I’ve done a fair bit of FCing my nanocane roams now and there are quite a few lessons that I’ve learn over the weeks. Before now I’d done bits and pieces of FCing but it was nothing more than moving small gangs around and looking for kills. These days I feel like I’ve stepped up a bit and now I am comfortable leading a small gang into a proper fight. Over the next few weeks I hope to take the lessons I’ve learnt flying these cheap battlecruiser roams and try and turn our gangs into something a bit more formidable.
So what have I actually learnt? Probably the first thing is that if you find people fights and make sure that they have fun they will sign up for your gangs and word will spread. These Wednesday evening jaunts have gone from just a handfull of friends to pretty much everyone we know who is online joining in and several people flying halfway across Empire space for a laugh. They know exactly what they’re getting, they bring cheap clones, and we fly cheap ships but I get them a fight and more often than not we come out of it respectably even if we all die.
One thing I found that really affects how successful a roam is, is to make sure that you have a plan. When I first started FCing we would wander around aimlessly hoping to find the odd target to gank and not really hanging around much. These days I have a specific target in mind. We go to a system and provoke a fight out of people there, taking advantage of their disorganisation to get as many kills as we can. This planning involves looking at a map beforehand and plotting a route, getting intelligence on jump bridges and other local infrastructure, and making sure that there are people in space but that you’re not going to land in the middle of a massive fleet battle. There’s nothing worse than aimlessly wandering around with no real direction so get out a map, look for some targets and come up with a plan.
Part of planning is to scout out the areas you want to fight in. The odds are that the fleets you encouter will have good knowledge of the area and try and use that to their advantage. If you have a good bookmark collection then you can nullify this advantage. If they’re using bubbles to try and pull you into a close range fight then you can use your bookmarks to get your gang into a kiting or sniping position and achieve what you want to achieve. Sure, you will have a scout or two but there is nothing better than knowing the lay of the land and being well prepared. Maybe its the solo pilot in me but I like to have a fairly comprehensive bookmark library in the systems where I regularly fight. While going out and making bookmarks might seem like a very tedious task, if you do it in a combat frigate then you will surprise yourself how many fights you can get in the process. If possible get hold a of jump bridge map – these are easily found on Google – and try and avoid getting yourself stuck in a pipeline with hostile gangs on either end. If this does happen the best solution is to get the gang safe, make sure aggression timers are over, and then log off and go and do something else. Log in a scout after 15 minutes or so and see if the coast is clear. If it is make a break for it but otherwise go watch some TV and try again later. You’d be surprised how little patience defense fleets have – they want to get back to their sanctums as soon as possible.
When possible you want to force the enemy’s hand. Don’t give them time to form up an organised gang. Jump into a system and lock it down. Bubbles can catch people warping in from jumpbridges, stations, and gates. Use them to pull the enemy’s reinforcements apart. Shoot ratters and stir up trouble as fast as possible. This way you will get a disorganised response and make your life easier. The longer the enemy has to plan and prepare for your gang the more likely they are to come up with a counter and make your life hard. This is not the end of the world and by playing it carefully you can still get some kills but you need to be prepared when they come for you and make your retreat if its prudent.
Gang composition and organisation can play a large part in the success of a fight. So many fleets you encounter, especially if you’ve riled up the locals a bit, will have a hodge podge of ships with no over-reaching philosophy behind it. If you have a well focussed gang you can exploit this to your advantage whether you’re flying interceptors, battlecruisers, nanoships, armour HACs, or remote repair battleships. Know what your gang can do and fight on your terms. In the case of our nano gangs this means drawing out the enemy and picking off weaker targets. If a ship doesn’t fit what you want in your gang then get the pilot to ship into something that does. Fat and slow blaster ships have no place in a nano gang while at the same time a shield Hurricane isn’t going to add to a gang with armour logistics.
If you’re fighting outnumbered then skirmishing is a very useful tactic. Once you’ve killed the soft targets that initially present themselves you will often find that your gang has become a little bit disorganised and spread out. Don’t let people get isolated and caught on their own. Warp out, regroup, and prepare to go back for another round. If you can warp into the enemy and a different angle to your initial foray you will often catch them off guard and get more people pulled out of shape. Repeat this several times and you will minimise your own loses while getting more kills.
