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Small Gang Fleet

Author
Andrew Indy
Cleaning Crew
#1 - 2014-09-09 04:48:08 UTC
Hi Guys

My corp (Alts corp) is currently deciding on a doctrine for WH defense that is fairly flexible as our members for the most part have a wide range of skills and skill levels . Also most of the ships will most likely be paid for by the corp (out of my and another director wallets most likely since you cant tax WHs) so T3s are mostly out of the question.

This is my plan so far.

DPS - Zealots, Sacrileges, maybe Ishtars and Deimos' . This will allow people with Gun and Missile skills to easily up skill while focusing on armor for a logistics point of view. It also gives our gang a wide range of DPS types and utility (Nuets, damps ect from the Sacs and Ishtars). Most likely these will be brick tanked (1 DPS mod) since that seems to scale the best with logi.

Logi - Augorors and maybe Guardians (pilots with Cruiser 5 would most likely BE in DPS ships though) . Cruiser 4 allows for an easy and cheap option for low skills pilots while providing a great addition to the fleet) . Most likely lots of local ECCM and Sebos since it will be the noobs flying logi so it has to be as easy as possible.

Utility - Most likely a Loki + OGB.

Please poke holes in this plan, better options ect.

Thank you
Hayley Enaka
Bookmark Both Sides
#2 - 2014-09-09 05:04:34 UTC  |  Edited by: Hayley Enaka
You're trying to add in too many options for people with varying skills. Kitchen sink fleets are fine if you're ganking some poor drake that doesn't know where he is, but for an actual doctrine you want to keep things pretty standard. Decide what you want the doctrine to do, pick a core ship and build around that. If you want to kite, go fast with good damage projection and bring defensive webs and range damps and if you want to brawl go heavy tank and dps with solid logi and neuts
Andrew Indy
Cleaning Crew
#3 - 2014-09-09 05:31:23 UTC
I was hoping for just Zealots + Sacs + Augorors (OGB) , all brick tanked. All DPS with Webs, Sacs with Scram + Nuet and Zealots with long point. Balls deep style with as high resists as possible, spare Cap from Augs to counter Nuets and Drones from the Sacs + Logi for killing Falcons (or at least forcing them off grid).

The problem with smallish corps is its hard to force everyone to train into a single ship type and at least with those 2 DPS ships you can cross training weapon skills is not huge.

The Loki would be to counter kiting gangs and would stay at range for the most part.

If i was going to have Ishtars they would be Heavy, Full nuets double web brawling setup.
Aquila Sagitta
Blue-Fire
#4 - 2014-09-09 05:36:00 UTC
When deciding doctrines theres a few things you need to look at.

1. The cost. Who's paying for it and what can be afforded.
2. Skills of people flying the doctrine. Its a good idea to plan doctrines out so they are stepping stones to better doctrine.
3. What is the doctrine for. How many pilots, engagement range, etc.

You said corp is paying for it. Thats cool but HACs are relatively expensive. For comparison Blue-Fire's first doctrine was enyo's and Exeqs that cost 40 mil each. We live in a c5 and don't like to jew much so it worked well for us.

It sounds like you're on the edge of being able to fly a mixed hac gang well. Choose a doctrine you can fly today and make it so improving that doctrine skill-wise puts pilots closer to the doctrine you want to fly. Blue-Fire choose Gallente because it's the new Winmatar. Enyo's were stepping stone to proteus for dps we desperately needed in our t3 gangs. I'd suggest you go with and armor t1 cruiser gang with mixed ewar in utility slots.

Decide what your end goal doctrine will be. Say you want to fly a zealot and onieros gang. The doctrine you start flying is Pulse omens with exeq support, have t2 and meta fits. Be as accommodating to guys that need to cross train as possible. An entry level fit should be able to be trained into in less then a week. The shorter the better!

How big is your gang? You're gonna want a doctrine that is flexible enough so that you can fly it even in your off tz's. We choose enyo's because you can fly the doctrine with 3 people at a minimum. 2 enyo's and 1 exeq. The optimal comp is 5 enyos and 3 exeqs. Plan a doctrine around your average pilot count that can accommodate weekend and primetime player counts.

There's tons of stuff to consider so unless you give more details about your situation its very difficult to cater to your needs.
Aquila Sagitta
Blue-Fire
#5 - 2014-09-09 05:46:56 UTC
Andrew Indy wrote:
I was hoping for just Zealots + Sacs + Augorors (OGB) , all brick tanked. All DPS with Webs, Sacs with Scram + Nuet and Zealots with long point. Balls deep style with as high resists as possible, spare Cap from Augs to counter Nuets and Drones from the Sacs + Logi for killing Falcons (or at least forcing them off grid).


