine what type of fleet to bring to the party and should also outline what types of fights you are or aren’t going to take to try and ensure victory for your fleet. For every fleet, you need to have a goal be it as simple as trying to find fights. This ensures you know what your fleet is looking to achieve and how to best tailor your fleet to achieving those goals.
My Primary set up
 
Me as FC
 
Second Fc if I go down
 
Third fc if group is big or disengagement caller.
 
Route finder who find me a route that has recent activity.
 
Wing commander to set up the buff chain
 
Logi commander if I have logi.
 
  
=Building up a fleet.=
+
=Chain of Command=
This part is both one of the easiest and most frustrating jobs as an fc. You need to get the numbers you want to support your group while still trying to keep things moving at a good pace. My general build up last anywhere from 15 min to an hour depending on the numbers I’m looking for the op I am doing. For a new Fc my advice is put up an advert in alliance and see what you get and head out as you progress as an fc you will find what works for you and how many people doing what you need.
+
Setting up an effective and decisive chain of command is the corner stone of any good fleet operation. The number of people that need to have command roles expands as the fleet numbers expand and what you are taking with you on your fleets to try and reach your objectives and goals. A fleet that is trying to kill capital ships is going to have different goals and a different fleet composition than one that is trying to just find fights in low sec in a small gang.
Here is a wiki Link on how to form a fleet. [http://wiki.eveuniversity.org/How_to_Properly_Form_a_Fleet]
 
  
=Comm’s Fleets and You.=
+
My Primary Set Up
I always run open comm’s during my fleets this being said however I use some key phrases to keep the comm’s open at the times they need to be open. First command I give during a fleet is if I am talking about the fleet my comms are clear this works very well most of the time and if not I remind people that the fleet comes before side conversations. The second command is Break Break Break this tells people to stop talking and listen to what information needs to be relayed. The third and final command is combat Comm’s to keep the comms clear during combat situations. I am sure that other fc use different methods of Comm’s this is just my personal method.
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* Me as FC
 +
* Second FC if I go down
 +
* Third FC, if the fleet is big, or disengagement caller in case both the FC and 2FC get killed
 +
* Scout to find a route that has recent activity
 +
* Wing commander to set up the buff chain
 +
* Logi commander if I have logi
  
=Picking a route for your fleet.=
+
=Building Up a Fleet=
Depending on your fleets goals and objectives a route can be crucial to your success. A few things to consider when choosing a route for a strategic objective fleet. How are you going to reship people who die? How are you going to get reinforcements to you if you need to bring more people into the fight? How far are you from additional support if you find a hard target that needs to be cracked? Dotland is an amazing tool for this. For most of my fleets I just go looking for a fight so the route is unimportant for me my goal is to find a fight reship people after a fight and then go find another one.
+
This part is both one of the easiest and most frustrating jobs as an FC. You need to get the numbers you want to support your group while still trying to keep things moving at a good pace. My general build up lasts anywhere from 15 min to an hour depending on the numbers I’m looking for the op I am doing. For a new EVE University FC, my advice is put up an advert in the Alliance chat channel and see what you get and head out. As you progress as an FC, you will find what works for you and how many people are doing what you need.  
  
=Fleet Doctrines.=
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Before leading your first fleet, it will help [[How_to_Properly_Form_a_Fleet | to read up on how to form a fleet]].
Every single alliance and group seems to fly their own unique brand of fleet doctrines. As an Fc I tend to stick with either the Kitchen Sink fleet bring what you want cruiser and bellow. Frigate Fleets T1 frigates that can move fast and engage targets. Or a shield doctrine. There are many different style of doctrines and as you develop as an fc you will tailor doctrines or fly doctrines that will help you to achieve your fleets goals and objectives. The best advice I can give to a new fc is to go with Kitchen sink and find what fells right to you.  
 
