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fleet_overview [2025/05/26 22:18] bastion_riotfleet_overview [2025/05/26 22:41] (current) – [Fleet Conclusion] bastion_riot
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   * While in fleet, pay close attention to and follow the fleet commander's (FC) commands.   * While in fleet, pay close attention to and follow the fleet commander's (FC) commands.
  
-Warp Yourself To+====== Maneuvers and Commands ====== 
 +**While in fleet, pay close attention to and follow the fleet commander's (FC) commands.** 
 + 
 +**Warp Yourself To**
 The FC will tell the fleet to click the "Warp To Zero" button themselves (or sometimes say "Warp to your optimals" meaning right-click on the destination and select "Warp to -> Within x KM where "x" is the optimum distance for your role) instead of aligning and being warped by a Commander. This is usually used from the POS or warping to an engaged fleet member. The FC will tell the fleet to click the "Warp To Zero" button themselves (or sometimes say "Warp to your optimals" meaning right-click on the destination and select "Warp to -> Within x KM where "x" is the optimum distance for your role) instead of aligning and being warped by a Commander. This is usually used from the POS or warping to an engaged fleet member.
  
-Align+**Align**
 The FC will tell the fleet to align to celestials (e.g. stargates or stations) or other fleet members, and once everyone is aligned, will warp the whole fleet. The align button is right next to the 'Warp To 0' button in the Selected Item window. Make sure you don't confuse the two. The FC will tell the fleet to align to celestials (e.g. stargates or stations) or other fleet members, and once everyone is aligned, will warp the whole fleet. The align button is right next to the 'Warp To 0' button in the Selected Item window. Make sure you don't confuse the two.
  
- +**Jump Jump Jump**{{ ::dont_jump.gif?nolink&600|}}
-Jump Jump Jump+
 Jump into next system via stargate. Jump into next system via stargate.
  
-Jump On Contact or Gate Is Green+**Jump On Contact or Gate Is Green**
 This means when you drop out of warp on the stargate, immediately jump into the next system. This means when you drop out of warp on the stargate, immediately jump into the next system.
  
-Hold On Contact or Gate Is Red+**Hold On Contact or Gate Is Red**
 This means do NOT jump into the next system when you drop out of warp. The FC may be waiting for additional intel from the scouts. If you do accidentally jump, hold cloak and inform your squad commander of your lemming. This means do NOT jump into the next system when you drop out of warp. The FC may be waiting for additional intel from the scouts. If you do accidentally jump, hold cloak and inform your squad commander of your lemming.
  
-Make Best Speed or Freeburn+**Make Best Speed or Freeburn**
 This order means the fleet is no longer trying to move as a coordinated fleet through each system. When chasing WTs, the FC could give tacklers the order to make best speed for a destination to catch them, before the slower ships can catch up. The Make Best Speed order can also be given when the op is finished, and destination is set for home. This order means the fleet is no longer trying to move as a coordinated fleet through each system. When chasing WTs, the FC could give tacklers the order to make best speed for a destination to catch them, before the slower ships can catch up. The Make Best Speed order can also be given when the op is finished, and destination is set for home.
  
-Scatter+**Scatter or Starburst**
 This is for when things go wrong. The FC can give the order for the whole fleet to scatter. Go to your Pod Saver tab, select a random planet, and warp out. This order can also come in the form of "get out", or "warp out", etc. The FC should normally repeat the order and clarify if it applies to the whole fleet to avoid confusion. This is for when things go wrong. The FC can give the order for the whole fleet to scatter. Go to your Pod Saver tab, select a random planet, and warp out. This order can also come in the form of "get out", or "warp out", etc. The FC should normally repeat the order and clarify if it applies to the whole fleet to avoid confusion.
  
 There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up. If you're not sure about this, check in fleet chat before you find yourself in a fight. There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up. If you're not sure about this, check in fleet chat before you find yourself in a fight.
  
-Hold Cloak+**Hold Cloak**
 When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else. In most fleets, most of the time, the default order if nothing is said after jumping through a gate is to hold cloak. When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else. In most fleets, most of the time, the default order if nothing is said after jumping through a gate is to hold cloak.
  
