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public:dojo:wiki:newfc [2025/04/23 16:44] Tony Allendale Nguyenpublic:dojo:wiki:newfc [2025/06/27 20:55] (current) – UALX-3 Nevarr Tivianne
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-<alert type="info"> +====== WIP: Starting Out as a Fleet Commander ======
-**<fs large>This page needs some love. Please adopt it and fix things like content, formatting, tags,...</fs>** +
- +
-<fs small>Formatting is in need of an update, content needs some polish (why is nothing capitalized in bullet points?), and a bit of information needs to be updated.</fs> +
- +
-</alert> +
-====== WIP: How to be a Fleet Commander (From a new FC) ======+
  
 **What you can learn in this guide:** **What you can learn in this guide:**
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 ===== Introduction ===== ===== Introduction =====
  
-As a newer Fleet Commander (FC) myself, I can totally understand the anxiety behind it. It's somewhat similar to giving a presentation: you're in charge of showing people what you know and what to do, and if you make a mistake it can be very embarrassing (unless of course, you're so experienced/talented that even your mistakes seem like calculated decisions; also, it's not entirely true if you make a decision fast and confidently). That being said, you're here, that means you probably thought about FC'ing and want to know a few things before <del>whelping</del> taking out your very first fleet. So, check your ships, insure your pods, and undock undock undock.+As a Fleet Commander (FC) myself, I can totally understand the anxiety behind it. It's somewhat similar to giving a presentation: you're in charge of showing people what you know and what to do, and if you make a mistake it can be very embarrassing (unless of course, you're so experienced/talented that even your mistakes seem like calculated decisions; also, it's not entirely true if you make a decision fast and confidently). That being said, you're here, that means you probably thought about FC'ing and want to know a few things before <del>whelping</del> taking out your very first fleet. So, check your ships, insure your pods, and undock undock undock.
  
-Disclaimers: +//Disclaimers//
-  * This guide is based on an older guide made by more experienced person, sprinkled with some personal experiences for relatability.+  * This guide has few personal experiences sprinkled in for more relatability.
   * These are not hard and fast rules, merely simple suggestions. Adapt as you see fit.   * These are not hard and fast rules, merely simple suggestions. Adapt as you see fit.
   * There is __no better way to learn__ than to:   * There is __no better way to learn__ than to:
     * Join fleets and observe other FCs.     * Join fleets and observe other FCs.
-    * Command a fleet yourself and learn from it. To quote Top Gun: "Don't think, just do."+    * Command a fleet yourself and learn from it. To quote Top Gun: //"Don't think, just do"//.
   * After reading this guide, I expect to see a ping and an AAR from you (no pressure).   * After reading this guide, I expect to see a ping and an AAR from you (no pressure).
  
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   * That analyzes situations and dictate fights.   * That analyzes situations and dictate fights.
  
-And so on. While the FC is an important position, you can only have a fleet with members. A hard truth is that reputation matters in the FC world. You will most likely start out small, but if you give people the impression that you know what you're doing (or at the very least pretend to) people might have a good time and maybe join your next fleets with friends. Vice versa, if you didn't try your best to have fun, people will see that and you might have a harder time climbing the ladder (trust me, I know). You will make mistakes, you will whelp, but the best FCs in Brave and in EVE do too. What matters is how you present yourself and how you lead.+And so on. An FC is only as good as the fleet they have after all. A hard truth is that **__reputation matters in the FC world__**. You will most likely start out small, but if you give people the impression that you know what you're doing (or at the very least pretend to) people might have a good time and maybe join your next fleets with friends. Vice versa, if you didn't try your best to have fun, people will see that and you might have a harder time climbing the ladder (trust me, I know). You will make mistakes, you will whelp, but the best FCs in Brave and in EVE do too. What matters is how you present yourself and how you lead.
  
 //Personal experience:// I'm an introvert and am not that good at socializing. My first fleet, I literally said "Okay, how to do small talk?" out loud for everyone to hear. In my mind, that was embarrassing as hell but I always tend to interact with my fleet mates and keep them entertained. My type of FC is the nice guy that everyone can count on, after all. //Personal experience:// I'm an introvert and am not that good at socializing. My first fleet, I literally said "Okay, how to do small talk?" out loud for everyone to hear. In my mind, that was embarrassing as hell but I always tend to interact with my fleet mates and keep them entertained. My type of FC is the nice guy that everyone can count on, after all.
  
-====== Keep it simple, stupid! ======+==== Part 2: Mentalities ====
  
-It is easy to be an armchair general, a FC in your daydreams at workan EFT warrior creating the great masterplan.\\  +There are people who have played the game for decades and have "mastered" the art of FC'ing. You might think: "How am I gonna turn this into <del>the Dragon Warrior</del> an amazing FC, huh?", and I totally understand that. You might feel like compared to the greats you're absolutely tiny, but don't forget that they also started out somewhereThey also once commanded their first fleet (and probably died) and they might've felt the same way you are nowbut they kept going. I can'promise you'll be great (I can't say that of myself either), but you'll be better as long as you **__just keep trying__** (and learning from it).
-But hey: //Keep it simplestupid!// Don'go wild on what you want to do.+
  
-Start with one simple doctrine (like for example Talwars) and become good at itFocus on it.\\  +Something that's also worth mentioning (and I learned the hard way) is that in a fight, **__it's better to make a "wrong decision" immediately than a "right decision" later__**Of course, before a fight you can analyze doctrines and the field, and after the fight you can reflect on what you did, but **during** fight things need to move fastTo quote The Martian: //"...You solve one problem, and you solve the next one. And if you solve enough problems, you get to come home"//. It's not easy to see the right decision in the heat of the moment (and this skill improves with practice), but the worst option for you is to stay still and not do anything.
-Become an expert in FCing cheap doctrine firstDon't plan to execute complicated things with an expensive fleet.+
  
-A good FC will need to be really flexible later onBut you have just started. Stay focused for now!+//Personal experience:// I second-guessed every decision I made before becoming an FC, and was so anxious about pinging my first fleet that my mentor had to pre-ping a fleet to force me to take action (lol)I had so much fun that first fleet that I knew this was what I wanted to do in EVE; despite me taking a lot of fleets to stop second-guessing myself I still kept pinging and I can say my reaction time is much better now than before.
  
