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public:dojo:wiki:newfc [2025/04/28 11:43] 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 ======+
  
 **What you can learn in this guide:** **What you can learn in this guide:**
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 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. 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 has a few personal experiences sprinkled in for more relatability.   * This guide has a 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.
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 ==== Part 2: Mentalities ==== ==== Part 2: Mentalities ====
  
-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 somewhere. They also once commanded their first fleet (and probably died) and they might've felt the same way you are now, but they kept going. I can't promise you 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).+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 somewhere. They also once commanded their first fleet (and probably died) and they might've felt the same way you are now, but they kept going. I can't 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).
  
 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** a fight things need to move fast. To 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. 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** a fight things need to move fast. To 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.
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 ==== Part 2: Research ==== ==== Part 2: Research ====
  
-//"Know thy enemy, know thyself, and in a hundred battles you will 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.+//"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.
  
 === 1. Understand the Doctrines === === 1. Understand the Doctrines ===
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 == Example == == Example ==
  
-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. First step, landmarks: +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/Delve/E3OI-U|E3OI-U]], 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 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'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 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.
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   * Brave is known for bringing "even fights" but will not hesitate to upship if needed.   * Brave is known for bringing "even fights" but will not hesitate to upship if needed.
  
-====== Delegate, delegate, delegate ======+==== Part 3: Fleet Roles ====
  
-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:+After working out the external factors of a 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.
  
-===== 1. Delegating 'Fleet Organization' =====+=== 1. The (Main) FC ===
  
-Already when forming updelegate the task of putting the fleet together to someone elseMake him boss and ask him to use the "Fleet Composition" toolto put in Wing & Squad Commanders and to notice when someone brings stupid ships.+Obviouslyyou'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 actionthe decision of the main FC is final. On the field, unless delegated, you act as both the target caller and anchor.
  
-Let him handle all the following issues which pop up all the time: +=== 2. Secondary and Backseat FCs ===
-  * which ship can I bring? +
-  * what is the logi channel? +
-  * who is my anchor? +
-  * can I bring my Drake? +
-  * do you need a dictor? +
-  * where is the fleet? +
-  * Squad 11 still has no commander +
-  * pilot XYZ has disconnected+
  
-And so on. All this shitGive this guy clear briefing in the beginning what you want and he takes it from thereYou have other things to focus on, than handling this issues.+These will be your fellow or senior FCs in the FC teamWhile their job is to **__support__** you as the main FC, there are 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 sothe backseat FC will take over the fleet.
  
-===== 2Delegating 'Finding Targets' =====+=== 3The Mainline ===
  
-If you know you will go to region XYZ ask a covert-ops or interceptor pilot to X up in fleet. If there is noneask someone to do it for you explicitly and make clear, that he will be of great value for the fleet.+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 though, it doesn't feel like a nice thing to say to othersbut 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).
  
-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.+=== 4The Logistics Wing and Links ===
  
-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. +"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
-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 roamingratting carriers or what so ever.+
  
-Let him knowwhat kind of fleet you would want to engage. If he finds a juicy target, he 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.+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. Usually, this role will be taken by a fellow FC or by someone with extensive experience as a Logistics pilot.
  
-===== 3Delegating 'Anchoring' =====+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.
  
-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 hostilesMany FCs also prefer to be the anchor for the fleet themselvesbut for a new FC it makes things a lot easierif you can simply anchor up yourself and concentrate on the overall battlefield and target calling, than also on moving the fleet around.+=== 5TackleScoutInterdiction and Cyno ===
  
-If you have no one who is confident with this taskit of course doesn't make senseBut if you're luckyhaving 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.+Since these roles can be filled by similar ships and similar pilotsI'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 movementsthe situation on the field, the location of ratters, etc. These people are crucial in allowing the FC to make more informed decision in less timeA 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: offensivelythey **__lock down enemy ships__** so the fleet can arrive to engage; defensively, they can act as a **__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 tacklethis can be used offensively to prevent the enemy from escaping, or 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 a fleet to quickly move across large distances__** and be on-field immediately. As such, cyno pilots are extremely valuable.
  
-And there is another simple benefit: every smart hostile FC might kill the obvious anchor pretty early on the fight.+=== 6EWAR ===
  
-====== Orientation and Situational Awareness ======+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 difference, but you should prioritize the core of your fleet before moving on to more specialized roles. Similar to the Logistics wing, in 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.
  
