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public:alliance:military:wolfpacks [2021/11/19 01:57] – [Vultures] Shattered Armerpublic:alliance:military:wolfpacks [2024/10/28 08:00] (current) Shattered Armer
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-Wolfpacks are an implementation of the Economy of Force in an engagement which spreads out over multiple systems. This is used to position our pilots more efficiently, to provide appropriate force in however many system where its required.\\+Wolfpacks are an implementation of the Economy of Force which is mostly used in Brave's home defense standing fleet. Wolfpacks allow us to position our pilots more efficiently, to provide appropriate force in however many system where it is required.
 \\ \\
  
-In the context of home defense and Standing Fleet, Wolfpacks allow us to better defend PVErs, deal with roaming gangs and blops droppers, and act as a Quick Reaction Force (QRF) when hostiles make incursions into our space. They also provide smaller scale learning environments with which newer pilots can learn the tools of the trade and become more effective PVPers, and skills can be passed long to them in more controlled environments, rather than the nonstop rush of standing fleet going from one target to the next.+In the context of home defense and Standing Fleet, Wolfpacks allow us to better defend PVErs, deal with roaming gangs and blops droppers, and act as a Quick Reaction Force (QRF) when hostile gangs make incursions into our space. They also provide smaller scale learning environments with which newer pilots can learn the tools of the trade and become more effective PVPers, and skills can be passed long to them in more controlled environments, rather than the nonstop rush of standing fleet going from one target to the next.
  
  
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 Wolfpacks can start with as few as 5 pilots and as many as 15-20, and the number of wolfpacks operating in Brave space can grow and shrink indefinitely, depending on the time of day and how large standing fleet is at that point. Wolfpacks can also be used as a basis for roaming fleets/presence patrols in the region, allowing us to expand our influence outside of our borders and keep hostiles on their toes. Wolfpacks can start with as few as 5 pilots and as many as 15-20, and the number of wolfpacks operating in Brave space can grow and shrink indefinitely, depending on the time of day and how large standing fleet is at that point. Wolfpacks can also be used as a basis for roaming fleets/presence patrols in the region, allowing us to expand our influence outside of our borders and keep hostiles on their toes.
 +
 ==== Wolfpack Components ==== ==== Wolfpack Components ====
  
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 **Support** means anything which effects the battlefield without the use of offensive highslot modules (excluding tackle). Examples include Electronic Warfare, which can cause significant impact on a smallgang's ability to fight, and force them to disengate or close the gap in order to apply damage. Long range webbers (aka Huginns/Rapiers), while technically tackle, are able to dictate enemy range and simply by webbing them down to a crawl. Finally there is Logistics, which while less common to see in fleets of this size, nevertheless can be crucial to keeping tacklers alive against "flyswatter" compositions which are designed to kill smaller ships quickly in order to clear tackle and disengage. **Support** means anything which effects the battlefield without the use of offensive highslot modules (excluding tackle). Examples include Electronic Warfare, which can cause significant impact on a smallgang's ability to fight, and force them to disengate or close the gap in order to apply damage. Long range webbers (aka Huginns/Rapiers), while technically tackle, are able to dictate enemy range and simply by webbing them down to a crawl. Finally there is Logistics, which while less common to see in fleets of this size, nevertheless can be crucial to keeping tacklers alive against "flyswatter" compositions which are designed to kill smaller ships quickly in order to clear tackle and disengage.
  