-  * You want to know what you are doing. +==== Short Summary ====
-  * You have one(!) doctrine you know well. +
-  * You have a handful of tactics you can execute well. (more on that in the chapter: simple tactics)+
  
-Everything else comes later and with time!\\  +If you didn't read all of the above, here's a few bullet points: 
-**When you start as new FC it is all about reducing complexity!**+  * **__Reputation matters in the FC world__**. Present your best self and your fleets will grow as you grow. 
 +  * **__Just keep trying__**. Keep pinging, keep learning, and one day you will see yourself improve. 
 +  * **__It's better to make "wrong decision" immediately than a "right decision" later__**. Don't hesitate, trust in yourself, and learn from the process.
  
-//Pretty much everything is this guide tries to reduce the complexity for you.\\  +===== Chapter 2: Before Undocking =====
-You want to be calm, confident and focused on a few key things, to make good decisions.//+
  
-====== Do your homework ======+==== Part 1: Some Suggestions ====
  
-Every FC will agree that the biggest challenge in doing the job is to handle its complexity in the heat of the moment. My firm believe and own experience isthat its help a lot if you are well prepared and do your homework before you go out and have to call your first target.+It's easy to imagine yourself like the experienced Stratop and Full FCs, who seem to know the ins and out of every grid and every doctrine. Howeverwhen you're starting out, it's better to keep it simple and build up your fundamentals. Here's a few tips: 
 +  * Choose a doctrine you like (that you're allowed to call SRP for) and learn how to fly it effectively. Don't try to do complicated things in multiple doctrines. 
 +  * Have an objective in mind every time you ping a fleet, whether it be catching ratters in Havens or defending an Astrahus. 
 +  * Have a few tactics/strategies in mind that you can use to complete this objective (detailed later).
  
 +The idea is to reduce the complexity of the fleet so you can focus on the basics and make good decisions. The rest you will learn as you go along.
  
 +==== Part 2: Research ====
  
-===== Know your own and enemy doctrines =====+//"Know thy enemy, know thyself, and in a hundred battles thou shall never be defeated"//. Half the battle is won before you call for your first primary, so it helps a lot that you are prepared and do your homework.
  
-Start small and focus on one specific doctrine you want to fly(can't repeat that often enough) Get to know this doctrine inside out. Fire up EFT/PYFA and become familiar with the strength and weaknesses of the ships you will fly, and also check zKill for fits commonly used by people you will be fighting. +=== 1Understand the Doctrines ===
-  * what are the possible engagement ranges? +
-  * how much volley damage and dps can a fleet of 10 of these ships deal? +
-  * how quickly does one of these ships blow up? +
-  * how agile am I on the battlefield with these ships?+
  
-You have to really know by heart what you can do with YOUR shipsThe next step is to get an idea of what you can engage with this ships__Write it down!__ +[[https://wiki.bravecollective.com/public/dojo/wiki/understanding-doctrines|This guide]] should give you a basic understanding of the doctrines we have available in Brave, and [[https://wiki.bravecollective.com/member/alliance/military/doctrines/start|this page]] will give you a list of doctrines you're able to ping forAs a general idea, these are the things you should know about your desired doctrine: 
-  * against which doctrines can you win easily+  * What are the possible **__engagement ranges__**
-  * from which doctrines do you really need to run away+  * What is the **__alpha/volley damage and DPS characteristic__** of this doctrine
-  * who could you fight outnumbered, outgunned+  * What is the **__survivability__** of this doctrine with and without Logistics
-  * who can you fight only if you blob him yourself?+  * What is the **__maneuverability__** of this doctrine?
  
-I myself have literally(!) one piece of paper printed out on my desk which tells me what I will do and what not. Write it down and stick to it. To think this through before you go out will reduce complexity while you are out with your fleet. If your scout gives you intel just check this list. Don't start thinking about it, while the hostiles already sit on the other side of the gate.+Now, analyze the engagement profiles that you wish to see from this doctrine: 
 +  * What this doctrine is **__good against__** and how to utilize the advantages of it against the enemy. 
 +  * What this doctrine is **__countered by__** and how to engage/disengage on the field. 
 +  * More advanced: how this doctrine works in conjecture with other friendly fleets and how to synergise with them.
  
-===== Know your area of operations =====+You can simulate the ships using PYFA and check what other FCs use this doctrine for using [[https://zkillboard.com|zkill]]. Afterwards, you can write these down or keep them in your head as you fly. Using the information your scouts give you, you can then decide whether or not to take that fight. 
  
-So where could you operate? You could defend our home in Catch. You could visit Providence. You could say hello to the angry Russians in Stain. You could go to faction Warfare space.+== Example ==
  
-Where ever you want to goKnow this area very well! +We'll take a look at one of the doctrines I started out with, the [[https://wiki.bravecollective.com/member/alliance/military/doctrines/beamfleet|Beamfleet]]. This doctrine features Afterburner (AB) fitted Harbingers and Omens supported by armor Logistics and EWAR. 
-  * print out the map of the region you want to operate in +  * Engagement ranges: Preferably mid-to-close range, switching mid-slots for EWAR modules if necessary. Designed to fight in the ESS. Can suffer against fast doctrines due to losing range dictation, which is negated by fighting in the ESS. 
-  * gather intel on activities in your timezone +  * Damage characteristic: Energy Weapons pack a good punch given sufficient numbers, and also deal EM/Thermal damage that is optimal against any non-Minmatar shield doctrine. The damage lock may result in less advantageous fights against opponents without the resistance hole. 
-  * get in an interceptor and roam this area solo to observe and make bookmarks (safespotstacticals at gates and stations)+  * Survivability: This doctrine has heavy buffer and is less dependent on capacitor for tanking, but has a few drawbacks by using armor Logistics. 
 +  * Maneuverability: This doctrine is very slow, being both armor and AB ships. 
 +  * Good against: Non-Minmatar shield doctrines of similar class, preferably in a static grid where range dictation matters less (like the ESS). 
 +  * Countered by: Very fast doctrines (which are usually Minmatar)due to possibly losing range and engagement dictation in a more dynamic grid. 
 +  * Synergise with: Possibly other doctrines that feature heavy tackling (like Flycatchers, Avro Arrows or Harpies). The friendly fleet will hold the enemy on grid till my weapons can effectively get on them.
  
