Fleet Setup

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Overview

Bigger fleets need bigger prep.

just don't under prepare.

Checklist

General

  • repair ship
  • insure ship
  • ammo for ship
  • rigs in cargo?
  • drugs?
  • repair heat
  • Leadership take Squads
  • Fleet wing
  • reship ship ready
  • check pod? implants
  • potato mode ( turn down graphic, Display & Graphic -> Graphic content settings -> optimize settings -> Performance )


People

  • do you know who FC is?
  • secondary FC / third FC
  • watch list correct?

Logi

  • get in logi chan
  • logi anchor? same as FC?

caps

  • All Capitals make sure you have no ships in your fleet hanger
  • right amount of fuel?
  • right amount of stront
  • right amount of cap boosters?

Carriers

  • must be fit with squads of anti-fighters

Organized Fleets

  • Find the Wing for the ship you are in.
  • Capitals find the wing that fits you.
  • All Fax be in the Logi Channel

The Welpoming Fleet

  • 2 sabres
  • any old Sniper ship ( 100 km or more optimal )
  • eyes X 4

If you are sniper, you should have two tacks at your optimal on the target gate and at least one safe spot.

sabres are on the gates.

Motd Template

Anchors:
AAA <character>
BBB <character>
CCC <character>
DDD <character>

Doctrine: __Shield__ || __Armor__

Logi Chan: <CHannel>
Logi policy: 1u1d? 2u? 2d?

Squad Layout:

Squad 1 - "Main DPS"
Squad 2 - "Logi"
Squad 3 - "SPEC OPS"
Squad 4 - "Tackle / Heavy Interdictor / Interdictor"
Squad 5 - "Anti Tackle"
Squad 6 - "Caps - Dread 1"
Squad 7 - "Caps - Dread 2"
Squad 8 - "Caps - Fax"
Squad 9 - "Caps - Carriers"

Hand out team:
Ship X - <character X>
Ship Y - <character Y>

Handout rules:
1 isk = > DPS
2 isk = > Logi
3 isk = > Special

Prper notes:
* rigs
* fit
* escape bay

Notes:

Logistics Policy

1u1s - 1 up 1 down
1u2d - 1 up 2 down

clarify rep transfers v cap transfers