-As an FC it is really important to have a good orientation on the battlefield and a certain degree of situational awareness. Both you can not get by reading this guide, but just by pure PVP experience in the game. The good news it: you can train this a lot without having to be a FC.+=== 7Others ===
  
-===== Orientation =====+Here are some other roles that are less relevant to you as a new FC but are available later on. 
 +  * Bombers: An 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.
  
-My advice to improve your orientation is to join as many fleets as possible in a DPS ship and to do something different, than just anchoring up and picking up broadcast from your fleet windowYou might already do the following, but if not: start doing it now!+=== 8Delegating Work ===
  
-  * you always have your tactical overview active +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 team, each 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 scoutinganchoring, 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.
-  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:+==== Part 4Pre-fleet Checklist ====
  
-  * try to keep count of hostile and friendly wrecks to be aware of who has the upper hand +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: 
-  * try to keep track of where your own logistics are positioned on the field +  - Identify the **__objective__** of the fleet. 
-  * try to keep track of the direction the hostiles and your own fleet is moving +  - 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 a fellow FC/fleet member. 
-  try to understand the hostile fleet composition +  - Choose a **__doctrine__** of choice and **__destination__**, then identify how to reach this destination (gating, wormholes, bridge, etc.). 
-  * try to start FCing and target calling (quietly for yourself)+  - 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 FC, so 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__**.
  
-You want to get yourself in situation as you would be in controlto just train to +==== Short Summary ==== 
-  * 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+Just to make sure you get the main idea, here are 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. 
 + 
 +===== Chapter 3: Takeoff ===== 
 + 
 +This will likely be the part you spend most of your time on. This is when you're out in space, where anything can happen, and where you have the potential to shine bright. Because of that, what you do from here is very important. 
 + 
 +==== Part 1: Orientation and Situational Awareness ==== 
 + 
 +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.
  
-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.+=== 1Orientation ===
  
-This is a really good training and as long you don't have very good feelingthat you can keep track of everything around you it might be a bit early to FC your own fleet yet.+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 member. These include: 
 +  * Having your **__tactical overlay open__** (by pressing //Ctrl-D//). This will show you a circular grid with your ship in the centerallowing 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.
  
-===== Situational Awareness =====+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 a learning experience.
  
-This is the ability to quickly comprehend what is going on, realizing what will most likely happen next, without having to think about it very long. Your situational awareness will increase over time, as more experience you gather, as more different situation you will encounter.+=== 2Situational Awareness ===
  
-It'something you can work on. What really helps to train your situational awareness is+Situational awareness doesn't only encompass **__knowing__** what'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 oneHere are some tips to improve your situational awareness: 
-  * be scout for a fleet from time to time and try to anticipate what the FC will most likely wants you to do next +  * Try flying as Scout once in while, then anticipate where you'd expect the FC to send you to. 
-  * fly logistics and get a different perspective on fight. it will extend your horizon and allow more in depth assessments +  * Fly as 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. 
-  * start doing more solo pvp or pvp in very small groups (2-5)+  * Basically, be more active in a fleet environment.
  
-Solo PVP or going out in 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 pilots, as it simply forces you to make all decision by yourself, instead of just following orders.+Alternatively, you can take 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.
  
-Your will train your muscle to anticipate what is most like for the enemy to do next.+//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.
  
-====== Simple Tactics ======+==== Part 2: Possible Fleet Strategies ====
  
-Moving a fleet around is not big deal at allTelling people to align to somethingto hold, to jump and to warp a fleet is a piece of cake and can be done by simply everyoneIt's much more about being able to apply different tactics and to understand a situation, to know what you can do and what not.+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 feel for being in commandBecause of thatthis part will list some of the most common fleet objectives and strategies to help you achieve thatOf course, if you feel there are other aspects you wish to work onfeel free to do so.
  
-For your first fleets I want to give you three simple tactics you can applyThey all work quite well with Talwars. (little hint)+=== 1The Standard Roam ===
  
-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!+This is probably what most FCs start out with. You take some shipsfly 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 roam.
  
-Jumping into 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.+== a. Hunting ==
  
 +Hunting in this case includes finding ratters and miners. 
  
-===== 1. Gate Camping =====+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}}