-Rolling Safe+**Rolling Safe**
 This order is given to make it harder to probe down fleet and attack it. A fast ship is assigned as the anchor and everybody warps to the anchor as soon the anchor is 150 km away. It requires you to pay attention to the distance of the anchor and repeatedly warping to his ship as soon the minimum distance for warp (150 km) is reached. This order is given to make it harder to probe down fleet and attack it. A fast ship is assigned as the anchor and everybody warps to the anchor as soon the anchor is 150 km away. It requires you to pay attention to the distance of the anchor and repeatedly warping to his ship as soon the minimum distance for warp (150 km) is reached.
  
-EWAR Only+**EWAR Only**
 Aggress the target called, but only with tackle and EWAR modules, not with any damage-dealing modules or drones. Gangs and fleets normally do this if the combat situation is stable and they want to make sure that less combat-focused ships, such as logi, are able to get onto the killmail. Aggress the target called, but only with tackle and EWAR modules, not with any damage-dealing modules or drones. Gangs and fleets normally do this if the combat situation is stable and they want to make sure that less combat-focused ships, such as logi, are able to get onto the killmail.
  
- +**"Fleet, warp to ALD." 
- +"Fleet, warp to ALD and hold."**
-"Fleet, warp to ALD." +
-"Fleet, warp to ALD and hold."+
 Select the stargate with a name beginning "ALD" on your overview and click the "Warp to" icon on the overview. Your ship will warp to the stargate. At any time in mid-warp, press CTRL + Space a few times to register a stop command, to stop your ship at the end of its warp, at the stargate: this cancels a jump if you accidentally clicked on the "Jump through" button instead, preventing your ship from accidentally jumping into the next system, and scaring off the target. By default, warp to the exit gate and hold. Select the stargate with a name beginning "ALD" on your overview and click the "Warp to" icon on the overview. Your ship will warp to the stargate. At any time in mid-warp, press CTRL + Space a few times to register a stop command, to stop your ship at the end of its warp, at the stargate: this cancels a jump if you accidentally clicked on the "Jump through" button instead, preventing your ship from accidentally jumping into the next system, and scaring off the target. By default, warp to the exit gate and hold.
  
-"Fleet, jump jump jump ALD and hold cloak."+**"Fleet, jump jump jump ALD and hold cloak."**
 Select the stargate in your overview and click the "Jump" icon at the top. Your ship will jump into the next system and your ship will be automatically cloaked for 1 minute. Do nothing at this point and stay cloaked, following the FC orders. If another ship or object is within 2000m of your ship, your cloak expires and your ship becomes visible. If you are accidentally or purposefully uncloaked, execute an emergency warp to any celestial on your pod saver-click open the Warpout tab and warp to anything on that list as fast as you can. Note your ship's alignment time (2sec, 3sec, 7sec) and be ready for emergencies. Select the stargate in your overview and click the "Jump" icon at the top. Your ship will jump into the next system and your ship will be automatically cloaked for 1 minute. Do nothing at this point and stay cloaked, following the FC orders. If another ship or object is within 2000m of your ship, your cloak expires and your ship becomes visible. If you are accidentally or purposefully uncloaked, execute an emergency warp to any celestial on your pod saver-click open the Warpout tab and warp to anything on that list as fast as you can. Note your ship's alignment time (2sec, 3sec, 7sec) and be ready for emergencies.
  
-"Fleet, jump ALD and warp to scout at 10."+**"Fleet, jump ALD and warp to scout at 10."**
 Select the stargate in your overview and click the "Jump" icon at the top. Once inside the system, select your scout pilot name on your watch list, or fleet list, then right-click "Warp to member | at 10 km". Your ship will align to and warp to your scout at his/her position in space at the moment you clicked "Warp to" and your ship will land within 10 km of your scout's last position in space. If your scout is at a site or inside a site, due to dead space mechanics, all ships warping to your scout will land at the acceleration gate outside the site. Warping to your scout at 10 km in this situation results in a safe distance from the acceleration gate. If your ship warped to your scout at 0km, there is a chance your ship could land inside the acceleration gate, get stuck, and cannot activate the gate, or escape, if bad guys are also at the acceleration gate. Select the stargate in your overview and click the "Jump" icon at the top. Once inside the system, select your scout pilot name on your watch list, or fleet list, then right-click "Warp to member | at 10 km". Your ship will align to and warp to your scout at his/her position in space at the moment you clicked "Warp to" and your ship will land within 10 km of your scout's last position in space. If your scout is at a site or inside a site, due to dead space mechanics, all ships warping to your scout will land at the acceleration gate outside the site. Warping to your scout at 10 km in this situation results in a safe distance from the acceleration gate. If your ship warped to your scout at 0km, there is a chance your ship could land inside the acceleration gate, get stuck, and cannot activate the gate, or escape, if bad guys are also at the acceleration gate.
  