When skirmishing something that is vital is good warp ins. If you are fighting on a gate that is bubbled then simply warping out and then back in will often land you right in the middle of the hostile gang. In these situations it is best to have an interceptor or covert ops ship provide a ping spot so that you can warp to them then warp back down into the fight safely. Another thing that you should remind people is not to warp back into a nano gang fight at zero. In the time it takes their ship to align and warp the fleet could have easily moved 20 – 30 km and they will find themselves in the thick of the enemy. Instead get them to warp at range and they can then slowboat until the main gang catches up.
With regards to this, communication in general is an important thing. Don’t just assume that people know not to warp back into the fight, make sure that people know what their jobs are, know where your scouts are, etc.
Support ships can play a surprisingly important role in combat. Well, maybe not so surprising, but at least impressive. So far I have flown without any logistics ships and this has really limited our potential. While we have been able to fight outnumbered against gangs with recons and logistics, we always take losses. With a couple of Scimitars in gang our combat ability would be greatly improved and we would be able to take out more the heavy tackle that came our way. Likewise my own gangs would be improved by the addition of a Lachesis. Quite often we are taking people down only for them to burn back towardss teir gang and escape our points, allowing them to warp away. The long points provided by a Lachesis would allow it to keep people on the field while at the same time operating away from any enemy tackle. Interceptors and interdictors provide other useful combat support.
On the one occaision where I ran a nano gang with a Loki in support it was incredible. The bonuses to speed, agility, and above all point range made it so much easier to outrange the enemy gang and keep them on the field long enough to die. Our tacklers were able to snag people from much further out than they expected and all was good with the world. Now, I don’t like invulnerable T3 ships but they are a tool that is available to us and one we’d be foolish not to use. Because I don’t have a T3 alt of my own – even if I did I don’t like dual boxing in combat, never mind when FCing – I am currently looking at training command ships. While these can’t provide the same bonuses as T3s they do allow you to fit a very solid tank and that means you can FC from the front line rather than in a safe spot. With logistics in gang you can also provide very tempting bait for the hostiles.
One thing that I often find myself doing in a gang is trying to solo the opposition, or at least fight them like I was solo. In some ways this is the right thing to do, an FC should be in a combat ship so that he can see what is in range of the gang and how primaries are going down. However you have to think of yourself not just as one ship but as several. Another side to this card is that it is not advisable to FC from a scout ship or a tackle position. In the former case it means you are away from the main gang and not on field should a hostile fleet run into them. You can’t backseat FC, no matter how much you think you can. Also, if you die then you leave the fleet without any ability to make decisions. Not because you are amazing and pricesless but because you are unlikely to have been making intel repors so the other potential FCs in gang have no basis on which to make decisions. Similarly in a tackle ship you will often be away from the main gang or even sitting in a pod fairly quickly. Have trusted people in support roles and lead your fleet from the centre.
Scouting is a pretty vital part of any gang. There are many ways to do it and no one in paricular is right. Its up to you to decide how you want to do it. The most traditional ways of doing it are to send either a covert ops ship or skirmishing interceptor out ahead – this is my preferred method, but some people like to scout with bait battleships or heavier tackle. When we are running a remote repair gang around lowsec we often send plated battlecruisers ahead as heavy tacklers, knowing that we can support them with repairs when they need it. Just make sure that your scout is providing you with good, clear intelligence and, ideally, knows how to negotiate gate camps. The more intelligence that you have, the better your decision making will be.
This leads me to my final point: be decisive. Don’t worry about making the wrong decision, the most important thing is just to make a decision at all. If you make a mistake you can always issue a new command but don’t dither. Hesitation could not only cost you a fight but also will reduce people’s confidence in you. After the fight is over there is plenty of time to review the decisions you made and I would heartily advise you to do this. Whether you watch a FRAPSed video of the fight, run through it in your head, ask people in your gang, or write up a report for your blog, make sure you question your decisions and ask what you did right and what you could have done better.
Well, not quite my final point. FCing is good fun. It is rewarding in its own right but its amazing how many people you will meet through running gangs. Don’t be the person who sits in chat channels asking if there is a gang up. Be the person forming the gang. You don’t need to take out a gang of HACs or T3s to have fun. Tell people your not experienced and to bring something cheap and you’ll be surprised how many will ‘x’ up and how supportive they will be and tolerant of any mistakes. In the words of a 20th century sportswear brand: Just do it!