-Gathering intel, writing it down in your printed maps and be familiar with what is going on during the time you plan your fleets is very helpful.+=== 2Understand the Space ===
  
-Let's take Providence for example: +As an FC, if you're going on a roam or defending our space, you should have an idea of how you're going to navigate the space you're going to operate in. //Fun fact:// most of our official FCs have the map of our space somewhat memorized, so they can visualize where they're going and plan accordingly. Also cool, everyone in the FC team knows the system [[https://evemaps.dotlan.net/map/Delve/O-IOAI|O-IOAI]] but no one ever (intentionallygets the name right, always using a random combination of the letters O, I, A and sometimes E.
-  * get their Jump-Bridge map +
-  * know their staging systems +
-  * know their industry and ratting systems +
-  * know their trade hubs (by checking the market) +
-  * try to get access to their intel channels with an alt (very easy in Providence) +
-  * know where they like to set up gatecamps +
-  * check their killboards to learn more about them+
  
-Just short list of tipps for checking killboards+There are **__multiple tools__** you can use for navigating space. Prime examples include [[https://evemaps.dotlan.net|dotlan]], or intel tools like [[https://github.com/Slazanger/SMT|SMT]] or [[https://riftforeve.online|RIFT]]. They feature map of every region within New Eden, as well as lots of information you can use offensively or defensively. Once you've chosen a navigation tool, here are a few things you can note down
-  * focus on data in the timezone you will operate in +  * The **__staging and market systems__** of the region and alliance owning it. 
-  * check in which system their ratters lose the expensive ships +  * The **__Ansiblex Jump Bridge map__** of the target alliance. 
-  * check their most used ships and fittings +  * The **__chokepoints/pipes__** of the region.
-  know their most successful pilots to recognize them in local +
-  write down pilots who lose ships with fitted cynos +
-  create a list of pilots who lose probing ships+
  
-And so on. Gathering intelbeing spy yourself and doing solo recon missions can be a lot of fun and prepares yourself a lot for bringing an actual fleet down to the area you want to be active in! Obviously you could spent lot of time and effort with gathering intelDecide for yourself how much you want/can focus on and how much depth of information you need to feel comfortable.+After identifying these landmarks on the mapif you're roaming few more things come into play: 
 +  * What **__timezone__** the people in your target region are most active in. 
 +  * Where the **__ratting and mining pockets__** of the region are. 
 +  * What the most common **__enemy response__** will be
 +  * If there was **__fight nearby__**. 
 +  * More advanced: who their FCs and their alts are, as well as who're the most experienced PVPersThis ties with identifying cyno, bubble and probing characters.
  
-for myself really like it and it's a great weekly routine I can work onEvery week I spend a couple of hours to improve my own intelIts one of the many things you can spent time with in EVE if there is nothing more interesting to do.+If you want, you can also do this for more convenience: 
 +  * Fly around in an Interceptor/ship with Combat Probes and create bookmarks (safe spots, gate and station tacticals, etc.). 
 +  * Ask other people for knowledge and experience.
  
-You don't need to know all this data by heart when you go thereBut just gathering - whether you will remember all of it or not - will prepare you betterthan flying blind into it. Having a better idea of what you are getting into will reduce complexity during your fleet, even if this preparation itselfmight appear quite complex in itself ;) +It's worth noting that you should also decide how much you want to invest in gathering intelIt's easy to fall into the rabbit hole of gathering so much information you forget to actually utilize it. It will help you run fleets more smoothlybut your purpose in doing this is to run fleetsnot just for the sake of gathering information.
-====== Delegate, delegate, delegate ======+
  
-Again: Your job as FC is complicated enough. Make it easier by delegating special tasks to others in fleet. What I find the most helpful are these three things:+== Example ==
  
-===== 1Delegating 'Fleet Organization=====+Let's look at our own space in Delve for simplicity and follow the points listed above, using [[https://evemaps.dotlan.net|dotlan]] as our navigation tool. 
 +  * Brave stages out of [[https://evemaps.dotlan.net/map/Tenerifis/UALX-3|UALX-3]], which is where the market is located and where there is a high number of jumps into and out of. Usually the knowledge of staging systems come with experience, or you can ask other people if they know. 
 +  * Brave's Ansiblex network connects several chokepoints and pockets. For example, the [[https://evemaps.dotlan.net/map/Delve/AJI-MA|AJI-MA]] - [[https://evemaps.dotlan.net/map/Querious/A-BO4V|A-BO4V]] and [[https://evemaps.dotlan.net/map/Querious/V-3U8T|V-3U8T]] - [[https://evemaps.dotlan.net/map/Querious/G-3BOG|G-3BOG]] Ansiblexes connect between E3OI-U in Delve and [[https://evemaps.dotlan.net/map/Querious/K7D-II|K7D-II]] in Querious. 
 +  * Brave space is centered in Northern Delve and Fake Querious. Several major pockets and pipes can be identified. The major pocket is Helm's Deep, a pocket of four constellations with one entrance defended by E3OI-U. This pocket is connected to other parts of Brave space by the AJI-MA - 1DQ1-A pipe. From there, you can move South towards the Fake Querious pipe or North towards the [[https://evemaps.dotlan.net/map/Delve/JP4-AA|JP4-AA]]/[[https://evemaps.dotlan.net/map/Delve/ZXB-VC|ZXB-VC]] pockets. 
 +  * Brave has activity throughout the day but is strongest in EUTZ. 
 +  * Use NPC kills delta to quickly identify major ratting pockets in Brave space. Mining comes more with experience but quickly note down the presence of mining fleets/mining anomalies. 
 +  * Brave is known for bringing "even fights" but will not hesitate to upship if needed.
  