- 
-==== Standing Fleet Wing Setup ==== 
- 
-Standing Fleet wings should be set up in a way that allows pilots that are interested in joining a wolfpack to quickly identify where the numbers are needed most. As such, fixing existing Standing Fleet setups 
- 
-**Wing 1: aka "The Splash Zone"** 
- 
-Everyone lands in wing one by default, provided its top squad has been configured as the default squad to join. Anyone taking fleet boss should verify this first things first. 
- 
-  * Recommend only one squad, set as default squad to join, trusted pilot (fleet boss or one of their alts) in squad command position. 
- 
-**Wing 2: Wolfpacks** 
- 
-  * Recommend a minimum of 5x Squads, each named Wolfpack 1, Wolfpack 2...etc. 
-  * Each wolfpack picks a squad to go to and divides themselves up and ensures their comp will allow them to fly independently from the rest of Standing Fleet.  
- 
-**Wing 3: Seafood Salad** 
- 
-  * PVE alts and mains should go here. Squad command can be taken for assisting with alt management, so plenty (~10 squads) should be available for pilots to use. 
- 
-**Wing 4: Misc** 
- 
-  * General use wings that can serve various roles for alt management, industrial/JF toons, and specialized PVP activities. 
  
 ==== Comms ==== ==== Comms ====
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 If your wolfpack decides to go out on a roam/presence patrol somewhere outside of our borders, its highly recommended to move to one of the fleet comms channel and clear out of standing comms entirely. If your wolfpack decides to go out on a roam/presence patrol somewhere outside of our borders, its highly recommended to move to one of the fleet comms channel and clear out of standing comms entirely.
  
 +Corp System Defense Forces (SDFs)
  
-===== Becoming the Leader of the Pack =====+If you are running a wolfpack or SDF, the Brave Backup Comms server contains standing coordination channels which is used to allow multiple teams to coordinate on a single threat.
  
-Standing Fleet is not an environment which thrives under excessive control/coordination. As such, individual pilot skill plays a large factor into how a wolfpack performs. Its always important to support less experienced pilots and ensure they're keeping up and not being left behind. While Brave provides exceptional PVP experience at every corner, individual piloting and teamwork tends to work better under at least some direction.  In nature, wolfpacks are lead by pairs, and as such, its useful to have at least 2 parties directing the action. One should always be one of your fast tacklers, as the fight doesn't really start until an enemy ship is in your sights and prevented from warping away. That pilot becomes your primary scout and directs the pack on where they need to go. The second leader brings the teeth, and directs the pack's damage by target calling or otherwise prioritizing hostile ships by threat level, and their ability to haze off tackle and disengage. These pilots are neither necessary, nor do they need to have any fleet command experience or have tags in order to do the job, but if someone is willing to step up and take that role, then they can increase a wolfpack's performance significantly, by ensuring you are able to encircle your targets and destroy them as quickly as possible.+/*===== Becoming the Leader of the Pack =====
  
 +Standing Fleet is not an environment which thrives under excessive control/coordination. As such, individual pilot skill plays a large factor into how a wolfpack performs. Its always important to support less experienced pilots and ensure they're keeping up and not being left behind. While Brave provides exceptional PVP experience at every corner, individual piloting and teamwork tends to work better under at least some direction.  In nature, wolfpacks are lead by pairs, and as such, its useful to have at least 2 parties directing the action. One should always be one of your fast tacklers, as the fight doesn't really start until an enemy ship is in your sights and prevented from warping away. That pilot becomes your primary scout and directs the pack on where they need to go. The second leader brings the teeth, and directs the pack's damage by target calling or otherwise prioritizing hostile ships by threat level, and their ability to haze off tackle and disengage. These pilots are neither necessary, nor do they need to have any fleet command experience or have tags in order to do the job, but if someone is willing to step up and take that role, then they can increase a wolfpack's performance significantly, by ensuring you are able to encircle your targets and destroy them as quickly as possible.
 +*/
 ===== Recommended Wolfpack Ship Types ===== ===== Recommended Wolfpack Ship Types =====
  
-Virtually any ships can become part of a wolfpack, but there's a few key players that can help the pack significantly and maximize the amount of options available for taking fights. +Virtually any ships can participate in a wolfpack, but there's a few key players that can help the pack significantly and maximize the amount of options available for taking fights. 
  