-"Sliding"+**"Sliding"**
 That person's ship landed at the site acceleration gate, is within 2500m of the acceleration gate, activated the accleration gate, and is warping to the site's beacon at 0km inside the site. Fleet members outside the site will warp to the acceleration gate outside the site only due to dead space game mechanics. See the "warp to scout at 10." command. That person's ship landed at the site acceleration gate, is within 2500m of the acceleration gate, activated the accleration gate, and is warping to the site's beacon at 0km inside the site. Fleet members outside the site will warp to the acceleration gate outside the site only due to dead space game mechanics. See the "warp to scout at 10." command.
  
-"Fleet, slide the gate, slide the gate on contact."+**"Fleet, slide the gate, slide the gate on contact."**
 When your ship lands at the acceleration gate (warp to the scout at 10km ideally), select the acceleration gate in your overview, then click "Activate Gate" icon at the top. Your ship will align and jump into the site for combat. When your ship lands at the acceleration gate (warp to the scout at 10km ideally), select the acceleration gate in your overview, then click "Activate Gate" icon at the top. Your ship will align and jump into the site for combat.
  
-"Lock the Merlin, EWAR only guys."+**"Lock the Merlin, EWAR only guys."**
 Lock on and target the flashy merlin in your overview, then click your ewar module(s) only (warp/guidance/tracking disruptors, warp scrambler, webifier, target painter-modules that hinder the target but do not cause damage to the target). The reason for "ewar only" is to buy time for the rest of the fleet to appear on grid with the target, allows all fleet members to lock and apply their ewar modules to the target, to become registered in the target's killmail after the target is destroyed. Lock on and target the flashy merlin in your overview, then click your ewar module(s) only (warp/guidance/tracking disruptors, warp scrambler, webifier, target painter-modules that hinder the target but do not cause damage to the target). The reason for "ewar only" is to buy time for the rest of the fleet to appear on grid with the target, allows all fleet members to lock and apply their ewar modules to the target, to become registered in the target's killmail after the target is destroyed.
  
-"Deaggress, deaggress"+**"Deaggress, deaggress"**
 Turn off all of your ship's offensive modules and recall your drones. Deaggressing allows your ship's 1-minute 'aggression timer' to decrease. Being deaggressed for a full minute allows a pilot to dock, jump through stargates, and escape while their attackers must wait a full minute before chasing. Every hit on a target resets your ship's aggression timer back to 1:00 minute. Aggression includes drones, tackle, and EWAR. Turn off all of your ship's offensive modules and recall your drones. Deaggressing allows your ship's 1-minute 'aggression timer' to decrease. Being deaggressed for a full minute allows a pilot to dock, jump through stargates, and escape while their attackers must wait a full minute before chasing. Every hit on a target resets your ship's aggression timer back to 1:00 minute. Aggression includes drones, tackle, and EWAR.
  
-"Burn back to gate / Crash gate"+**"Burn back to gate / Crash gate"**
 When your ship enters a new system via a stargate, "Burn back to the gate" means select the stargate your ship just entered system from, then click the "Align" icon, activate any propulsion module (afterburner, microwarp drive), and reapproach the gate you just came through. This action is used to bring the fleet back to the safety 2500m jump distance of the stargate for escape from attacking ships. When your ship enters a new system via a stargate, "Burn back to the gate" means select the stargate your ship just entered system from, then click the "Align" icon, activate any propulsion module (afterburner, microwarp drive), and reapproach the gate you just came through. This action is used to bring the fleet back to the safety 2500m jump distance of the stargate for escape from attacking ships.
  