-Already when forming up, delegate the task of putting the fleet together to someone else. Make him boss and ask him to use the "Fleet Composition" tool, to put in Wing & Squad Commanders and to notice when someone brings stupid ships.+==== Part 3: Fleet Roles ====
  
-Let him handle all the following issues which pop up all the time: +After working out the external factors of fleet, let's look into the internal factors. A fleet consists of multiple roles, and you as an FC are expected to have basic knowledge of how they function in order to utilize the people in said roles effectively. This section will give a brief overview on them.
-  * which ship can I bring? +
-  * what is the logi channel? +
-  * who is my anchor? +
-  * can I bring my Drake? +
-  * do you need dictor? +
-  * where is the fleet+
-  * Squad 11 still has no commander +
-  * pilot XYZ has disconnected+
  
-And so on. All this shit. Give this guy a clear briefing in the beginning what you want and he takes it from there. You have other things to focus on, than handling this issues.+=== 1The (Main) FC ===
  
-===== 2. Delegating 'Finding Targets' =====+Obviously, you're the main FC of your fleet. The FC has **__full discretion__** on how to run the fleet. While other members can advise on the best course of action, the decision of the main FC is final. On the field, unless delegated, you act as both the target caller and anchor.
  
-If you know you will go to region XYZ ask a covert-ops or interceptor pilot to X up in fleetIf there is none, ask someone to do it for you explicitly and make clear, that he will be of great value for the fleet.+=== 2Secondary and Backseat FCs ===
  
-You will still have your interceptor scouts with your fleet jumping one system aheadThis guy is dedicated and independent from your fleet to find what you are looking for.+These will be your fellow or senior FCs in the FC team. While their job is to **__support__** you as the main FC, there are a few differences between the roles of secondary and backseat FC. 
 +  * The secondary FC (or 2IC) is **__functionally your right hand__** (or left if you're left-handed like me). They are responsible for directly assisting you in running the fleet, whether it be by providing cynos, having a scouting alt, advising you on possible engagement profiles, calling targets, anchoring, and so onIf needed (for example, when you're scrammed/dead), the 2IC will take over the fleet. 
 +  * The backseat FC is **__your shadow__**. They play less of a functional role and will act in a more observational capacity. They will be evaluating your performance and giving you advice on how to improve your performance after the fleet is wrapped up. If needed or if you request so, the backseat FC will take over the fleet.
  
-Convo him and assign him the task to already go to the area where you want to operate in and let him start gathering intel on his own. +=== 3The Mainline ===
-He will have a head start of maybe 15 minutes and he can already tell you - in this convo, not on comms - if he finds gategamps, hostile fleets roaming, ratting carriers or what so ever.+
  
-Let him know, what kind of fleet you would want to engageIf he finds a juicy targethe should keep his eyes on the target. While the fleet is forming up and someone else is organizing your fleet you want to focus on your intel and this scout, to lead the fleet not into the unknown but into an already scouted area.+This will make up the bulk of your fleet. They are the soldiers, **__the damage__**, the core of the fleet. I personally dislike the term F1 monkey thoughit doesn't feel like a nice thing to say to others, but it's true that of the roles of a fleet the DPS mainline is the easiest to perform outside Links (unless you're an FC flying a Command Ship).
  
-===== 3Delegating 'Anchoring' =====+=== 4The Logistics Wing and Links ===
  
-This might be controversial, but I would recommend you to ask in fleet if there is an experienced anchor pilot in a DPS ship who simply knows how to keep a fleet at optimal range of hostiles. Many FCs also prefer to be the anchor for the fleet themselvesbut for a new FC it makes things a lot easier, if you can simply anchor up yourself and concentrate on the overall battlefield and target callingthan also on moving the fleet around.+"Medic!" Technically speaking you can have a fleet without the Logistics wing (as is evident with some doctrines like the [[https://wiki.bravecollective.com/member/alliance/military/doctrines/avro-arrows|Avro Arrows]] and [[https://wiki.bravecollective.com/member/alliance/military/doctrines/talwars|Talwars]])this part of your fleet makes it so you can **__sustain the fleet and sustain the fight__**. The ratio of Logistics/DPS is variable and can depend on the field and yourself as an FCwith the common rate being 1/3 or 1/4
  
-If you have no one who is confident with this task, it of course doesn't make senseBut if you're luckyhaving a great anchor is another great 'complexity reducer'. Just communicating with him on comms like 'get me closer to the hostile', 'point the fleet to the sun''we need to pull more range' is easier than having to do it yourself.+An important role worth mentioning in bigger fleets with slower doctrines is the **__Logistics Commander (LC)__**. [[https://wiki.bravecollective.com/public/dojo/wiki/logianchor|This page]] can help you understand the intricacies of that rolebut in essence, the LC functions to keep the Logistics wing further away from the enemy fleet while being in range to assist your mainline. Usuallythis role will be taken by a fellow FC or by someone with extensive experience as a Logistics pilot.
  
-And there is another simple benefit: every smart hostile FC might kill the obvious anchor pretty early on the fight.+And finally, most fleets will feature ships capable of using Command Bursts or Links. These modules provide a **__fleet-wide bonus__** to several important characteristics, and in larger fleets the ships that can use them (Command Destroyers and Command Ships) are usually piloted by fellow FCs. They can also be viable FC platforms for you to consider.
  
