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Military Tactics

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Dasfry's guide to Military Tactics & Military Strategy

Contents

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Tactics are what a commander undertakes during battle

Overview

Military tactics.

In the scope of Eve Online, tactics are what a single commander has to execute during the course of a single battle, with perhaps only a few dozen ships, across a single solar system. Military tactics, concerns the level of war at which battles and engagements are planned and executed to accomplish military objectives. These objectives are commonly assigned to tactical units or task forces. Activities at this level focus on the ordered arrangement and maneuvering of combat elements in relation to friendlies and hostiles to achieve combat objectives.

The terms tactics and strategy are often confused; tactics are the actual means used to gain a key objective within a single battle, while strategy is the overall campaign plan, usually involving complex operational patterns, activities, and decision-making that lead to the achievement of one party's overall goal. While strategies may utilize tactics and employ them as catalysts to their success, they are by no means defined explicity by tactics alone.

Military theorist Carl Von Clausewitz put it another way: "Tactics is the art of using troops in battle; strategy is the art of using battles to win the war." [1]


Source(s): Game Source Code solutions


Purpose

The purpose of this documentation is to provide commanders, staffs, and unit leaders with a key reference for planning and conducting military operations. It addresses concepts, principles, and fundamentals for military considerations. It also serves as a key source document for developing training exercises. The information furnished provides data that can be used to support military planning and operations based on intelligence preparation of the battle space.

Introduction

This is an open document and I invite anyone to add to it.

For example when you read about a particular corporation's history. You often read a point where it is stated the type of tactics they might have engaged in, such as "Hit and Run Tactics". However it is rarely explained how that particular tactic, might be achieved, instead they assume you know.

This page is intended to clarify & keep a list of all the known strategies and tactics with basic descriptions to them, even if they seem obvious.

Each style could potentially have its own wiki-page describing that particular strategy or tactic in further detail.

What are the main tactical considerations?

According to Eve Online, Frequently Asked Questions:

Players should equip their ships in keeping with their selected combat strategies, choosing the weapons best suited to their ships and characters’ skills. It is important to find a balance between offensive and defensive measures, discovering effective combinations of weapons and combat-related equipment.
A wide freedom of choice exists when selecting combat tactics, offering a range of options including brute force, firepower, superior speed and range, defense and evasion or stealth and cunning. Most importantly, players need to be able to respond to the tactics employed by their adversaries. Flexibility and wise power usage are always key elements of an encounter and can mean the difference between victory and defeat.

Principles of Military Strategy & Tactics

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Principles of Military Tactics
Main article: Principles of Military Strategy & Tactics
  • Concentration of effort Principle
  • Deception Principle
  • Destruction of enemy forces Principle
  • Economy of force Principle
  • Exploiting prevailing weather Principle
  • Exploiting night Principle
  • False flag Principle
  • Force dispersal Principle
  • Force protection Principle
  • Initiative Principle
  • Maintenance of reserves Principle
  • Maintenance of Morale Principle
  • Maneuver Principle
  • Mass Principle
  • Military Camouflage Principle
  • Objectives Principle
  • Perfidy Principle
  • Relentless pursuit of foes Principle
  • Reconnaissance Principle
  • Surprise Principle
  • Security Principle
  • Unity of command Principle

Organizational Tactics

Main article: Organizational Tactics

Organizational Tactics, are basically how a Fleet Commander choses to setup his group. After he sets up his group he or she can than use the group to go on to objectives the Commander might have in mind. Hopefully choosing the optimum Organizational tactic to match his or her goals.

Blob Tactics

Main article: Blob Tactics

Blob Tactics consist of the direct route. That is simply overwhelming your opponents with numbers in a single wave. Blob tactics often do little else.

Blob tactics are similar to both Swarm Tactics and Zerg Tactics. The Blob does not require the organization of Swarm tactics, and does not emphasize the replacability of Zerg tactics.

Swarm Tactics

Main article: Swarm Tactics

Swarm Tactics, is a tactic where numbers are used to overwhelm an enemy. Often times far more organized then simple Blob Tactics, or even better equipped then Zerg tactics.

Swarm tactics are often used against forces whose individual units are more powerful, counting on training and discipline to enhance the force's effectiveness. The greater numbers allow the force to absorb losses with less reduction in ability than would be the case with fewer, more powerful units.

Turtling Tactics

Main article: Turtling Tactics

Turtling is the continuous reinforcement of a military until it has reached its full strength, then an attack with the now superior force.

Turtling Tactics should not be confused with Spider Tanking Tactics.

Wolfpack Tactics

Main article: Wolfpack Tactics

Wolfpack Tactics, is a tactic of small gang warfare. A usual Wolfpack numbers between 5 to 15 members, piloting Frigates or Destroyers.

