Difference between revisions of "Spider tanking"

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[[Category:Tactics]]
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'''Spider tanking''' is a fleet tactic in which ships mount remote armour repair modules so they can repair each other. Properly managed, this can be extremely powerful. However, there are viable counter-tactics.
  
Spider tanking is a fleet tactic in which ships mount remote repair modules so they can repair each other. Properly managed, this can be extremely powerful. However, there are counter-tactics that can be used by a prepared and thoughtful opponent.
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All or most of the ships in a spider-tanked gang fit one or two high slot remote repair modules. When one of their ships is attacked, the group targets that ship with the remote repair units. In this way, the repair power of the whole group can be focused on the one vulnerable ship. When the opposing force switches targets, the repair target also switches. This is more powerful than having a self-repper (local active tank) on each ship, because, first, for (n) ships, you can get the repair power of (n-1) repping units focused on one ship and, second, remote repair is more effective than local repair.
  
===Spider Tanking explained===
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== Tools ==
  
A group of ships, equipped with remote repair units, attacks another fleet in the usual manner. When one of their own ships is attacked, some or most of the group targets that ship with the remote repair units. In this way, the repair power of the whole group can be focused on one vulnerable ship.  When the opposing force switches targets, the repair target also switches.
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* Remote armour repairers are typically used for spider tanking. These require high slots.
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* Each ship must have some local armour buffer tank, to survive until reps land.
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* Each ship with remote reppers fitted usually needs a capacitor booster and cap booster charges to sustain the extra capacitor load.
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* Armour [[Command Bursts|command bursts]] can boost the tactic's effectiveness.
  
This is more powerful than having a self-repper on each ship, since for (n) ships, you can get the repair power of (n-1) repping units focused on one ship.  Remote reppers also have a faster cycle time, which can make a big difference in combat.
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==Strengths==
  
===Limitations of Spider Tanking===
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* Spider tanking is not obvious from a fleet's ship composition, unlike the presence of a logi wing. A spider-tanked gang or fleet might initially appear to opponents to be locally-tanked, and therefore weaker than it is.
  
* Buffer needed -- the method works best with battleship groups, since each ship will need sufficient buffer to stay alive while the rest of the group targets them for repairs. Battleships will typically carry at least one 1600mm plate.
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* Spider tanking offers a stronger sustained tank than local active tanks would.
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* There are no logistics ships to be volleyed / jammed / booshed off: by distributing the logistics function, spider tanking makes that function less vulnerable and forces opponents to distribute their countermeasures too.
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==Limitations==
 
   
 
   
* Gimped fits -- Obviously, some high slots on the ships are occupied by repair units. Less obviously, the capacitor requirements of the remote reppers require either a cap booster unit, with limited bulky charges, or other cap-enhancing modules. All this takes away from the offensive capability of the ship. Also, if cap boosters are employed, repair is only available until you run out of booster charges, which are incredibly bulky.  (A battleship might fit 15 cap 800 charges in its hold).
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* Fitting trade-offs -- Obviously, some high slots on the ships are occupied by repair units. Less obviously, the capacitor requirements of the remote reppers require either a cap booster unit, with limited bulky charges, or other cap-enhancing modules. All this takes away from the offensive capability of the ship. Also, if cap boosters are employed, repair is only available until you run out of incredibly bulky booster charges.
  
* Resists are vital -- A high-resist ship will have a higher sustained defense under repair than a low-resist ship with more buffer.
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* Limited mobility -- A remote repair unit on a ship without bonuses for it has a very limited range (under 10km).  All ships in the group will have to stay together for mutual support.  In practice, this means that the ships don't usually move at all. This makes remote repairing gangs briefly vulnerable when they jump through a gate since they are unlikely to all arrive on the other side within remote repair range of each other.
  
* Mobility -- A remote repair unit has a very limited range (under 10km).  All ships in the group will have to stay together for mutual support.  In practice, this means that the ships don't usually move at all.
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* Locking limits -- every friendly ship you've targeted is one fewer enemy ship you can target.
  
* Locking limits -- every friendly ship you've targeted is one fewer enemy ship you can target.
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* Coordination -- all gang members must keep track of broadcasted requests for repairs and/or orders over voice comms, and respond to them by targeting the right allies and activating their repairers, all the while still shooting at the enemy.
  
* Domino Theory -- any ship you take out of the group weakens it, so once you destroy one of a group of RR ships the remaining ones are easier.  It's common that an RR group will end a battle either with no losses, or with almost total destruction.
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==Counter-tactics==
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There are several tactics you can try against a spider-tanked battleship gang.
  
===Counter-tactics===
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* [[ECM Guide|ECM]], plus lock-time-increasing [[Electronic warfare#Remote Sensor Dampening|sensor dampening]].
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** Widely spread ECM is the best way to mess up a remote repair operation -- you want to spread the ECM out over the whole RR fleet for best effect.
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** Increasing lock time with sensor dampeners increases the effect.  In a perfect world, every ECM ship would be paired with a dampener buddy to damp ships that had just been jammed -- but that kind of coordination is tough.
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** Note that RR gangs often fit ECCM to try to counter this counter -- though this further gimps their fit, using up a valuable midslot.
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** RR gangs often also carry flights of ECM drones themselves, to try to jam enemy RR gangs.
  
* ECM, plus lock-time-increasing sensor dampening.  Widely spread ECM is the best way to mess up a remote repair operation -- but you need to spread the ECM out over the whole RR fleet for best effect.  A barrel of Griffins is perfect for this kind of thing.
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* Neuts -- Heavy energy neutralizers on the non-primary target can shut down their remote repair.  If they use cap boosters, you'll force them to use up their booster charges faster.
  