  
Uni guide on Doctrines [http://wiki.eveuniversity.org/Fleet_Doctrines]
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=Comms, Fleets, and You.=
 +
I always run open comms during my fleets, meaning the fleet members are free to chat. This being said, however, I use some key phrases to keep the comms open at the times they need to be open and clear when they need to be clear. The first command I give during a fleet is, "If I am talking about the fleet my comms are clear." This works very well most of the time and if not I remind people that the fleet comes before side conversations. The second command is "Break Break Break." This tells people to stop talking and listen to what information needs to be relayed. The third and final command is "Combat comms" to keep the comms clear during combat situations. I am sure that other FCs use different methods of comms. This is just my personal method.
 +
 
 +
=Picking a Route for Your Fleet=
 +
Depending on your fleet's goals and objectives, a good route can be crucial to your success. Here are a few things to consider when choosing a route for a strategic objective fleet. How are you going to reship people who die? How are you going to get reinforcements to you if you need to bring more people into the fight? How far are you from additional support if you find a hard target that needs to be cracked? [https://evemaps.dotlan.net/ Dotlan] is an amazing tool for this. For most of my fleets I just go looking for a fight, so the route is unimportant for me. My goal is to find a fight, reship people after a fight, and then go find another one.
 +
 
 +
=Fleet Doctrines=
 +
Every single alliance and group seems to fly their own unique brand of fleet doctrines. As an FC, I tend to stick with either the Kitchen Sink fleet (bring what you want) with cruisers and below. Frigate Fleets -- T1 frigates that can move fast and engage targets. Or a shield doctrine. There are many different styles of doctrines and as you develop as an FC you will tailor doctrines or fly doctrines that will help you to achieve your fleet's goals and objectives. The best advice I can give to a new FC is to start with the Kitchen Sink and find what feels right to you.
 +
 
 +
The [[Fleet_Doctrines | UniWiki guide on doctrines]] will help you understand this better.
  
 
=Basic Strategy=
 
=Basic Strategy=
Know what fights you want to take and what fights you don’t. The best advice given to me when I started was if I didn’t know I couldn’t win take the fight. Gate camps are your friend shiny flashies have a tendency to come to you if you wait. Uni guide on gate camps. [http://wiki.eveuniversity.org/Gatecamps]
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Know what fights you want to take and what fights you don’t. The best advice given to me when I started was, if I didn’t know I ''couldn’t'' win, take the fight. Gate camps are your friend; shiny flashies have a tendency to come to you if you wait. [[Gatecamps | The UniWiki guide on gate camps should help.]]
  
Having a good scout that can find you fights and let you know what is coming into your fleet is crucial for being able to decide on a strategy on the fly. Your scout or scouts is one of the most crucial factor in having a successful fleet.
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Having a good [[Scouting | scout]] that can find you fights and let you know what is coming into your fleet is crucial for being able to decide on a strategy on the fly. Your scout (or scouts) is one of the most crucial factors in having a successful fleet.
  
Make sure you always have an exit strategy. Getting your fleet out of a bad situation can be one of the best things you can do as a fleet commander. Taking out the ships tackling your ships and then exiting the field can both save resources and get a majority of your fleet out of harm’s way rather than getting it destroyed.  
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Make sure you always have an exit strategy. Getting your fleet out of a bad situation can be one of the best things you can do as a fleet commander. Taking out the ships tackling your ships and then exiting the field can both save resources and get a majority of your fleet out of harm’s way rather than getting it destroyed.
  
=Getting A fleet killed a good learning tool.=
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=Getting a Fleet Killed -- a Good Learning Tool=
I have had a fair number of fleets both great successes where we held the field and some other failures where we were utterly crushed. A fleet that is crushed can and is a great learning tool for developing yourself as an fc. You need to take a look at why you were unable to hold the field and got destroyed. I will use one of my own previous fleets as an example as to what went wrong and what we could have done differently. My scouts reported that there was an enemy gate camp on the other side of the gate. I had a Kitchen sink fleet of about 20 people and the enemy had about 6 reported contacts. There was thirty seconds until scouts gate cloak broke. Assessing the situation I knew it was unwinnable the enemy had 2 t3 cruisers 1 command ship 1 battle ship 1 logi and a cruiser. This was a fight where we couldn’t hold the field but I believed that we could cause damage to the enemy fleet by either destroying 1 of the t3 or driving them off grid then picking apart the weaker support ships before we had to leave. I ordered the fleet to jump jump jump and we took the fight. Using the gate guns to our advantage we nearly destroyed 1 t3 cruiser before being forced to switch to the second one as more enemy logi and support hit grid. After taking loss’s we extracted from that situation losing about half the fleet. I learned that I needed to have my scout’s bounce around some more before we took the fight and see what the enemy had off grid. I also learned that when you see one logi ship there are generally more hiding somewhere else waiting to engage you. A killed or lost fleet is a great way to learn vital lessons it is not bad to get killed or beaten but look to see the reasons why it happened and learn from them.
+
I have had a fair number of fleets with both great successes where we held the field and failures where we were utterly crushed. A fleet that is crushed is a great learning tool for developing yourself as an FC. You need to take a look at why you were unable to hold the field and got destroyed.
  