-====== Orientation and Situational Awareness ======+=== 5. Tackle, Scout, Interdiction and Cyno ===
  
-As an FC it is really important to have a good orientation on the battlefield and a certain degree of situational awarenessBoth you can not get by reading this guidebut just by pure PVP experience in the gameThe good news it: you can train this lot without having to be a FC.+Since these roles can be filled by similar ships and similar pilots, I've decided to group them into one section. 
 +  * Scouting works in both directions: they can **__move ahead or behind your fleet__**. They provide information about enemy movements, the situation on the field, the location of ratters, etc. These people are crucial in allowing the FC to make more informed decision in less time. A good FC with a good fleet should always have a network of scouts relaying information to them at all times. 
 +  * Scouts usually fly Interceptors or similar ships, meaning they serve the role of tackle. This can be done both offensively and defensively: offensively, they **__lock down enemy ships__** so the fleet can arrive to engage; defensively, they can act as **__screening force__** preventing enemy tackle or bombers from effectively harassing the fleet. 
 +  * Pilots flying Interdictors (dictors) and Heavy Interdiction Cruisers (HICTORs) have the capability of **__massively disrupting enemy movements__** via preventing warp with their Interdiction Spheres (bubbles)As with tackle, this can be used offensively to prevent the enemy from escapingor to screen the enemy from landing on the fleet. They are more effective in screening larger fleets, with a common example being the waterboarding tactic (dictors bubbling every gate to significantly slow down the enemy). 
 +  * Cynos are completely different from tackle and dictors, but they can also serve the role of scout. Cynosural Field Generators can be mounted on Force Recons or HICTORs (among other things), meaning they can **__enable fleet to quickly move across large distances__** and be on-field immediately. As such, cyno pilots are extremely valuable.
  
-===== Orientation =====+=== 6. EWAR ===
  
-My advice to improve your orientation is to join as many fleets as possible in a DPS ship and to do something differentthan just anchoring up and picking up broadcast from your fleet windowYou might already do the following, but if not: start doing it now!+The EWAR wing is probably the most under-appreciated of the fleet roles but is also important. EWAR serves to either **__decrease the enemy's or increase your combat capability__**. This can be done in multiple ways and an effective EWAR wing can make a differencebut you should prioritize the core of your fleet before moving on to more specialized rolesSimilar to the Logistics wingin larger fleets with slower doctrines someone will usually step up as **__EWAR FC (EC)__**. Their role is similar to that of the LC but operate independently from them.
  
-  * you always have your tactical overview active +=== 7. Others ===
-  * you always are zoomed out, so that you can assess the situation around you +
-  * you have your overview configured in a way, that you see brackets for hostile and friendly ships + wrecks+
  
-During a fight you not only just anchor up and shoot the primaries, but you also:+Here are some other roles that are less relevant to you as a new FC but are available later on. 
 +  * BombersAn effective bomber wing can create significant pressure on the enemy fleet besides the presence of your own by delivering AOE weapons on the field. Utilize them tactically and strategically to achieve victory. 
 +  * Bridgers: Depending on what you're flying, bridging pilots will either be in a Black Ops battleship, Carrier or Titan. Utilizing cyno characters as mentioned above, they can quickly deliver your fleet into action.
  
-  * try to keep count of hostile and friendly wrecks to be aware of who has the upper hand +=== 8. Delegating Work ===
-  * try to keep track of where your own logistics are positioned on the field +
-  * try to keep track of the direction the hostiles and your own fleet is moving +
-  * try to understand the hostile fleet composition +
-  * try to start FCing and target calling (quietly for yourself)+
  
-You want to get yourself in a situation as you would be in controlto just train to +Even the most experienced FCs can't and shouldn't be expected to perform every single fleet role. That's why during larger fleets you often see multiple people in the FC teameach of them taking care of a specific task. As a new FC, and for the purposes of this guide, you should make your job as simple as possible by **__delegating work__** to capable people. This includes scouting, anchoring, target calling, LA'ing, and so on. You should decide how much work you want to take on, then leave the rest to people you trust. All you have to do is ask.
-  * keep track of all the important things going on at the same time +
-  * start making decision to check if you would make similar calls than your current FC+
  
-Use every fleet as an FC training by actively thinking about what YOU would do now in this situation. Train to handle all these things at the same time under pressure. Try to think about it in real time don't just judge what you have would have done differently after the fight is over.+==== Part 4: Pre-fleet Checklist ====
  
-This is a really good training and as long you don't have a very good feeling, that you can keep track of everything around you it might be a bit early to FC your own fleet yet.+You've prepared yourself mentally, you've done your homework, now it's time to make a fleet. Here's a checklist I use in fleets in order to smooth out the paperwork: 
 +  - Identify the **__objective__** of the fleet. 
 +  - If there are enemies already present, **__gather information__** about their location, numbers, [[https://dscan.info|fleet composition]], what they are doing and who the FC is. This can be done using your own alt or by fellow FC/fleet member. 
 +  - Choose a **__doctrine__** of choice and **__destination__**, then identify how to reach this destination (gating, wormholes, bridge, etc.). 
 +  - Set up your **__fleet and fleet advert__**. A good fleet advert should have the following characteristics: 
 +    * The fleet name should be identical to the name mentioned in the ping. 
 +    * These boxes should be ticked in the left column: Hide details in advert; Automatically update Fleet Advert on Boss Change. All other boxes can be ignored. 
 +    * These boxes should be ticked in the right column to open fleet to: My Corporation, My Alliance, Based on Standings (Minimum Standing Excellent for a Brave-only fleet, Good for a fleet accessible to the coalition). All other boxes can be ignored. 
 +  - Set up **__tracking__** for your fleet using [[https://overseer.bravecollective.com|Brave Overseer]]. This will allow you to quickly check your fleet composition (and while off fleets, check your fleet participation statistics). //Note:// This tool might not work if you're not an official FCso if that happens use the in-game tool (//in the Fleet window in-game, click the triple dot menu, then Check fleet composition//). 
 +  - Set up your **__Message of the Day (MOTD)__**. A good MOTD should include: 
 +    * The form-up location (likely UALX-3). 
 +    * The comms channel on Mumble that you're using. 
 +    * Names of the anchoring pilots. This can be you or another person of your choice. 
 +    * The fleet doctrine and corresponding fits. 
 +    * Links to the Logistics, Links and EWAR channels if needed. 
 +  - **__Ping your fleet__** using the [[https://events.bravecollective.com/pings/send|pingboard]]. You can ping a multitude of things, but in regards to you as a new FC, you will be pinging [[https://events.bravecollective.com/pings/send/49|#pings-casual]]. There should be a template, but a good ping will include: 
 +    * The fleet name. 
 +    * Name of the FC (which is you). 
 +    * Comms channel on Mumble. 
 +    * Ship types. 
 +    * Location. 
 +    * Duration. 
 +    * SRP type, click [[https://wiki.bravecollective.com/member/alliance/programs/ship-replacement|here]] for further details on what SRP you're entitled to ping. 
 +    * The reason for the fleet. 
 +  - Once you've got enough people for a fleet, begin to **__check your fleet composition__** and tell people to reship to whatever is needed. 
 +  - **__Assign roles__** to your fleet members if necessary. 
 +  - And finally, **__undock__**.
  
