public:dojo:wiki:tackling

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Description

Tackling is a term used in EVE to describe pinning an enemy ship so that it can’t escape. This allows the rest of the fleet to move in and kill it. A tackler does this by rapidly approaching an enemy ship, scrambling its warp drive so it cannot warp, then using a webifier to reduce its sub-warp speed. It one of the most important roles in fleet combat — few fleets are effective without tackle. Basic tackling requires little skill point investment and uses inexpensive ships. Because of this, it is one of the most common roles for new pilots.

Skills

Essential
  • Racial Frigate 2 (Amarr, Caldari, Gallente or Minmatar (only one required, but you should train all eventually. Recommend Gallente default, as that is the ‘official corp doctrine’)
  • CPU Management 3
  • Navigation 2
  • Propulsion Jamming 1
  • Afterburner 1

This set of skills will allow you to fly the ‘speedy’ TI frigate of your chosen race(Execution, Condor, Atron, Vigil), and fit an Afterburner, Warp Scrambler, and Stasis Webifier.

Novice
  • Navigation 4
  • Afterburner 4
  • High Speed Maneuvering 1
  • Mechanics 1
  • Hull Upgrades 1
  • Signature Analysis 4
  • Warp Drive Operation 2

This skill expansion will allow you to fit a microwarpdrive, overdrive injection system, reinforced bulkhead, and damage control modules.

Modules

When fitting to fly tackle, you have three goals to keep in mind: in order of importance, they are, 1) disrupting the target’s warp, 2) closing rapidly with the target and preventing it from prop modding away, 3) surviving the counter-fire.

Disrupting the target’s warp is done with one of two modules: the Warp Disrupter or Warp Scrambler. Warp Disruptors are longer ranged, and have a warpcore disabling strength of 1. Warp Scramblers have a shorter range, but have a warpcore disabling strength of 2 and also disable microwarp drives(even if the target has enough warp strength to escape.)

Closing rapidly with the target can be assisted by a variety of modules. Almost all tacklers are equipped with one type of propulsion mod (an afterburner or micro-warp drive) in order to quickly close the gap. Microwarp drives offer a larger speed boost relative to afterburners but have the downside of increasing a ship’s signature radius, making it easier to hit. There are a variety of low slot modules that can increase a ship’s speed as well. For example, an overdrive injection system or a nanofiber internal structure, but each module along these lines removes a tank module.

How you choose to attempt to survive the counter-fire from the ship that you have tackled is usually dictated by whether you chose an afterburner or a MWD. With an afterburner, it’s generally better to double down on speed modules. With a MWD, you need to supply enough tank modules such as Damage Control, and Reinforced Bulkheads to compensate for the extra fire you’ll be taking due to the MWD’s increased signature radius.

Two sample doctrines that can be adapted to any speedy T1 frigate are detailed below.

Afterburner T1 Frigate MWD T1 Frigate
[Execution/Condor/Atron/Vigil]

Damage Control I
Overdrive Injector System I
Nanofiber Internal Structure I

Warp Disruptor I 
Stasis Webifier I
1MN Afterburner I 

Any High Slot
[Execution/Condor/Atron/Vigil]

Damage Control I
Overdrive Injector System I
Reinforced Bulkheads I

Warp Disruptor I 
Stasis Webifier I
1MN MicroWarpdrive I 

Any High Slot

Method

Before a battle, make sure to set your orbit distance. This should be approximately 2km less than the range of your shortest-ranged module. With a stasis webifier/warp disruptor setup, this range should be around 8000m, as the web has the lower range of 10km. With a stasis webifier/warp scrambler setup, this range should be around 5000m, as warp scramblers have a range of 7500m.

During a fleet battle, it’s your job to tackle any targets designated by the Fleet Commander (FC).

  1. Navigate yourself to the middle-front region of the fleet, and listen for the FC’s targets.
  2. When a primary is called, Ctrl-double click on its name to lock it in order to start your approach.
  3. Once you have a visual, double click on the space near the target so that you close with your target at an angle, and not straight-on. This is important, especially in a small frigate, to increase the miss chance from the target’s turrets. If the target is far away, double click around it to approach in a spiral pattern.
  4. Activate your afterburner or microwarp drive.
  5. When your Warp Scrambler or Warp Disruptor is in range, activate it.
  6. Call out "Point on X" or "Scram on X" in fleet chat and voice, depending on if you used a Warp Disruptor or Warp Scrambler.
  7. After disrupting the targets warp, use your Webifier. Do NOT Web before disrupting — the change in the target’s max speed can put them within the 75% of max threshold needed to warp.
  8. Orbit the target in order to keep it within range of your disruption and yourself perpendicular to its turrets.

Brave Doctrines

For corp fleets, Brave has corp-specific doctrines for T1 tackle duty. See this link: Fleet Support Doctrines.

  • public/dojo/wiki/tackling.1516451591.txt.gz
  • Last modified: 2018/01/20 12:33
  • by Jinx De'Caire