The only problem I see is asking people to train 2 different weapon systems. The sac being missiles and the zealot being lasers. Zealots are a good mix of kitey and brawly. The Sac however is full on in your face brawler. This is conflicting which isn't good. The Sacs will try to get in on top of your enemy and the Zealots will(should) be hanging out at 20km blasting away. This splits your gang up which makes it hard for the FC to know what's goin on. Another problem I see is you're using t1 logi's with t2 ships. If you go up against a similiarly sized gang your logis will get primaried and will die horribly from reduced rep power + poor tank. Then you will lose your t2 hac gang which is spendy for a small corp. If you pvp regularly I'd plan to replace your doctrine ships bi-monthly if not weekly. Especially if you're not very experienced in pvp.
Jessica Duranin
Doomheim
#6 - 2014-09-09 06:53:10 UTC  |  Edited by: Jessica Duranin
Yep, don't use HACs if you don't plan on bringing guardians.
T1 logis are really good ships but they only have T1 resists meaning they will be the weakest link in your fleet.
Having those high resist HACs doesn't help much when your logi gets blown up first.


Another doctrine I've seen for small gang home defense was remote repping Neut-geddons. Even a few of them can pack quite a punch. However it does take a bit of practice to fly them well. (managing remote reps/cap while also targeting the enemy for neuting and dps can go horribly wrong without practice)
Shogun Hogun
Doomheim
#7 - 2014-09-09 07:32:22 UTC  |  Edited by: Shogun Hogun
need more specifics

wormhole defense as in defending POS? RR carriers
or fighting on wormholes vs other wormhole groups? Armor T3 doctrine comes standard
or roaming around nullsec? ishtars ishtars ishtars
Andrew Indy
Cleaning Crew
#8 - 2014-09-09 08:14:01 UTC
Jessica Duranin wrote:
Yep, don't use HACs if you don't plan on bringing guardians.
T1 logis are really good ships but they only have T1 resists meaning they will be the weakest link in your fleet.
Having those high resist HACs doesn't help much when your logi gets blown up first.


Another doctrine I've seen for small gang home defense was remote repping Neut-geddons. Even a few of them can pack quite a punch. However it does take a bit of practice to fly them well. (managing remote reps/cap while also targeting the enemy for neuting and dps can go horribly wrong without practice)


We have a few of those already :), so I might just get some more (also helpful for rolling WHs now that an Orca is a pain.

Regarding the T1 logi, I was hoping that we could pin down enough Enemy DPS for the logi to stay out of range. However sniper Ishtars **** all over that idea. That being said he biggest Gang we have come up against was about 6 T3s + 2 Guardians so assuming you could keep any Prots off hte logis 3-4 T1 logi could tank that many then its just a matter of whether we have enough Nuets to take the Guardians down.

Any way, thanks for the advise, I'll have to come up with a T1 Doctrine and upgrade from there.
Jay Joringer
13.
#9 - 2014-09-09 08:22:24 UTC
If you are going down the Amarr route for your DPS, I'd take a look at the Auguror Navy Issue as an alternative for the Zealot. With decent skills, it's a pocket-battleship that you can easily combine a brick tank with a low sig. DPS is respectable with plenty of fitting for neuts in the utility highs.

Haven't bought one in a while, but I remember they were pretty cheap so you get plenty of bang for you buck.
Andrew Indy
Cleaning Crew
#10 - 2014-09-09 08:59:37 UTC
Jay Joringer wrote:
If you are going down the Amarr route for your DPS, I'd take a look at the Auguror Navy Issue as an alternative for the Zealot. With decent skills, it's a pocket-battleship that you can easily combine a brick tank with a low sig. DPS is respectable with plenty of fitting for neuts in the utility highs.

Haven't bought one in a while, but I remember they were pretty cheap so you get plenty of bang for you buck.



Sweet Thanks
Agatir Solenth
Imperial Academy
Amarr Empire
#11 - 2014-09-09 10:48:57 UTC
Expect heavy damps that will force your logi close in.
Shilalasar
Dead Sky Inc.
#12 - 2014-09-09 11:45:56 UTC
Jay Joringer wrote:
If you are going down the Amarr route for your DPS, I'd take a look at the Auguror Navy Issue as an alternative for the Zealot. With decent skills, it's a pocket-battleship that you can easily combine a brick tank with a low sig. DPS is respectable with plenty of fitting for neuts in the utility highs.

Haven't bought one in a while, but I remember they were pretty cheap so you get plenty of bang for you buck.


I saw that too when EFTed the last time. They are really close to each other just some small tradeoffs depending on personal preference, but a zealot is about two times the price...


Another thing you guys might want to look into are the battlecruisers. No cruiser5 needed, warpspeed is not really a problem in wormholes and since you brawl it out most times anyways the speed is also not that much of a problem. But they pack a hellofapunch and good room for ewar.
Rroff
Antagonistic Tendencies
#13 - 2014-09-09 12:10:24 UTC  |  Edited by: Rroff
Though prices will likely change T3s currently aren't that much more expensive than the HACs.

The main thing with a home defence fleet is to have some kind of cohesion and if you've got a big mix of skill levels you probably want something that doesn't need to do much in the way of movement. Ships like the prophecy have a lot of potential application as they have decent tanks, isn't the end of the world if you put off race guns on them but does help to have some drone capabilities and they have a utility high that can be used to top up the RR or a neut, etc.