-===== Situational Awareness =====+==== Short Summary ====
  
-This is the ability to quickly comprehend what is going onrealizing what will most likely happen nextwithout having to think about it very longYour situational awareness will increase over time, as more experience you gather, as more different situation you will encounter.+Just to make sure you get the main ideahere are a few bullet points 
 +  * **__Do your research beforehand__**: understand what you're flyingwhat the enemy is flying and what the space around the field is. 
 +  * Understand the various **__fleet roles__** and decide how much work you want to take on. 
 +  * Make sure **__everything is set__** before undocking.
  
-It's something you can work on. What really helps to train your situational awareness is: +===== Chapter 3Takeoff =====
-  * be a scout for a fleet from time to time and try to anticipate what the FC will most likely wants you to do next +
-  * fly logistics and get a different perspective on a fight. it will extend your horizon and allow more in depth assessments +
-  * start doing more solo pvp or pvp in very small groups (2-5)+
  
-Solo PVP or going out in a very small group is one of the best ways to work on your situational awarenessVery good scouts and very good FCs are often also very good solo pilotsas it simply forces you to make all decision by yourself, instead of just following orders.+This will likely be the part you spend most of your time onThis is when you're out in spacewhere anything can happen, and where you have the potential to shine bright. Because of that, what you do from here is very important.
  
-Your will train your muscle to anticipate what is most like for the enemy to do next.+==== Part 1: Orientation and Situational Awareness ====
  
-====== Simple Tactics ======+An FC is expected to have a good understanding of the field. While this guide will help give certain tips on how to perform it better, experience will be the best teacher, and these skills can be trained without you being in the FC seat.
  
-Moving a fleet around is not a big deal at all. Telling people to align to something, to hold, to jump and to warp a fleet is a piece of cake and can be done by simply everyone. It's much more about being able to apply different tactics and to understand a situation, to know what you can do and what not.+=== 1Orientation ===
  
-For your first fleets I want to give you three simple tactics you can apply. They all work quite well with Talwars. (little hint)+Orientation is the ability to **__understand the directions of movement__** between you and the various entities on the grid. By having orientation, you know which direction your fleet is traveling and where it can possibly warp to on the fly, you know the same information about the enemy, and you know what your position you are relative to them. There are a few things you can do on the field that can help you improve this skill, both as an FC and a fleet memberThese include: 
 +  * Having your **__tactical overlay open__** (by pressing //Ctrl-D//). This will show you a circular grid with your ship in the center, allowing you to judge distance and direction quickly like a compass. Additionally, anything moving within your grid will be given a vector which you can see to then judge their direction and velocity. 
 +  * **__Zooming out__**. While looking at your magnificent ship is tempting, in order to better visualize the field you should be able to see the entire field. Take note of how everything is positioned relative from one another, then you can even try practicing your judgement skills by deciding what you'd do in the given situation. 
 +  * **__Configuring your overview__** to include brackets for friendly and hostile ships, as well as things you can warp to such as wrecks, corpses and celestials. The reason for this is that as an FC, you should also have a clear control of your fleet, this means having an engagement and disengagement options by warping in/off.
  
-And I want to tell you one thing, you will __never ever do__ on your first fleets: you will never ever jump into hostile gatecamp!+Paying attention to the field is a very important thing, both as an FC and a fleet member. While you're expected to do so as an FC, as a fleet member you can help the fleet by relaying the information to the FCs. The more information FCs have, the better they can command. Remember to keep track of: 
 +  * The **__number and composition__** of friendly and hostile ships, as well as the number of wrecks to see who has the upper hand. 
 +  * The **__positioning__** of friendly and enemy Logistics Wings. 
 +And maybe besides anchoring up and performing your role in the fleet, you can also get some second-hand experience by **__analyzing the grid and see what you would do if you were FC__**, then see whether the decision of the FC aligns with your theorized one. After all, everything is learning experience.
  
-Jumping into a hostile fleet, which is setup on a gate, will most likely shred you to pieces, unless your largely outnumber or outgun them and there is really no reason to do that. Jumping into another fleet puts you most of the time in a bad position. Put this rule on the list of things, you will never do, even if this is the only way to get a kill.+=== 2Situational Awareness ===
  
 +Situational awareness doesn't only encompass **__knowing__** what's happening on the field, but also **__predicting__** the most likely course of events to happen given said events. The more situations you find yourself in, the more you're prepared to deal with the next similar one. Here are some tips to improve your situational awareness:
 +  * Try flying as Scout once in a while, then anticipate where you'd expect the FC to send you to.
 +  * Fly as a Logistics pilot/EWAR pilot in fleet doctrines that allow for an LC/EWAR FC, and see how the wing operates semi-independently from the mainline.
 +  * Basically, be more active in a fleet environment.
  
