Table of Contents

Tackling Guide

If you're looking for the use of Interdictors and Heavy Interdictors, see the guide to Advanced Tackling


Overview

What is a tackler?

Tacklers are small, fast ships that prevent other ships from escaping a fight. Primarily they get in close to an enemy and apply a Warp Scrambler or Warp Disruptor effect that disables the affected ship's ability to warp away. Secondarily they apply a Stasis Webifier or Target Painter effect that makes the affected ship easier to hit by slowing it down or increasing it's signature radius respectively.

Modules that improve the speed and agility of a ship such as Microwarpdrives (sometimes Afterburners), Overdrive Injectors and Nanofiber Internal Structures are also popular tools of tacklers.


Why should I become a tackler?

A valid question! Tackling ships are small, fragile things that can't kill much on their own. Flying them is in no way glamorous (at least in a way that is immediately obvious to a new player). So why should you fly them?

The number one reason you should fly tackle is to become a gorram hero.

A tackle frigate costs under 1 million ISK fully fit, zips around at 3500 m/s, turns on a dime and is crewed exlusively by test dummies and exotic dancers. Despite its size and cost it can have a big effect on a fight.

Consider this: An enemy fleet is under heavy fire from your friends and are trying to escape and regroup, but you warp to a wreck near their ships as they are aligning out and target biggest shiniest ship you can see. You mash your warp scrambler as hard as you can, then you web it too. That big shiny ship might be a Tengu. That Tengu might get left behind when the rest of its fleet warps off. That big shiny ship might just be the enemy FC or it might be deadspace fit and worth over 1 billion ISK. It might only be dead now because of you. Most likely your fleet will congratulate you. You'll ask a cute question like, “What's a tengu?” and then your wallet will blink.

Did I mention that we give out free ships?


What skills are needed to tackle?

As of the Vanguard release, all new characters start with these skills already trained.

Simply ask and we'll give you free ships to zip around and explode in while you learn about Eve.


How do I learn to tackle?


Frequently Asked Questions

What about tank?

As a tackle frigate your enemies are generally going to be larger ships than you. The size of guns used by those ships will be able to kill you in the same amount of time whether you have a shield/armor buffer or not. Rather than buffer tanking to absorb hits, you will be speed tanking and trying to avoid being hit at all. This means that you'll approach a target at high speed and at an angle so that its guns will have a hard time tracking you. Once close you'll orbit quickly at close range where its guns will be unable to hit you. Equipping your ship with a shield or armor tank actually makes speed tanking more difficult because shield extenders increase your ship's signature radius and armor plates decrease your ship's agility. Each of these penalties will make your ship more vulnerable to receiving hits and, in the case of an armor tank, you will also take longer to align out for a warp.


What should a tackler fear?

Tackle ships are especially vulnerable to a number of things which are in no particular order are:


Warp disruptor or warp scrambler?

Warp Disruptors have longer range, but use more capacitor while active and require more CPU to fit. Warp scramblers disable microwarpdrives, have shorter range, use less capacitor while active and require less CPU to fit.

Disruptors allow you to keep a safe distance from your tackle target and allow you to initially tackle other ships from much further away. Scramblers allow you to prevent your target from using a burst of speed to escape and are easier to fit on a ship and keep on in combat.

It's O.K. to fit one of each if your ship has an abundance of mid slots.


How do I use a tackler ship?

This is a question that is best answered in detail. If you don't know what to do with a tackle ship you should read the tackling tactics article. A short answer will ultimately be insufficient, but if you require a 30 second guide simply for the sake of getting started it goes something like this:


What weapons should I fit?

Remember that the role of a tackler is to tackle, not to apply damage.

With that in mind, feel free to fit whatever weapons receive a bonus from the hull of your ship. Short range weapons are better because they do more damage and have higher tracking speeds which can be useful for attacking drones an enemy has sent to attack you. If you're interested in using a high orbit to avoid smartbombs, neuts and webs you can use long range weapons, but they usually require more fitting resources on your ship which may or may not be a problem for new pilots with low skills.

In general you shouldn't worry about what weapons you use too much. It's more important that your ship has a point, web and propulsion module.

Furthermore, it may seem like a good idea to equip a smart bomb to protect your frigate from drones, however, this is a bad idea because frigate sized smart bombs are completely ineffective and are more likely to damage your friends than they are to accomplish anything helpful.


What is a microwarpdrive (MWD)?

A Microwarpdrive (MWD) is a propulsion module similar to an afterburner that provides a tremendous boost of speed to your ship. Afterburners use a little bit of capacitor, have a long cycle time and allow you to move at slightly more than double your normal speed. Microwarpdrives are the Afterburner's big brother. They use a lot of cap, have a short cycle time and allow you to move at five times your normal speed.

Microwarpdrives have a critical disadvantage that Afterburners don't. Microwardrives increase your ship's signature radius by as much as they increase it's speed. This means that while they are active your ship is much easier to target and hit with weapons.

Despite their downside MWDs are worth using because they allow a ship to sprint long distances in a short time. For tackler this means that they can close a 30,000m gap in as little as ten seconds and possibly catch a target before it can warp a way.


Should I use expensive modules?

Feel free to sink as much isk as you want into tackle frigates. Just don't fly what you can't afford to lose. (You will lose it).

Worth noting is that your money is best spent on upgrading warp scramblers and propulsion modules to named modules. T2 modules are harder to fit and use more capacitor, without any real benefit. Guns really don't matter much on a tackler.


Why do I do this triple clicking in space manouver?

You do this so that your ship doesn't fly in a straight line towards your target. Instead your ship takes a path across its field of view that is more difficult for it's turrets to track, thus your ship is much more likely to survive the approach.


I like tackling , what can I do next?


I don't like tackling, what else can I do?

There are dozens of important roles to fill in fleets besides DPS. Unfortunately many are long trains, so you need to pick one to focus on at some point. Don't rush it. Try multiple things out before you decide on a long term goal.