=Out of Uni resources for gaining knowledge of being a fleet commander.=
+
I will use one of my own previous fleets as an example of how to learn from what went wrong and what we could have done differently. My scouts reported that there was an enemy gate camp on the other side of the gate. I had a Kitchen Sink fleet of about 20 people and the enemy had about 6 reported contacts. There was thirty seconds until the scout's gate cloak broke. Assessing the situation, I knew it was unwinnable. The enemy had 2 t3 cruisers, 1 command ship, 1 battle ship, 1 logi, and a cruiser. This was a fight where we couldn’t hold the field but I believed that we could cause damage to the enemy fleet by either destroying 1 of the t3 or driving them off grid then picking apart the weaker support ships before we had to leave.
[http://www.newedenlibrary.net/eve-on-line/eon/insiders-guide-to-fleet-warfare/ New Eden Library - Insider’s guide to Fleet Warfare] 1
 
  
[http://www.eve-wiki.net/index.php?title=Fleet_Commander_Guide EVE Wiki - Fleet Commander Guide] 2
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I ordered the fleet to "jump jump jump" and we took the fight. Using the gate guns to our advantage, we nearly destroyed one t3 cruiser before being forced to switch to the second one as more enemy logi and support hit grid. After taking losses, we extracted from that situation, losing about half the fleet. I learned that I needed to have my scouts bounce around some more before we took the fight and see what the enemy had off grid. I also learned that when you see one logi ship there are generally more hiding somewhere else waiting to engage you.
  
[http://www.youtube.com/watch?v=7wJTq3rfmbg] 3
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A killed or lost fleet is a great way to learn vital lessons. It is not bad to get killed or beaten as long as you look to see the reasons why it happened and learn from them.
  
[http://evegateway.blogspot.com/2012/03/fleet-commanding-101.html The EVE Gateway - Fleet commanding 101] 4
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=Additional Reading for Learning How to Be a Fleet Commander=
 +
[https://www.newedenlibrary.net/eve-on-line/eon/insiders-guide-to-fleet-warfare/ New Eden Library - Insider’s guide to Fleet Warfare] 1
 +
 
 +
[https://www.eve-wiki.net/index.php?title=Fleet_Commander_Guide EVE Wiki - Fleet Commander Guide] 2
 +
 
 +
[https://www.youtube.com/watch?v=7wJTq3rfmbg] 3
 +
 
 +
[https://evegateway.blogspot.com/2012/03/fleet-commanding-101.html The EVE Gateway - Fleet commanding 101] 4
 
   
 
   
[http://evenewb.blogspot.it/2009/12/how-to-fc-small-pirate-gang.html Eve Newb - How to FC a small pirate gang] 5
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[https://evenewb.blogspot.it/2009/12/how-to-fc-small-pirate-gang.html EVE Newb - How to FC a small pirate gang] 5
 
 
[http://www.eve-tribune.com/index.php?no=3_2&page=4 EVE Tribune - Fleet Command Guide part 2] 6
 
  
[http://themittani.com/features/fcs-lesson-book-target-calling The Mittani - The FC's Lesson Book: Target Calling] 7
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[http://themittani.com/features/fcs-lesson-book-target-calling The Mittani - The FC's Lesson Book: Target Calling] 6
  
[http://jestertrek.blogspot.com/2011/03/guide-pvp-voice-communications.html Jester's Trek - Guide: PvP Voice Communications] 8
+
[https://www.tentonhammer.com/eve/guides/pvp/newbie_fleet_commanding Ten Ton Hammer - Five Tips For Newbie Fleet Commanders In EVE Online] 7
  
[http://www.tentonhammer.com/eve/guides/pvp/newbie_fleet_commanding Ten Ton Hammer - Five Tips For Newbie Fleet Commanders In EVE Online] 9
+
[https://mastersdegreeinspaceships.wordpress.com/2013/08/24/an-study-in-target-priority/ MSci - On target priority] 8
  