-===== 1. Gate Camping =====+Alternatively, you can take a look at solo and small-gang PVP. Since this type of combat is very reliant on your personal piloting skills, it has a much steeper learning curve than simply flying in large fleets (though I'd rate the curve for FC'ing as the steepest). A lot of the best FCs are good solo/small-gang pilots and they perform many small ops to defend our space without pinging a fleet. 
 + 
 +//Personal experience:// I feel that a lot of skills in small-gang can also be learned in the FC seat, but small-gang leaves much less room for error. If you're worried that you might lose but you want to try to take a fight as an FC, consider asking for a 2IC/backseat FC beforehand and take the fight. That way, you can have insurance in case of a headshot or otherwise unfavorable situations, and when the fleet ends you can have peer review. 
 + 
 +==== Part 2: Possible Fleet Strategies ==== 
 + 
 +While a fleet can do basically anything provided you have the composition and numbers for it, your objective in the beginning stages is to build up your fundamentals and get a feel for being in command. Because of that, this part will list some of the most common fleet objectives and strategies to help you achieve that. Of course, if you feel there are other aspects you wish to work on, feel free to do so. 
 + 
 +=== 1. The Standard Roam === 
 + 
 +This is probably what most FCs start out with. You take some ships, fly into enemy space and be a menace. This allows you to keep your fleet moving at all times, and as such maintain activity within your fleet members. However, this also depends on multiple factors, including the hunting region or how fast and effective your scouting network is. Also for simplicity reasons, this section will have multiple ways to achieve a roam. 
 + 
 +== a. Hunting == 
 + 
 +Hunting in this case includes finding ratters and miners.  
 + 
 +1. Gate Camping
  
 Yeah, let's be honest: it is often very boring to do it and no one likes it. But nevertheless it gives you the highest level of control over the situation and is a good way to start as a new FC. Yeah, let's be honest: it is often very boring to do it and no one likes it. But nevertheless it gives you the highest level of control over the situation and is a good way to start as a new FC.
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 There are a lot of more advanced tactics related to gate camps - you can do some things to increase the chance to get a fight with a smaller gangs than yours - but those I will explain in another guide. There are a lot of more advanced tactics related to gate camps - you can do some things to increase the chance to get a fight with a smaller gangs than yours - but those I will explain in another guide.
  
-===== 2. Station Trap =====+2. Station Trap
  
 Roaming in hostile space, which has systems with stations in it, is a great place to execute the 'station trap'. You will be surprised how man pilots still warp their ratting ships or mining barges to stations to get safe, instead of a POS or bouncing between safespots. Roaming in hostile space, which has systems with stations in it, is a great place to execute the 'station trap'. You will be surprised how man pilots still warp their ratting ships or mining barges to stations to get safe, instead of a POS or bouncing between safespots.
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 If you are in ships with a high volley damage (like Talwars) you might even try to instap-pop ships who try to undock, get vulnerable and not dock up quick enough. If you are in ships with a high volley damage (like Talwars) you might even try to instap-pop ships who try to undock, get vulnerable and not dock up quick enough.
  
-===== 3. Hit and Run =====+3. Hit and Run
  
 Another popular tactic is to 'hit and run'. This works extremely well with long range fleets, who have a high volley damage. (i.e. Talwars) If you have a enemy fleet location, for example because: Another popular tactic is to 'hit and run'. This works extremely well with long range fleets, who have a high volley damage. (i.e. Talwars) If you have a enemy fleet location, for example because:
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 What is important: after every run make sure, that you really kill more ISK than you lose! What is important: after every run make sure, that you really kill more ISK than you lose!
  
-====== Target Calling ======+Target Calling
  
 There is only one simple rule for target calling, which is always right: __it's better to call any ship, than none__\\  There is only one simple rule for target calling, which is always right: __it's better to call any ship, than none__\\ 
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 Apart from that it really always depends on the situation and therefore I want to give you just a few things to think about, to make your own decisions: Apart from that it really always depends on the situation and therefore I want to give you just a few things to think about, to make your own decisions:
  
-===== Logistics =====+Logistics
  
 I would only primary logistics if it needs to be. You should have a rough idea of how much damage your fleet can apply and you should be able to roughly estimate how much EHP your targets have and how much a single T1 and T2 logistics can repp. I would only primary logistics if it needs to be. You should have a rough idea of how much damage your fleet can apply and you should be able to roughly estimate how much EHP your targets have and how much a single T1 and T2 logistics can repp.
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 It's also a question of your own E-War. With a few E-Wars ships in your back and not a massive logistics support on the other side, I would at first ignore them. If you see, that they repps are holding, or that it simply takes to long to kill something, you can switch back to them at any point during the fight. It's also a question of your own E-War. With a few E-Wars ships in your back and not a massive logistics support on the other side, I would at first ignore them. If you see, that they repps are holding, or that it simply takes to long to kill something, you can switch back to them at any point during the fight.
  
-===== E-War =====+E-War
  
 Same thinking as with the logistics. If you can ignore them, ignore them. I would always start the fight and reconsider your situation after the first 60 seconds. Ask you logistics if they have a lot of issues with jamming and dampening. Same thinking as with the logistics. If you can ignore them, ignore them. I would always start the fight and reconsider your situation after the first 60 seconds. Ask you logistics if they have a lot of issues with jamming and dampening.
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 The only exception I would make: if you fight ships with turrets and they have Vigils or Bellicose ships in fleet: take them down first. Getting them off the field will cut down their DPS by quite a lot. The only exception I would make: if you fight ships with turrets and they have Vigils or Bellicose ships in fleet: take them down first. Getting them off the field will cut down their DPS by quite a lot.
  