  
-  * Ships which can field a hybrid role, such as damage + links (Command Destroyers and Battlecruisers) damage + tackle (Ass Frigs + Combat interceptors) and damage + interdiction (smallgang interdictors)+  * Ships which can field a hybrid role, such as damage + links (Command Destroyers and Battlecruisers) damage + tackle (Ass Frigs + Combat interceptors) and damage + interdiction (multirole interdictors - Note that the Defender launcher can usually be removed in favor of another gun/launcher for standing fleet use)
   * Ships which provide force-multiplier effects, such as Booshers (require EXTREMELY high skill to use in a smallgang environment)   * Ships which provide force-multiplier effects, such as Booshers (require EXTREMELY high skill to use in a smallgang environment)
-  * Ships which can combat probe and tackle become extremely key when enemies start hiding in safes or high perches. Try to have a combat prober in your wolfpack at all times (Examples: Strategic Destroyers, dedicated tackle cruisers, +  * Ships which can combat probe and tackle become extremely key when enemies start hiding in safes or high perches. Try to have a combat prober in your wolfpack at all times (Examples: Strategic Destroyers, dedicated tackle cruisers, Covert Ops, T3Cs, etc)
  
 While certain doctrines fleet ships can produce good support/damage roles, there's a few guidelines to follow when fitting up While certain doctrines fleet ships can produce good support/damage roles, there's a few guidelines to follow when fitting up
  
-  * Microwarpdrives are preferred, as most roaming comps will rely on kiting at extreme speeds (exception: Sansha hulls)+  * Microwarpdrives are preferred, as most roaming comps will rely on kiting at extreme speeds moving in excess of 2000m/s. (exception: Sansha hulls)
   * Whenever possible, everyone should be carrying some kind of tackle module, unless you are flying something designed to kite at extreme ranges (ex: Oracles, Corms/Rail Hecates, etc).   * Whenever possible, everyone should be carrying some kind of tackle module, unless you are flying something designed to kite at extreme ranges (ex: Oracles, Corms/Rail Hecates, etc).
 ===== How to fly in a wolfpack ===== ===== How to fly in a wolfpack =====
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 When first joining a Wolfpack, its useful to ask in comms or the fleet chat/group DM what ship types are needed. If no one can answer that question, join the party in whatever you'd like to fly. Dont feel pressured to be in something blingy or try to do more than your share, you're part of a small team and everyone should be supporting one another to the best of their abilities. When first joining a Wolfpack, its useful to ask in comms or the fleet chat/group DM what ship types are needed. If no one can answer that question, join the party in whatever you'd like to fly. Dont feel pressured to be in something blingy or try to do more than your share, you're part of a small team and everyone should be supporting one another to the best of their abilities.
  