Unlike Blob, Swarm, and Zerg tactics it is intended to utilize a small, highly organized (and inexpensive) pack, tasked with hunting down and destroying lone targets of opportunity.

Often times these targets are far more valuable than each ship in the Wolfpack. Common targets include expensive mining ships and lone Battleships.

Wolfpack Tactics take a good amount of teamwork and planning to become effective. The composition of roles varies according to the abilities of the pilots and the needs of the Wolfpack Leader. Commonly used Wolfpack roles are scouts, drone killers, damage dealers, tacklers, and electronic warfare specialists. Pilots often equip their ships to overlap a number of the above roles, so that the loss of a few ships doesn't cripple the Wolfpack's damage dealing, EW, or tackling ability.

Outrider Tactics

Main article: Outrider Tactics
Top ten killers of faction warfare July 2009

Outrider Tactics, or Outrider harassment Squad Tactics, or a baited Van Guard Tactics.

Outrider tactics are similar to Wolfpack Tactics, but in a more advanced form and come attached to a larger fleet. As well as using more advanced ships, such as fast, nimble with high damage AFs, HACs, Cruisers, etc. The size of the outrider squad will usually be in the 5 to 10 range, numbers are relative to the size of the enemy fleet, however always smaller than the enemy fleet in essence to act as bait. Think of it as an advanced bait tactic or a mobile bait if you will. However the bait in this case has teeth, claws, and armored skin. By using a squad to confuse and seperate the confrontation can be done on your terms thus maximizing force. Most FCs already do this instinctively by using interceptors in packs while they double as scouts.

The Outrider fleet (group a) often works well in conjunction with a larger fleet (group b) using Blob tactics. By luring in an opponent fleet (group c) which may also be using blob tactics yet decide to avoid the main feet (group b).

If a large opponent fleet (group c) refuses to engage your large fleet (group b), because perhaps they perceive your fleet in some way to be superior, outrider tactics might be a good idea to imploy.

The outrider fleet (group a) focuses on harassment of the opponent fleet (group c) by attacking their weaker members, who might be separated from the group. Thereby gaining attention from the opponent FC (group c), whose response is often to attempt to attack and to overwhelm the outrider fleet (group a). The Objective is to overload the enemy FC with calls for help and intel so that he makes a mistake and opens himself up for the main gang to attack.

However in doing so the F.C. of (group c) has now inadvertantly changed their stance from attackers (Offensive) to the attacked (Defensive), as now the main fleet (group b) jumps into the system and right on top of and into the fight vs. the opponent fleet (group c) thereby crushing them. The enemy receives a nice and rude surprise.

I originally heard about the details of 'Outrider harassment squad' in game from 'Veshta Yoshida'. Veshta Yoshida is actively a part of Faction warfare, and is on the 'top ten killer' list according to http://fwstats.eve-ic.net/ as of July 2009. According to Veshta Yoshida the name Outrider comes from quote "old Earth legends of horsemen that would ride in front of what they were protecting to intercept potential threats before they reached the 'cargo' ".

Zerg Tactics

Main article: Zerg Tactics

Zerg Tactics, are the use of many low-cost and weak units to overwhelm an enemy. Losses are considered irrelevant, and where possible, a steady replacements are secured to sustain the offensive. 'Zerg' has its origins in the StarCraft Real-time strategy game, with a cheap unit called a Zergling that could be massed produced cheaply and quickly, to overwhelm the enemy.

The emphasis on easily replaceable losses define the primary difference between Zerg Tactics, and Blob or Swarm tactics.

Offensive Tactics

Main article: Offensive Tactics
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Offensive Tactics

Offensive Tactics, where attackers are generally considered to have high degrees of initiative. They can determine when and where forces clash.

Alpha Rush Tactics

Main article: Alpha Rush Tactics

Alpha Rush Tactics, is a tactic where your team and you head directly toward the enemy position as quickly as possible.

See Volley damage.

Ambush Tactics

Main article: Ambush Tactics

Ambush Tactics, is a long established military tactic in which an ambushing force uses concealment to attack an enemy that passes its position.

  • An ambush may consist of having a military group 'logged off' and waiting for the call to 'log on' once the enemy has been identified as in the target zone. (The advantage of this over cloaking is the attackers do not appear on local chat and also do not need to use up a high slot, however they do require high team coordination)
  • Also while a cloaked ship, employing a Cloaking device can ambush another ship, the game is balanced to limit this. The sensor recalibration time limits the speed of the ambush. While Covert Ops and Black Ops ships do not have the sensor recalibration time, they are not very powerful. They can be used to warp scramble the targets until the rest of group can recalibrate their sensors, assuming they can tank long enough.

Camp Busting Tactics

Main article: Camp Busting Tactics

Camp Busting Tactics, is a tactic where the objective is to break an enemy hold on a gate. Through the use of various Counter-Attack tactics.