-===== EAFs, Recons & T3s =====+EAFs, Recons & T3s
  
 Hyenas, Rapiers, Huginns & Lokis have long range webs. Keres, Arazus, Lachesis & Proteus have long range points. Both groups are a high threats for you. Webs more than points, as they will maximize the damage application. Points are relevant in fights, where there is actually a chance to warp of when called primary. (for example if you fight missile ships, which give you time to warp off) The T3 will have a massive amount of EHP, the EAFs are paper thin. Hyenas, Rapiers, Huginns & Lokis have long range webs. Keres, Arazus, Lachesis & Proteus have long range points. Both groups are a high threats for you. Webs more than points, as they will maximize the damage application. Points are relevant in fights, where there is actually a chance to warp of when called primary. (for example if you fight missile ships, which give you time to warp off) The T3 will have a massive amount of EHP, the EAFs are paper thin.
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 If you think you can win the fight: ignore the long points and kill the long webs first. If you can't kill them and if you notice that you lose the fight: get out of the fight and while doing that primary the long points. If you think you can win the fight: ignore the long points and kill the long webs first. If you can't kill them and if you notice that you lose the fight: get out of the fight and while doing that primary the long points.
  
-===== Interdictors =====+Interdictors
  
 Hostile Interdictors should always be high on your list if you are in a situation where you don't want to get bubbled. It would not say they are top of the list in every situation, but prolly in most. Hostile Interdictors should always be high on your list if you are in a situation where you don't want to get bubbled. It would not say they are top of the list in every situation, but prolly in most.
  
-===== DPS =====+DPS
  
 If everything else is fine you call the hostile DPS ships as primaries. You want to focus first on the highest DPS ships. If there is no difference between the ships left on the field I recommend you to have at least the column 'Velocity' active in your overview. ('Transversal Velocity' if you fly turret ships) and to start with the slowest ships in your range for the best damage application. If everything else is fine you call the hostile DPS ships as primaries. You want to focus first on the highest DPS ships. If there is no difference between the ships left on the field I recommend you to have at least the column 'Velocity' active in your overview. ('Transversal Velocity' if you fly turret ships) and to start with the slowest ships in your range for the best damage application.
  
-====== Talwars, Talwars, Talwars ======+Talwars, Talwars, Talwars
  
 As its quite likely at the current situation, that you start your career as a FC with Talwars, I just want to say two things about them. As its quite likely at the current situation, that you start your career as a FC with Talwars, I just want to say two things about them.
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 If they don't: your fleet might not be as good as you think. So its better to put them in another ships than the Talwar. Maybe use the MOTD of your fleet to make this very clear. If they don't: your fleet might not be as good as you think. So its better to put them in another ships than the Talwar. Maybe use the MOTD of your fleet to make this very clear.
  
-====== Tips and Tricks ======+Tips and Tricks
  
 Some general things I wanted to address: Some general things I wanted to address:
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   * telling people what they did wrong in a polite ways helps them to become better pilots   * telling people what they did wrong in a polite ways helps them to become better pilots
   * during the fleet you are in charge and no one else! ask people to address their critics after the fleet   * during the fleet you are in charge and no one else! ask people to address their critics after the fleet
-   
-====== Let's warp it up ====== 
  
-So that's it for this guide. I hope I could give you a better idea and some practical advise on how to get started as a FCRemember that you can already train lot, by simply joining fleets yourself and having in mind, that you might want to FC fleet by your own in the futureLearn from others and already start thinking as a FC.+===== Chapter F: The FC Structure and Basic Administration ===== 
 + 
 +This section will be relatively short, as [[https://wiki.bravecollective.com/member/alliance/military/fleet-command/start|this page]] will have ample detail on the military structure within Brave, and [[https://wiki.bravecollective.com/member/alliance/military/fleet-command/start#skirmish_fc|this subsection of that page]] will detail how you can earn FC tags via being Skirmish FC. But in case you don'want to read so much, here'quick overview. 
 + 
 +==== Part 1: The Structure ==== 
 + 
 +Brave Military has different levels of FCs, each with their own responsibilities and tasks. 
 +  - Skirmish FCs are entry-level FCs. They mainly run small to medium-sized fleets and have access to all non-apex and capital doctrines. In large fleets, they assist senior FCs, or they can be backseated by said seniors in running those fleets. 
 +  - Stratop FCs are the mainline, typically responsible for handling strategic objectivesThey have access to all subcapital doctrines and some access to capital ones. 
 +  - Full FCs are seniors. They handle the most important objectives and have an overview on the complexity of sovereign warfare. They have access to all doctrines. 
 +  - Special roles include Specialist FCs who mainly run supportive wings within the fleet, and Capital FCs who are responsible for capital coordination.
  
-Do your homework. Get to know different ship fittings, make notes on their strength and weaknesses. Go out and start gathering intel, create your own little knowledge-base, have lot of bookmarks for safespots and tacticals and be well prepared.+==== Part 2: Becoming Skirmish FC ====
  
-Keep it simpleDelegate what you canfocus on just one simple doctrine like Talwars and get familiar with this three simple tactics I told you and try to become really good in executing them.+=== 1Requirements === 
 +All members are allowed to apply for Skirmish FCprovided they meet the following conditions: 
 +  * Minimum 30 days in Brave. 
 +  * Have run 3 or more fleets and have submitted their After Action Reports (AARs) in #community-pvp-fleet-command on Slack.
  
-I will write a guide about more advanced tactics in the future.\\  +===== Conclusion =====
-If you have any questions or feedback: [[http://www.reddit.com/r/Bravenewbies/comments/25sqnd/guide_becoming_a_fleet_commander/|let's discuss them in this post on reddit about this guide.]]+
  
-7o\\  +This guide is made as a simple set of suggestions with ideas and advice on how you can get started as an FC. It essentially boils down to the quote of //"know thyself, know thy enemy and thou shall never be defeated"//. If you have any other questions, make sure to ask #community-pvp-fleet-command or #dojo on Slack.
-Rikta Garemoko+
  
 {{tag>guide FC intro DojoFixMe}} {{tag>guide FC intro DojoFixMe}}