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public:dojo:wiki:newfc [2025/04/28 16:41] – Tony Allendale Nguyen | public:dojo:wiki:newfc [2025/06/27 20:55] (current) – UALX-3 Nevarr Tivianne | ||
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- | <alert type=" | + | ====== WIP: Starting Out as a Fleet Commander ====== |
- | **<fs large> | + | |
- | + | ||
- | <fs small> | + | |
- | + | ||
- | </ | + | |
- | ====== 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: | As a Fleet Commander (FC) myself, I can totally understand the anxiety behind it. It's somewhat similar to giving a presentation: | ||
- | 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 " | + | There are people who have played the game for decades and have " |
Something that's also worth mentioning (and I learned the hard way) is that in a fight, **__it' | Something that's also worth mentioning (and I learned the hard way) is that in a fight, **__it' | ||
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==== Part 2: Research ==== | ==== Part 2: Research ==== | ||
- | //" | + | //" |
=== 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:// | + | Let's look at our own space in Delve for simplicity and follow the points listed above, using [[https:// |
- | * Brave stages out of [[https:// | + | * Brave stages out of [[https:// |
* Brave' | * Brave' | ||
* 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:// | * 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:// | ||
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==== Part 3: Fleet Roles ==== | ==== Part 3: Fleet Roles ==== | ||
- | 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 a 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. | + | 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. The (Main) FC === | === 1. The (Main) FC === | ||
- | Obviously, you're the main FC of your fleet. The FC has full discretion | + | Obviously, you're the main FC of your fleet. The FC has **__full discretion__** |
=== 2. Secondary and Backseat FCs === | === 2. Secondary and Backseat FCs === | ||
- | These will be your fellow or senior FCs in the FC team. While their job is to support | + | These will be your fellow or senior FCs in the FC team. While their job is to **__support__** |
- | * The secondary FC (or 2IC) is functionally | + | * The secondary FC (or 2IC) is **__functionally |
- | * 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. | + | * 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. |
=== 3. The Mainline === | === 3. The Mainline === | ||
- | 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' | ||
- | === 4. The Logistics Wing === | + | 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' |
- | " | + | === 4. The Logistics Wing and Links === |
+ | |||
+ | " | ||
+ | |||
+ | An important role worth mentioning in bigger fleets with slower doctrines is the **__Logistics Commander | ||
+ | |||
+ | 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, | ||
+ | |||
+ | === 5. Tackle, Scout, Interdiction and Cyno === | ||
+ | |||
+ | 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 a 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: | ||
+ | * 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 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. | ||
+ | |||
+ | === 6. EWAR === | ||
+ | |||
+ | The EWAR wing is probably the most under-appreciated of the fleet roles but is also important. EWAR serves to either **__decrease the enemy' | ||
+ | |||
+ | === 7. Others === | ||
+ | |||
+ | 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. | ||
+ | |||
+ | === 8. Delegating Work === | ||
+ | |||
+ | Even the most experienced FCs can't and shouldn' | ||
==== Part 4: Pre-fleet Checklist ==== | ==== Part 4: Pre-fleet Checklist ==== | ||
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* 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 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, | * These boxes should be ticked in the right column to open fleet to: My Corporation, | ||
- | - Set up **__tracking__** for your fleet using [[https:// | + | - Set up **__tracking__** for your fleet using [[https:// |
- Set up your **__Message of the Day (MOTD)__**. A good MOTD should include: | - Set up your **__Message of the Day (MOTD)__**. A good MOTD should include: | ||
- | * The form-up location (likely | + | * The form-up location (likely |
* The comms channel on Mumble that you're using. | * The comms channel on Mumble that you're using. | ||
* Names of the anchoring pilots. This can be you or another person of your choice. | * Names of the anchoring pilots. This can be you or another person of your choice. | ||
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- And finally, **__undock__**. | - And finally, **__undock__**. | ||
- | ====== Delegate, delegate, delegate ====== | + | ==== Short Summary |
- | + | ||
- | 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: | + | |
- | + | ||
- | ===== 1. Delegating 'Fleet Organization' | + | |
- | + | ||
- | 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" | + | |
- | + | ||
- | Let him handle all the following issues which pop up all the time: | + | |
- | * 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 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. | + | |