  
-Main article: Tackling +====== Rookie Tackling ====== 
-Note: Assuming that your overview is set up correctly as per the Overview Guide, a tackler's job is to tackle any target that shows up as soon as you are ordered to attack. + 
-Lock enemy targets by holding down CTRL and left-clicking on the overview. Holding CTRL down also has the advantage of locking the overview sorting display in its current order: new targets will appear at the bottom, existing targets no longer on grid will be greyed out. +  Note: Assuming that your overview is set up correctly as per the Overview Guide, a tackler's job is to tackle any target that shows up as soon as you are ordered to attack. 
-A "point" is a warp disruptor; a "scram" is a warp scrambler, which has a shorter range than a disruptor but shuts down its target's MWD as well as preventing warp. In small gangs, it is usually a good idea to call out the fact that you have point or scram on voice comms, especially if you are making initial tackle. In a larger fleet you should not do this unless explicitly requested by the FC. +  Lock enemy targets by holding down CTRL and left-clicking on the overview. Holding CTRL down also has the advantage of locking the overview sorting display in its current order: new targets will appear at the bottom, existing targets no longer on grid will be greyed out. 
-If using a warp scrambler, set your default orbiting distance to 7500 m. You can do this when undocked: select an object in the overview that is nearby, and the right-click the Orbit button in the 'Selected Item' window. Having a default orbit of 7.5 km will keep you out of most smartbomb range, but within warp scrambler and webifier range. If you know that the target has no smartbombs, you can approach to orbit close and increase your angular velocity to be harder to hit. Only battleships and larger ships usually fit smartbombs. If the enemy is in a battlecruiser or smaller ship, feel free to orbit closer. Some faction smartbombs have a range greater than 7.5 km but they are expensive and usually only fitted on capital ships. +  A "point" is a warp disruptor; a "scram" is a warp scrambler, which has a shorter range than a disruptor but shuts down its target's MWD as well as preventing warp. In small gangs, it is usually a good idea to call out the fact that you have point or scram on voice comms, especially if you are making initial tackle. In a larger fleet you should not do this unless explicitly requested by the FC. 
-Manage your capacitor while tackling: your main purpose in the fleet is holding the opponent down, not destroying them. If you have guns that use cap (energy or hybrid turrets), don't fire them while tackling, or if you'll need to tackle soon. Missiles and projectile turrets don't require cap. This advice can be ignored if you have verified through simulation that you are capacitor-stable with guns blazing. +  If using a warp scrambler, set your default orbiting distance to 7500 m. You can do this when undocked: select an object in the overview that is nearby, and the right-click the Orbit button in the 'Selected Item' window. Having a default orbit of 7.5 km will keep you out of most smartbomb range, but within warp scrambler and webifier range. If you know that the target has no smartbombs, you can approach to orbit close and increase your angular velocity to be harder to hit. Only battleships and larger ships usually fit smartbombs. If the enemy is in a battlecruiser or smaller ship, feel free to orbit closer. Some faction smartbombs have a range greater than 7.5 km but they are expensive and usually only fitted on capital ships. 
-Don't default to using AB or MWD while sitting on a gate, nor when aligning. Use AB and MWD to approach targets, or to get away from them if they have smartbombs, and use them in out-of-battle movement if the FC calls for it ("prop mods on, burn"). In battle, you can leave an AB on while orbiting a target. Having an MWD active makes you an easier target, so most tacklers should not orbit targets with MWD active in a T1 frigate. Interceptors can leave the MWD on. +  Manage your capacitor while tackling: your main purpose in the fleet is holding the opponent down, not destroying them. If you have guns that use cap (energy or hybrid turrets), don't fire them while tackling, or if you'll need to tackle soon. Missiles and projectile turrets don't require cap. This advice can be ignored if you have verified through simulation that you are capacitor-stable with guns blazing. 
-If the FC did not give any specific instructions for who tacklers should tackle, or orders you to "spread tackle", then pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. This will usually ensure that the fleet's points are spread relatively evenly among our enemies. Sorting the overview by character name can help in the target selection if it is done this way. Sometimes the FC will give specific orders, for example: "Squad 1 tacklers should point the primary, Squad 2 tacklers should point the secondary, all other tacklers should pick targets at random." If you are trying to point a random target and you notice he is too far away or too fast to catch, use your best judgment, and consider tackling something else instead. +  Don't default to using AB or MWD while sitting on a gate, nor when aligning. Use AB and MWD to approach targets, or to get away from them if they have smartbombs, and use them in out-of-battle movement if the FC calls for it ("prop mods on, burn"). In battle, you can leave an AB on while orbiting a target. Having an MWD active makes you an easier target, so most tacklers should not orbit targets with MWD active in a T1 frigate. Interceptors can leave the MWD on. 
-In a small ship, with survival depending on speed, unless you have just jumped through a gate and are holding cloak or are waiting for orders at an Upwell structure, you should try to stay in motion. If you are holding at a gate then you should orbit it at 500; if you are around a planet or somewhere else then you should be orbiting one of the larger (BC/BS) ships outside of smart bomb range. This can be anywhere between 7.5km to 30km. +  If the FC did not give any specific instructions for who tacklers should tackle, or orders you to "spread tackle", then pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. This will usually ensure that the fleet's points are spread relatively evenly among our enemies. Sorting the overview by character name can help in the target selection if it is done this way. Sometimes the FC will give specific orders, for example: "Squad 1 tacklers should point the primary, Squad 2 tacklers should point the secondary, all other tacklers should pick targets at random." If you are trying to point a random target and you notice he is too far away or too fast to catch, use your best judgment, and consider tackling something else instead. 
