Table of Contents

Gang PvP


Overview

People don't group together for no reason, every gang needs a purpose. You need an objective to complete, this overall objective is what the whole gang is working towards, and your job as a fleet commander is to make it happen.

Here are some example Gang objectives:

The fleet commander first needs to decide what the purpose of the gang will be, and relay this to the gang. Simply saying “We are going to XX-YY to break a ZZZ bubblecamp” is enough. This makes everyone in the gang clear on what the overall objective of the gang is. The objective may change half way through, but as long as the gang understands the current objective of the gang, they will be focused in achieving that goal.


Gang Composition

Each gang has a different composition of ships. It is up to the fleet commander to understand how many of each type of ship they have, and how best to apply each type.

To try and make this clear, here are some example categories:

For example, every time a FC asks what the optimal range of the BS's are, they are trying to work out the number of snipers and DPS ships in the fleet composition. An example composition that a FC may have could be “Three sniping BS, 2 DPS BS, Lots of Support, Lots of Tacklers, No EW”. This will obviously influence how the FC engages with what they have. Note the non-specific term 'lots', this is not an exact science and a general idea of the fleet composition is usually enough.

TIP: To get the exact makeup of a fleet, use the scanner and sort by range. The range will only show up next to ships on grid, so if you scan at the right time (when the fleet is all in one place) you will catch your entire fleet on close range scan.

*IMPORTANT*: A lot of new FCs worry more about the cost of the ship to its pilot than the use of the ship itself. A FC should not worry that the pilot will lose millions of ISK if they die, if they could not afford the loss they would not be flying that ship with you. You need to judge each ship's value by it's usefulness to the gang, not by it's monetary value to the pilot.

Gang Communication

Communication within a gang is primarily over Mumble. The FC will be the one giving out orders, so they need to make sure that they can be clearly understood. This includes tweaking their microphone so that they can be clearly understood.

Mumble can be 'funny' sometimes, you may be cutting out for some people, so here are some basic guidelines for FCs to make their orders better understood.


Gang Management

There are two primary aspects of gang management, combat and movement.

Movement in gangs is relatively simple. A scout will usually move ahead of the gang to ensure that the main group does not jump into any unexpected camps. The FC should pay particular attention to their scout, as that member is effectively their eyes and ears. The main gang will usually follow align/jump commands given by the FC. It is the responsibility of the FC to ensure that the gang knows where they are going so that they can align effectively. The FC should also allow sufficient time for the slow ships to align (the FC should identify the slow aligning ships from the Gang Composition).

Gang Combat is fast and furious, a lot of decisions need be made in a short amount of time. The gang should generally focus fire on the primary target, while queuing up the secondary target. Some ships may have separate goals, EW may jam all the battleships or support may take out their tacklers. Don't try and command multiple groups at once, focus on calling the primary targets for the damage dealers. Sub-groups should have assignments, and be left to follow their assignments using their own initiative, leaving the hardest job to you.

The objective in Gang combat is to reduce the amount of DPS being inflicted on your fleet as fast as possible. The FC needs to quickly identify the ships with the highest DPS and weakest tank to target first, in some cases this may involve targeting cruisers over battleships. There are no hard and fast rules for target calling, it comes down to knowing the enemy fleet composition, knowledge of what ships are set up in which way, how the enemy likes to fight, and many other factors. As the FC gains more experience they will become better at calling targets quickly.


Gang Morale

If morale in a gang is low, people will get fed up and leave. As the FC it is your job to inspire the pilots flying with you. You need to think positively, never admit defeat, and always try to keep the gang focused on their goal. If you cannot win a fight, look for another goal to achieve, this could simply be safespotting and trying to get a bigger gang. As long as the gang hears “We will wait for 10 minutes to get more people, then we will go back in there and beat them” they will be inspired by your positive attitude, and you will have a much higher member retention than if you had said “<sigh> We just got owned, I don't think we can beat them, let's safespot for 10 minutes and see how things are then.”

Each gang leader has a different style of motivation, KIATolon leads by threatening to pod anyone who doesn't achieve the impossible within 10 seconds (this works better than you may think), Sesfan sounds really disappointed if you fail him, etc, etc.

I like to give small speeches quite regularly. I like to tell the gang how awesome they are and how well we are doing. I feel it is very important to re-enforce the confidence the gang has in itself, it makes them work better together, and encourages them to keep up the good work. If you have a gang that feels good about itself then it is more fun for the people involved.


General Principles of Gang Management

Leading a really large gang can be highly demanding on fleet commanders simply because of how much is going on. Trying to keep up with invites, gang & covops chat, watching for spikes in local, etc. can be an extreme pain in the ass. For really large fleets & ops it would probably be best to have a group of sub-commanders to help you out.