[http://mastersdegreeinspaceships.wordpress.com/2013/08/24/an-study-in-target-priority/ MSci - On target priority] 10
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[https://mastersdegreeinspaceships.wordpress.com/2013/06/27/starting-out-as-a-fc-qa-26062013/ MSci- Starting out as a FC Q&A 26/06/2013] 9
  
[http://mastersdegreeinspaceships.wordpress.com/2013/06/27/starting-out-as-a-fc-qa-26062013/ MSci- Starting out as a FC Q&A 26/06/2013] 11
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[https://mastersdegreeinspaceships.wordpress.com/2012/12/12/fleet-command-101/ MSci - Fleet Command 101] 10
  
[http://mastersdegreeinspaceships.wordpress.com/2012/12/12/fleet-command-101/ MSci - Fleet Command 101] 12
+
[https://mastersdegreeinspaceships.wordpress.com/2013/01/02/fleet-command-102/ MSci - Fleet Command 102] 11
  
[http://mastersdegreeinspaceships.wordpress.com/2013/01/02/fleet-command-102/ MSci - Fleet Command 102] 13
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[https://mastersdegreeinspaceships.wordpress.com/2013/01/27/fleet-command-102-2/ MSci - Fleet Command 103] 12
  
[http://mastersdegreeinspaceships.wordpress.com/2013/01/27/fleet-command-102-2/ MSci - Fleet Command 103] 14
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[[Category:Fleets]]

Latest revision as of 05:52, 6 July 2023

It has been suggested that this article or section be merged with Fleet Command Guide . ( Discuss )

This is a guide into Basic Fleet command. Through this Page I will detail what I have learned about fleet command and how to start your journey into leading fleets. This will be an evolving wiki post that I will continue to update as I learn more about fleet command and what I find to be effective when leading fleets.

You should be familiar with basic fleet ops before leading your first fleet.

Why Lead Fleets into Combat?

This is an interesting question and one that I feel is the most important one. Why should someone lead a fleet? You should lead a fleet for several reasons. First, when you take a fleet out to fight you are creating content for both yourself, the players you are fighting, and your fleet mates. EVE is driven by player created content so if no one leads there is no content. The second reason you should lead a fleet it develop and expanded your knowledge of pvp. If you want to develop and expand on pvp skills for the game of EVE, commanding a fleet is something you should look at doing. It may be your cup of tea, or it may not be, but either way it is a very rewarding experience.

Fleet Goals and Objectives

This is one of the hardest parts of commanding a fleet. What is it that your fleet is setting out to do? Are you going to try and take an objective? Find good fights anywhere you can? Your goals and objectives determine what type of fleet to bring to the party and should also outline what types of fights you are or aren’t going to take to try and ensure victory for your fleet. For every fleet, you need to have a goal be it as simple as trying to find fights. This ensures you know what your fleet is looking to achieve and how to best tailor your fleet to achieving those goals.

Chain of Command

Setting up an effective and decisive chain of command is the corner stone of any good fleet operation. The number of people that need to have command roles expands as the fleet numbers expand and what you are taking with you on your fleets to try and reach your objectives and goals. A fleet that is trying to kill capital ships is going to have different goals and a different fleet composition than one that is trying to just find fights in low sec in a small gang.

My Primary Set Up

  • Me as FC
  • Second FC if I go down
  • Third FC, if the fleet is big, or disengagement caller in case both the FC and 2FC get killed
  • Scout to find a route that has recent activity
  • Wing commander to set up the buff chain
  • Logi commander if I have logi

Building Up a Fleet

This part is both one of the easiest and most frustrating jobs as an FC. You need to get the numbers you want to support your group while still trying to keep things moving at a good pace. My general build up lasts anywhere from 15 min to an hour depending on the numbers I’m looking for the op I am doing. For a new EVE University FC, my advice is put up an advert in the Alliance chat channel and see what you get and head out. As you progress as an FC, you will find what works for you and how many people are doing what you need.

Before leading your first fleet, it will help to read up on how to form a fleet.

Comms, Fleets, and You.