-Its ideal for each wolfpack to find its own territory. If you have alts that are typically ratting/mining, positioning these pilots close to the pack, even concentrating them in the same system allows you to protect your own PVE operations. Its very important however, to keep in touch with the rest of Standing Fleet, so that you can support another pack, or they can support you if you suddenly find yourself biting off more than you can chew. If your pack is in a different comms, make sure you have shout keys configured, and that the rest of standing knows your team has moved into a different comms if they need help in that part of our space.+Its ideal for each wolfpack to find its own territory. If you have alts that are typically ratting/mining, find other pilots that are also doing PVE in that area and form a wolfpack. Its very important however, to keep in touch with the rest of Standing Fleet, so that you can support another pack, or they can support you if you suddenly find yourself biting off more than you can chew. If your pack is in a different comms, make sure you have shout keys configured, and that the rest of standing knows your team has moved into a different comms if they need help in that part of our space. 
 + 
 +Most fleets roaming in our space will fit into a category known as a "Nano gang". This is a standard composition comprised of ships which are basically designed to run away from a response fleet while swatting away any tackle that burns too far from their friendly support. The general ship types and roles in a nano gang are described in the below infographic. 
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 + 
 +The biggest threat a standing fleet response will typically face comes from the enemy's support DPS line, also known as their anti-tacklers. These ships are specifically fit up to clear off our tackle so the fleet can disengage at any time. As such, preventing their ability to shoot at our tackle line, by either using ewar to damp down thier targeting range to the point where they are ineffective, or primarying them so they are forced to pull range are some of the tricks that can be used to offensively support your tackle wing. 
 + 
 +The next most important tactic for fighting a nano gang is grouping. Staying in a tight group and not allowing faster moving ships to over extend and get caught out on their own is key to keeping the fleet alive. If you are one of the fastest moving ships in the wolf pack, be very careful. In the above inforgraphic you will see the center point of the nano gang where all their weapon ranges converge at the 100km mark. This is the kill zone that you never want to find yourself in alone. 
 + 
 +To remember the process for forming a wolf pack, use the following acronym, AMPLE:
 ===== Example Comps ===== ===== Example Comps =====
-==== 5-10 Pilots ====+None of this represents hard fast requirements or fixed fleet doctrines. These are just example wolfpack layouts which provide well rounded numbers of supports. Most of your ship selection should be based on the enemy composition and numbers, how many pilots and what ship types you need to win the engagement. Generally you want to aim for 1.5x the number of pilots the enemy gang consists of, you can go 1:1 if they are in a low-tier doctrine or you are planning to upship, but try not to go for any greater than twice the enemy strength, at that point if you are still unable to win the engagement you should go back to the drawing board and see if you're flying something which they are "hard countering" or is simply unsuitable for the engagement. 
 + 
 +==== Pico-Gang (3-6 pilots) ====
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 <alert type="success"> <alert type="success">
-Newbro Comp: //Flyswatter//\\ +Low SP Comp \\ 
-Effective Range: 70km\\ +Effective Range: \\ 
-Approx Combined DPS: 1100+Approx Combined DPS: \\
 </alert> </alert>
 **DPS** **DPS**
-  * Caracal +  * Caracal (Meta Tripod) 
-  * Caracal +  * Caracal (Meta Tripod)
-  * Caracal +
-  * Cormorant+
   * Cormorant   * Cormorant
 **Support** **Support**
-  * Maulus 
   * Maulus   * Maulus
   * Scythe   * Scythe
 **Tackle** **Tackle**
   * Atron   * Atron
-  * Slasher+
  
 </col> </col>
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 <alert type="warning"> <alert type="warning">
-Mid Tier Comp: //Carpet Bomber //\\ +Mid SP Comp\\ 
-Effective Range: 100km\\ +Effective Range: \\ 
-Approx Combined DPS: 1300+Approx Combined DPS: \\
 </alert> </alert>
 **DPS** **DPS**
-  * Drake (HML) (Info+  * Drake (HML) (Info Links
-  * Drake (Skirm) +  * Caracal (T2 Tripod
-  * Drake (Skirm+  * Caracal (T2 Tripod)
-  * Caracal (Long range RLML+
-  * Caracal (Long range RLML)+
 **Support** **Support**
   * Bifrost (Shield)   * Bifrost (Shield)
-  * Arbitrator+  * Keres (Damps + Point)
 **Tackle** **Tackle**
-  * Malediction 
   * Stiletto/Ramjag   * Stiletto/Ramjag
-  * Sabre (combat prober) 
 </col> </col>
 +
 <col md="3"> <col md="3">
 <alert type="danger"> <alert type="danger">
-High Tier Comp: //Generic Kitey Bullshit//\\ +High SP Comp\\ 
-Effective Range: 70km\\ +Effective Range\\ 
-Approx Combined DPS: 3200+Approx Combined DPS: \\
 </alert> </alert>
 **DPS** **DPS**
   * Cerberus/Orthrus (RLML)   * Cerberus/Orthrus (RLML)
   * Cerberus/Orthrus (RLML)   * Cerberus/Orthrus (RLML)
-  * Oracle +  * Brutix Navy Issue (Skirm)
-  * Oracle +
-  * Hurricane Fleet Issue/Sleipnir (Skirm/Info Links) +
-  * Hurricane Fleet Issue/Sleipnir (Skirm/Shield Links)+
 **Support** **Support**
-  * Loki (Skirm/Info)+  * Loki/Bifrost (Skirm/Info)
   * Huginn   * Huginn
 **Tackle** **Tackle**
   * Malediction   * Malediction
-  * Stiletto 
-  * Ramjag 
 </col> </col>
 </grid> </grid>
  