-When in doubt, ask questions textually in fleet chat!+  In a small ship, with survival depending on speed, unless you have just jumped through a gate and are holding cloak or are waiting for orders at an Upwell structure, you should try to stay in motion. If you are holding at a gate then you should orbit it at 500; if you are around a planet or somewhere else then you should be orbiting one of the larger (BC/BS) ships outside of smart bomb range. This can be anywhere between 7.5km to 30km. 
 +  When in doubt, ask questions textually in fleet chat! 
 + 
 +====== EWAR ====== 
 + 
 +  * Check the optimal range on your EWAR modules (not on any weapons fitted, which are less important), and try where possible to enter fights at that range. This might entail warping in at a different range than the damage-dealing part of the fleet. 
 +  * EWAR ships are often high-priority targets for opponents. In most fleets, it's acceptable and encouraged for you to "bounce", that is, warp off to a nearby point when you are targeted and then warp back in to the engagement. 
 +  * Check with your fleetmates before the fight if you're unsure about this. Don't worry about leaving your allies: by repeatedly diving in and out and forcing the enemy to re-target you, you will be highly disruptive. 
 +  * To help you bounce when targeted, pre-align to something so you're ready to warp out 
 +  * The specific sections below offer some advice on target selection, but if you're very new to the game and have no idea what you're doing: 
 +  * EWAR that is not target painting can pick targets the same way tacklers do when they need to point at random: pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. Sorting the overview by character name can help in the target selection if it is done this way. 
 +  * EWAR that is not target painting can be spread among targets: hit one target with one module and then move on to the next. 
 +  * Target painting can be applied to the primary target 
 +===== Target painters ===== 
 + 
 +  * Target painters should be applied to the primary target 
 +  * Your role is to make the primary target easier to lock, hit, and damage for your fleetmates 
 +  * If your fleetmates are burning enemies down quickly and you have multiple painters, try getting ahead of your allies by locking up and painting the secondary called by the FC as well 
 +===== Weapon disruptors ===== 
 + 
 +  * Weapon disruptors should usually be applied to the largest hostile damage-dealing ships other than the primary target (which should, all being well, die soon anyway) 
 +  * Tracking disruptors should be applied to ships which use turrets; guidance disruptors should be used on ships which use missile launchers 
 +  * It is worth learning some common damage-dealing ship types so you can tell what to apply to what 
 +  * Pay attention to the range at which the two fleets are fighting to help you pick or swap between scripts: 
 +  * If the damage-dealing parts of both fleets are within 10–20km of each other, tracking speed disruption and missile precision disruption are likely to be most useful. 
 +  * If the two fleets are fighting at longer range, range disruption is likely to be more useful. 
 +===== Sensor dampening ===== 
 + 
 +  * Unless otherwise instructed by the FC / EWAR squad commander, the following is a decent target prioritization: 
 +  * Enemy logistics ships, if present (damping these makes a whole fleet easier to defeat) 
 +  * Enemy EWAR ships, if present 
 +  * The largest class of enemy damage-dealing ships present, avoiding jamming the general fleet's primary target 
 +  * Pay attention to the range at which the two fleets are fighting to help you pick or swap between scripts: 
 +  * If the damage-dealing parts of both fleets are within 10–20km of each other, scan resolution dampening might be most helpful. 
 +  * If the two fleets are fighting at longer range, targeting range disruption is likely to be more useful 
 +  * If enemy logistics ships are flying close to the rest of their fleet, scan resolution dampening will work best on them 
 +  * If enemy logistics ships are flying at a distance from the rest of their fleet, targeting range disruption might be most useful on them. 
 +===== ECM ===== 
 + 
 +  * ECM can be tricky to use. Make sure you listen to recorded classes and read guides to be better prepared. 
 +  * Fit racial jammers only. Multispectrals can be useful for high SP pilots, but for rookie pilots, racial jammers are better. 
 +  * Carrying spare racial jammers in the cargohold can be handy if the FC receives timely intel from scouts and there is enough time for the ECM pilots to dock and refit. 
 +  * The ECM modules should have their auto-cycle function turned off. 
 +  * Unless otherwise instructed by the FC / EWAR squad commander, the following is a decent target prioritization: 
 +  * Enemy logistics ships, if present (jamming these makes a whole fleet easier to defeat) 
 +  * Enemy EWAR ships, if present 
 +  * The largest class of enemy damage-dealing ships present, avoiding jamming the general fleet's primary target 
 +  * If you're still learning ship types and names, don't worry: some jams somewhere are better than nothing. Your fleetmates might be able to advise before the fight on priority targets, and in some battles the FC or another officer might have time to call EWAR targets. 
 +  * Try to match racial jammers to the appropriate racial ships. You can do this easily by matching the color of the jammer to the color of the background of the small ship image in the locked target icon. For example, Minmatar ships always have a red background in their locked target icon, and the jammers with a red-colored button in your HUD work well against them. 
 +  * Never jam the primary target if it is within docking range of a station or jumping range of a stargate. Doing so can cause them to deaggress fully by pulling in their drones and waiting out their timer to dock or jump away from the fight. 
 + 
 +====== Fleet Conclusion ======
  