I always run open comms during my fleets, meaning the fleet members are free to chat. This being said, however, I use some key phrases to keep the comms open at the times they need to be open and clear when they need to be clear. The first command I give during a fleet is, "If I am talking about the fleet my comms are clear." This works very well most of the time and if not I remind people that the fleet comes before side conversations. The second command is "Break Break Break." This tells people to stop talking and listen to what information needs to be relayed. The third and final command is "Combat comms" to keep the comms clear during combat situations. I am sure that other FCs use different methods of comms. This is just my personal method.

Picking a Route for Your Fleet

Depending on your fleet's goals and objectives, a good route can be crucial to your success. Here are a few things to consider when choosing a route for a strategic objective fleet. How are you going to reship people who die? How are you going to get reinforcements to you if you need to bring more people into the fight? How far are you from additional support if you find a hard target that needs to be cracked? Dotlan is an amazing tool for this. For most of my fleets I just go looking for a fight, so the route is unimportant for me. My goal is to find a fight, reship people after a fight, and then go find another one.

Fleet Doctrines

Every single alliance and group seems to fly their own unique brand of fleet doctrines. As an FC, I tend to stick with either the Kitchen Sink fleet (bring what you want) with cruisers and below. Frigate Fleets -- T1 frigates that can move fast and engage targets. Or a shield doctrine. There are many different styles of doctrines and as you develop as an FC you will tailor doctrines or fly doctrines that will help you to achieve your fleet's goals and objectives. The best advice I can give to a new FC is to start with the Kitchen Sink and find what feels right to you.

The UniWiki guide on doctrines will help you understand this better.

Basic Strategy

Know what fights you want to take and what fights you don’t. The best advice given to me when I started was, if I didn’t know I couldn’t win, take the fight. Gate camps are your friend; shiny flashies have a tendency to come to you if you wait. The UniWiki guide on gate camps should help.

Having a good scout that can find you fights and let you know what is coming into your fleet is crucial for being able to decide on a strategy on the fly. Your scout (or scouts) is one of the most crucial factors in having a successful fleet.

Make sure you always have an exit strategy. Getting your fleet out of a bad situation can be one of the best things you can do as a fleet commander. Taking out the ships tackling your ships and then exiting the field can both save resources and get a majority of your fleet out of harm’s way rather than getting it destroyed.

Getting a Fleet Killed -- a Good Learning Tool

I have had a fair number of fleets with both great successes where we held the field and failures where we were utterly crushed. A fleet that is crushed is a great learning tool for developing yourself as an FC. You need to take a look at why you were unable to hold the field and got destroyed.

I will use one of my own previous fleets as an example of how to learn from what went wrong and what we could have done differently. My scouts reported that there was an enemy gate camp on the other side of the gate. I had a Kitchen Sink fleet of about 20 people and the enemy had about 6 reported contacts. There was thirty seconds until the scout's gate cloak broke. Assessing the situation, I knew it was unwinnable. The enemy had 2 t3 cruisers, 1 command ship, 1 battle ship, 1 logi, and a cruiser. This was a fight where we couldn’t hold the field but I believed that we could cause damage to the enemy fleet by either destroying 1 of the t3 or driving them off grid then picking apart the weaker support ships before we had to leave.

I ordered the fleet to "jump jump jump" and we took the fight. Using the gate guns to our advantage, we nearly destroyed one t3 cruiser before being forced to switch to the second one as more enemy logi and support hit grid. After taking losses, we extracted from that situation, losing about half the fleet. I learned that I needed to have my scouts bounce around some more before we took the fight and see what the enemy had off grid. I also learned that when you see one logi ship there are generally more hiding somewhere else waiting to engage you.

A killed or lost fleet is a great way to learn vital lessons. It is not bad to get killed or beaten as long as you look to see the reasons why it happened and learn from them.

Additional Reading for Learning How to Be a Fleet Commander

New Eden Library - Insider’s guide to Fleet Warfare 1

EVE Wiki - Fleet Commander Guide 2

[1] 3

The EVE Gateway - Fleet commanding 101 4

EVE Newb - How to FC a small pirate gang 5

The Mittani - The FC's Lesson Book: Target Calling 6

Ten Ton Hammer - Five Tips For Newbie Fleet Commanders In EVE Online 7

MSci - On target priority 8

MSci- Starting out as a FC Q&A 26/06/2013 9

MSci - Fleet Command 101 10

MSci - Fleet Command 102 11

MSci - Fleet Command 103 12