- | + | ||
- | ===== 2. Delegating ' | + | |
- | + | ||
- | If you know you will go to region XYZ ask a covert-ops or interceptor pilot to X up in fleet. If there is none, ask someone to do it for you explicitly and make clear, that he will be of great value for the fleet. | + | |
- | + | ||
- | You will still have your interceptor scouts with your fleet jumping one system ahead. This guy is dedicated and independent from your fleet to find what you are looking for. | + | |
- | + | ||
- | 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. | + | |
- | 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 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. | + | |
- | + | ||
- | ===== 3. Delegating ' | + | |
- | + | ||
- | This might be controversial, | + | |
- | + | ||
- | If you have no one who is confident with this task, it of course doesn' | + | |
- | + | ||
- | And there is another simple benefit: every smart hostile FC might kill the obvious anchor pretty early on the fight. | + | |
- | + | ||
- | ====== Orientation and Situational Awareness ====== | + | |
- | + | ||
- | 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. | + | |
- | + | ||
- | ===== Orientation ===== | + | |
- | My advice | + | Just to make sure you get the main idea, here are a few bullet points |
+ | * **__Do | ||
+ | * Understand | ||
+ | * Make sure **__everything is set__** before undocking. | ||
- | * you always have your tactical overview active | + | ===== Chapter 3: Takeoff ===== |
- | * 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: | + | 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, |
- | * try to keep count of hostile | + | ==== Part 1: Orientation |
- | * 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 control, to just train to | + | An FC is expected |
- | * keep track of all the important things going on at the same time | + | |
- | * start making decision | + | |
- | 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. | + | === 1. Orientation === |
- | This is a really good training | + | Orientation |
+ | * Having your **__tactical overlay open__** (by pressing // | ||
+ | * **__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 | ||
+ | * **__Configuring your overview__** | ||
- | ===== 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. | + | === 2. Situational Awareness === |
- | It' | + | Situational awareness doesn' |
- | * be a scout for a fleet from time to time and try to anticipate | + | * Try flying as Scout once in a while, then anticipate |
- | * fly logistics and get a different perspective on a fight. it will extend your horizon and allow more in depth assessments | + | * 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. |
- | * start doing more solo pvp or pvp in very small groups (2-5) | + | * Basically, be more active |
- | Solo PVP or going out in a very small group is one of the best ways to work on your situational awareness. Very 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, |
- | Your will train your muscle | + | //Personal experience:// |
- | ====== Simple Tactics ====== | + | ==== Part 2: Possible Fleet Strategies |
- | Moving | + | While a fleet can do basically anything provided you have the composition and numbers for it, your objective in the beginning stages |
- | For your first fleets I want to give you three simple tactics you can apply. They all work quite well with Talwars. (little hint) | + | === 1. The 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 a hostile gatecamp! | + | This is probably what most FCs start out with. You take some ships, fly into enemy space and be a menace. This allows |
- | 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. | + | == 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 ' | Roaming in hostile space, which has systems with stations in it, is a great place to execute the ' | ||
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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 |
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 ' | 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 ' | ||
- | ====== | + | 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 |
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 | + | ===== Chapter F: The FC Structure |
+ | |||
+ | This section will be relatively short, | ||
+ | |||
+ | ==== 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 | ||
+ | - Stratop FCs are the mainline, typically responsible for handling strategic objectives. They have access to all subcapital doctrines | ||
+ | - 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, | + | ==== Part 2: Becoming |
- | Keep it simple. Delegate what you can, focus on just one simple doctrine like Talwars | + | === 1. Requirements === |
+ | All members are allowed to apply for Skirmish FC, provided they meet the following conditions: | ||
+ | * Minimum 30 days in Brave. | ||
+ | * Have run 3 or more fleets | ||
- | I will write a guide about more advanced tactics in the future.\\ | + | ===== Conclusion ===== |
- | If you have any questions or feedback: [[http:// | + | |
- | 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 //" |
- | Rikta Garemoko | + | |
{{tag> | {{tag> |