-Main article: Electronic warfare 
-Check the optimal range on your EWAR modules (not on any weapons fitted, which are less important), and try where possible to enter fights at that range. This might entail warping in at a different range than the damage-dealing part of the fleet. 
-EWAR ships are often high-priority targets for opponents. In most fleets, it's acceptable and encouraged for you to "bounce", that is, warp off to a nearby point when you are targeted and then warp back in to the engagement. 
-Check with your fleetmates before the fight if you're unsure about this. Don't worry about leaving your allies: by repeatedly diving in and out and forcing the enemy to re-target you, you will be highly disruptive. 
-To help you bounce when targeted, pre-align to something so you're ready to warp out 
-The specific sections below offer some advice on target selection, but if you're very new to the game and have no idea what you're doing: 
-EWAR that is not target painting can pick targets the same way tacklers do when they need to point at random: pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. Sorting the overview by character name can help in the target selection if it is done this way. 
-EWAR that is not target painting can be spread among targets: hit one target with one module and then move on to the next. 
-Target painting can be applied to the primary target 
-Target painters 
-Target painters should be applied to the primary target 
-Your role is to make the primary target easier to lock, hit, and damage for your fleetmates 
-If your fleetmates are burning enemies down quickly and you have multiple painters, try getting ahead of your allies by locking up and painting the secondary called by the FC as well 
-Weapon disruptors 
-Weapon disruptors should usually be applied to the largest hostile damage-dealing ships other than the primary target (which should, all being well, die soon anyway) 
-Tracking disruptors should be applied to ships which use turrets; guidance disruptors should be used on ships which use missile launchers 
-It is worth learning some common damage-dealing ship types so you can tell what to apply to what 
-Pay attention to the range at which the two fleets are fighting to help you pick or swap between scripts: 
-If the damage-dealing parts of both fleets are within 10–20km of each other, tracking speed disruption and missile precision disruption are likely to be most useful. 
-If the two fleets are fighting at longer range, range disruption is likely to be more useful. 
-Sensor dampening 
-Unless otherwise instructed by the FC / EWAR squad commander, the following is a decent target prioritization: 
-Enemy logistics ships, if present (damping these makes a whole fleet easier to defeat) 
-Enemy EWAR ships, if present 
-The largest class of enemy damage-dealing ships present, avoiding jamming the general fleet's primary target 
-Pay attention to the range at which the two fleets are fighting to help you pick or swap between scripts: 
-If the damage-dealing parts of both fleets are within 10–20km of each other, scan resolution dampening might be most helpful. 
-If the two fleets are fighting at longer range, targeting range disruption is likely to be more useful 
-If enemy logistics ships are flying close to the rest of their fleet, scan resolution dampening will work best on them 
-If enemy logistics ships are flying at a distance from the rest of their fleet, targeting range disruption might be most useful on them. 
-ECM 
-ECM can be tricky to use. Make sure you listen to recorded classes and read guides to be better prepared. 
-Fit racial jammers only. Multispectrals can be useful for high SP pilots, but for rookie pilots, racial jammers are better. 
-Carrying spare racial jammers in the cargohold can be handy if the FC receives timely intel from scouts and there is enough time for the ECM pilots to dock and refit. 
-The ECM modules should have their auto-cycle function turned off. 
-Unless otherwise instructed by the FC / EWAR squad commander, the following is a decent target prioritization: 
-Enemy logistics ships, if present (jamming these makes a whole fleet easier to defeat) 
-Enemy EWAR ships, if present 
-The largest class of enemy damage-dealing ships present, avoiding jamming the general fleet's primary target 
-If you're still learning ship types and names, don't worry: some jams somewhere are better than nothing. Your fleetmates might be able to advise before the fight on priority targets, and in some battles the FC or another officer might have time to call EWAR targets. 
-Try to match racial jammers to the appropriate racial ships. You can do this easily by matching the color of the jammer to the color of the background of the small ship image in the locked target icon. For example, Minmatar ships always have a red background in their locked target icon, and the jammers with a red-colored button in your HUD work well against them. 
-Never jam the primary target if it is within docking range of a station or jumping range of a stargate. Doing so can cause them to deaggress fully by pulling in their drones and waiting out their timer to dock or jump away from the fight. 
 If you picked up loot or salvage, it is your responsibility to put it in the correct place: If you picked up loot or salvage, it is your responsibility to put it in the correct place:
  
