Fleet Setup
From Federal Burro of Information
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