  
-==== 10-15 Pilots ====+==== Nano-Gang (8-10 Pilots====
 <grid><col md="3">  <grid><col md="3"> 
 <alert type="success"> <alert type="success">
-Newbro Comp: //Marauder Murderer//\\ +Newbro Comp\\ 
-Effective Range: 90km\\ +Effective Range:\\ 
-Approx Combined DPS: 1100 (@7k Alpha)+Approx Combined DPS: \\
 </alert> </alert>
 **DPS** **DPS**
-  * Bifrost (Pack Leader(Skirmish) +  * Cyclone (Info/Skirm
-  * Talwar +  * Caracal 
-  * Talwar +  * Caracal 
-  * Talwar +  * Caracal
-  * Talwar+
   * Talwar   * Talwar
   * Talwar   * Talwar
   * Talwar   * Talwar
 **Support** **Support**
-  * Crucifier +  * Scythe 
-  * Crucifier +  * Scythe
-  * Crucifier +
-  * Vigil+
 **Tackle** **Tackle**
   * Atron   * Atron
   * Slasher   * Slasher
-  * Punisher 
  
 </col> </col>
 <col md="3"> <col md="3">
 <alert type="warning"> <alert type="warning">
-Mid-Tier Comp: //Buzzsaw//\\ +Mid-Tier Comp: \\ 
-Effective Range: 45km\\ +Effective Range:\\ 
-Approx Combined DPS: 2400+Approx Combined DPS: \\
 </alert> </alert>
 **DPS** **DPS**
 +  * Cyclone (Skirm/Shield)
   * Scythe Fleet Issue   * Scythe Fleet Issue
   * Scythe Fleet Issue   * Scythe Fleet Issue
   * Scythe Fleet Issue   * Scythe Fleet Issue
-  * Cyclone (Skirm/Shield) 
-  * Bellicose (Paints) 
   * Shield Vedmak   * Shield Vedmak
   * Shield Vedmak   * Shield Vedmak
 **Support** **Support**
   * Hyena (Web)   * Hyena (Web)
-  * Osprey +  * Keres (Damps + Point) 
-  * Osprey +  * Scythe 
-  * Osprey+  * Scythe
 **Tackle** **Tackle**
   * Malediction   * Malediction
-  * Ramjag/Ramraptor 
-  * Sabre (smallgang fit) 
-  * Flycatcher (combat prober) 
 </col> </col>
 <col md="3"> <col md="3">
 <alert type="danger"> <alert type="danger">
-High-Tier Comp: //Drone Swarm//\\ +High-Tier Comp\\ 
-Effective Range: 120km\\ +Effective Range: \\ 
-Approx Combined DPS: 2400+Approx Combined DPS: \\
 </alert> </alert>
 **DPS** **DPS**
-  * Ishtar +  * Sleipnir (Shield 
-  * Ishtar +  * Naga 
-  * Cerberus (RLML) +  * Naga 
-  * Cerberus (RLML) +  * Omen Navy
-  * Gila +
-  * Gila +
-  * Claymore (Skirm/Info)+
 **Support** **Support**
   * Huginn   * Huginn
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 **Tackle** **Tackle**
   * Malediction   * Malediction
-  * Stiletto 
-  * Ramjag 
   * Sabre (smallgang fit)   * Sabre (smallgang fit)
 </col> </col>
  • public/alliance/military/wolfpacks.1637287053.txt.gz
  • Last modified: 2021/11/19 01:57
  • by Shattered Armer