-Loot items from the wrecks of E-Uni pilots' ships should be returned to their owners +  * Loot items from the wrecks of BABS Pilot'ships should be returned to their owners 
-Loot items from the wrecks of enemies are typically either donated to the University or gathered to be sold off, with the proceeds going to everyone who participated in the fleet+  Loot items from the wrecks of enemies are typically either donated to the Bounty Chest or gathered to be sold off, with the proceeds going to everyone who participated in the fleet.
-Different campuses might have different hangar and loot can arrangements for sorting loot, so talk to your fleetmates and FC to find out what to do.+
  
-Often, the FC will debrief on Mumble after a fleet, reviewing what went well and what didn't. If things happened during the fleet which you didn't understand, feel welcome to ask for more details. If the fleet went well, you can discuss what worked. If the fleet went badly, resist the temptation to distribute blame, and restrain yourself from saying anything harsh if you feel yourself getting heated. In such situations it is sometimes best to take a break from comms and return to pick over what went wrong dispassionately later.+Often, the FC will debrief on Discord after a fleet, reviewing what went well and what didn't. If things happened during the fleet which you didn't understand, feel welcome to ask for more details. If the fleet went well, you can discuss what worked. If the fleet went badly, resist the temptation to distribute blame, and restrain yourself from saying anything harsh if you feel yourself getting heated. In such situations it is sometimes best to take a break from comms and return to pick over what went wrong dispassionately later.
  
-The FC will sometimes write a report in the After Action Reports forum. Such reports can offer a lot of useful perspective on what was happening, especially if the fleet was too busy or too high-stakes for the FC to make it clear what was going on during combat.+The FC will sometimes write a report in the #aar-reports discord channel. Such reports can offer a lot of useful perspective on what was happening, especially if the fleet was too busy or too high-stakes for the FC to make it clear what was going on during combat.
  
-Two administrative things to do:+**Two administrative things to do:**
  
 If the FC asked you to change autopilot settings to "shorter" or "prefer less secure", make sure you change it back to your preferred setting. If the FC asked you to change autopilot settings to "shorter" or "prefer less secure", make sure you change it back to your preferred setting.
 If you have returned to high security space from lowsec, nullsec, or wormhole space, you might have a training clone which you want to hop back into after combat. If you have returned to high security space from lowsec, nullsec, or wormhole space, you might have a training clone which you want to hop back into after combat.