* Neuts -- Heavy energy neutralizers on the non-primary target can shut down their remote repair.  If they use cap boosters, you'll force them to use up their booster charges.
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* Massive firepower -- If your fleet can switch targets and do enough damage to a ship to destroy it before its friends can target it (probably with high [[EVE Lexicon#Alpha Strike|alpha]]), you can pick them off one by one.
  
* Anti-battleship tactics -- since these groups are mostly battleships, make them re-lock your ship, and destroy their light drones for safety.
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* Persistence -- since many fits of this nature rely on cap boosters, force them to use up those boosters.
  
* Massive firepower -- If you can do enough damage to a ship before its friends can target it, you're pretty much done.
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* Movement: try to control the range of the battle, capitalizing on the spider-tanked gang's lack of mobility. If they're fit with blasters, fight them at 30km. If they're fit with long-range guns, get close.  They have to coordinate their movements, and if you're lucky, you might pull one spider-tanked ship out of remote rep range of the rest of its gang. You can also try to take advantage of a spider-tanked gang's need to stick together by attacking them just after they've jumped through a gate.
  
* Persistence -- since many fits of this nature rely on cap boosters, force them to use up those boosters.  No more cap, no more remote repair.
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==See also==
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* [[Spider Tanking: Battleships]]
  
* You control the range.  If they're fit with blasters, fight 'em at 30km.  If they're fit with long-range guns, get close.  They're slower than you are, and have to coordinate their movements.
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[[Category:Fleets]]

Latest revision as of 10:30, 8 January 2024

Spider tanking is a fleet tactic in which ships mount remote armour repair modules so they can repair each other. Properly managed, this can be extremely powerful. However, there are viable counter-tactics.

All or most of the ships in a spider-tanked gang fit one or two high slot remote repair modules. When one of their ships is attacked, the group targets that ship with the remote repair units. In this way, the repair power of the whole group can be focused on the one vulnerable ship. When the opposing force switches targets, the repair target also switches. This is more powerful than having a self-repper (local active tank) on each ship, because, first, for (n) ships, you can get the repair power of (n-1) repping units focused on one ship and, second, remote repair is more effective than local repair.

Tools

  • Remote armour repairers are typically used for spider tanking. These require high slots.
  • Each ship must have some local armour buffer tank, to survive until reps land.
  • Each ship with remote reppers fitted usually needs a capacitor booster and cap booster charges to sustain the extra capacitor load.
  • Armour command bursts can boost the tactic's effectiveness.

Strengths

  • Spider tanking is not obvious from a fleet's ship composition, unlike the presence of a logi wing. A spider-tanked gang or fleet might initially appear to opponents to be locally-tanked, and therefore weaker than it is.
  • Spider tanking offers a stronger sustained tank than local active tanks would.
  • There are no logistics ships to be volleyed / jammed / booshed off: by distributing the logistics function, spider tanking makes that function less vulnerable and forces opponents to distribute their countermeasures too.

Limitations

  • Fitting trade-offs -- Obviously, some high slots on the ships are occupied by repair units. Less obviously, the capacitor requirements of the remote reppers require either a cap booster unit, with limited bulky charges, or other cap-enhancing modules. All this takes away from the offensive capability of the ship. Also, if cap boosters are employed, repair is only available until you run out of incredibly bulky booster charges.
  • Limited mobility -- A remote repair unit on a ship without bonuses for it has a very limited range (under 10km). All ships in the group will have to stay together for mutual support. In practice, this means that the ships don't usually move at all. This makes remote repairing gangs briefly vulnerable when they jump through a gate since they are unlikely to all arrive on the other side within remote repair range of each other.
  • Locking limits -- every friendly ship you've targeted is one fewer enemy ship you can target.
  • Coordination -- all gang members must keep track of broadcasted requests for repairs and/or orders over voice comms, and respond to them by targeting the right allies and activating their repairers, all the while still shooting at the enemy.

Counter-tactics

There are several tactics you can try against a spider-tanked battleship gang.

  • ECM, plus lock-time-increasing sensor dampening.
    • Widely spread ECM is the best way to mess up a remote repair operation -- you want to spread the ECM out over the whole RR fleet for best effect.
    • Increasing lock time with sensor dampeners increases the effect. In a perfect world, every ECM ship would be paired with a dampener buddy to damp ships that had just been jammed -- but that kind of coordination is tough.
    • Note that RR gangs often fit ECCM to try to counter this counter -- though this further gimps their fit, using up a valuable midslot.
    • RR gangs often also carry flights of ECM drones themselves, to try to jam enemy RR gangs.
  • Neuts -- Heavy energy neutralizers on the non-primary target can shut down their remote repair. If they use cap boosters, you'll force them to use up their booster charges faster.
  • Massive firepower -- If your fleet can switch targets and do enough damage to a ship to destroy it before its friends can target it (probably with high alpha), you can pick them off one by one.
  • Persistence -- since many fits of this nature rely on cap boosters, force them to use up those boosters.
  • Movement: try to control the range of the battle, capitalizing on the spider-tanked gang's lack of mobility. If they're fit with blasters, fight them at 30km. If they're fit with long-range guns, get close. They have to coordinate their movements, and if you're lucky, you might pull one spider-tanked ship out of remote rep range of the rest of its gang. You can also try to take advantage of a spider-tanked gang's need to stick together by attacking them just after they've jumped through a gate.

See also