  • Doomsday weapons
As the enemy has a large force camping a gate, a Titan ship's strength is in using a doomsday weapon to obliterate a large concentration of forces. The more doomsday weapons fired here, the larger losses for the enemy fleet. Although it does some with high expense, and the risk of the potential Titan ship loss. With doomsdays not being an area weapon any more, this tactic is not so viable.
  • Feint Tactics
A deception tactic to make your opponent believe you are doing one thing when in reality your objective is something else.
  • Turtling Tactics
To turtle all your units together and gather strength. And continue to do so until your group is larger then the enemy fleet, then attack up.
  • Blob Tactics
Simply to outnumber the enemy camp. This tactic is rather straight forward, the most commonly used and the most expected.
  • Distraction Tactics
There are many different types of distractions. The most effective is to hit the enemy where it hurts. If the enemy is camping a gate, and you are aware of a POS nearby that they own, send a small gang there to attack it. The goal isn't to destroy the POS, rather to make the enemy believe you are trying to, so that their gate camping gang moves to defend the POS, thereby allowing you to take over the gate they were once camping. Once you have taken over the gate, you can call off your distraction gang.
  • Sniper Tactics
Maneuvering around the blockade entering from a different system, and then positioning yourself out of range of their weapons while placing them in range of your weapons.
  • Alternate Route
Making the camp vs. you completely wasted as you simply maneuver around the blockade.

Concentrating firepower Tactics

Main article: Concentrating firepower Tactics

Concentration of firepower tactics, allows a military force to overwhelm and destroy single targets in mere moments. Thus shifting the favor to the attacker, as the target now has 1 less member, meaning a weaker counter-attack ability.

In Eve online, due to the way the targeting works. The ability to 'call out' an individual target, allows a commander to call a single target and concentrate fire. This is often referred to as "Calling a Primary" [target]

Where as in a real war, a commander would not be able to call out a single target based on the targets base name of John Doe. Rather they would have to call out to attack in a certain direction, or target a certain group. Targeting a single target would have to be based on direction, distance, coordinate or type of target it might be.

Yet, if the target happens to be a truck, and there happens to be dozens of trucks at said coordinates, this might be difficult to pick a specific one. Eve online solves this issue by allowing you to target something not based on the type of target it is, but rather by the pod pilots name, which could be sorted alphabetically and called out fire at 'John Doe'

This effect lacks realism and has the secondary effect of creating battles of focused fire where it is the main oftentimes only method used in battle, thus placing eve fleet battles in favor of this style of warfare.

Fighter Bombing Tactics

Main article: Fighter Bombing Tactics

Fighter Bombing Tactics, is considered an Offensive tactic where a Carrier assigns 1 to 5 fighter drones to a friendly ship.

This tactic uses carriers that remain at a safe location, usually a POS. They deploy and assign fighter to light, fast ships usually frigate class, these ships dive into enemy fleet targeting and attacking and then take range while fighter drones engage target fleet.

The amount of fighter drones that can be assigned to a friendly ship is based on that friendly pilot's drones skill. The Carrier is never in danger and damage is applied fast due to low lock times, assuming the carrier is in a safe location. Another limitation to this tactic is the carrier must be online and in the same system.

This can be used against pos modules as well to great effect, without risking the carrier directly.

Targeting range of the small ships is biggest hurdle.

Gate Camping Tactics (Offensive)

Main article: Gate Camping Tactics

Gate Camping Tactics is the act of holding a stargate entrance to system and denying the enemy the ability to safely enter.

In EVE Online, all star gates act as artificial pinch points.

Camping a gate is most often associated with pirate activities in low security space, as they attempt to catch players entering low security from high security space, utterly crushing them and taking their expensive loot. The downside to a pirate's life is that the more effective they are at wiping out their targets, the less often good targets appear.

Camping a gate can also be to keep an enemy from leaving a closed constellation, or blockading them from receiving new supplies, or from exporting / selling mined materials.

Your forces could, if strong enough, be split into two groups: one to camp the exit gate in a closed system, and another force to go inside and flush the enemy out. The enemy would then be either lured or herded into the first force's position.

Another downside to camping a gate is the hours of utter boredom for only a few moment of action. There is often little to no actual challenge in the fight.

See also Gate Camping Tactics (Defensive)

Guerrilla Warfare Tactics

Main article: Guerrilla Warfare Tactics

Guerrilla Warfare Tactics, is the unconventional warfare and combat with which a small group of combatants use mobile tactics (ambushes, raids, etc.) to combat a larger and less mobile formal navy. The guerrillas use ambushes and mobility (advantage and surprise) in attacking vulnerable targets.

Guerrilla warfare is similar to hit and run tactics but more focus is on staying power and camouflage. Instead of leaving an area the group engaging in Guerrilla Warfare blends in, perhaps using cloaking or staying behind a POS shield or simply being logged off in the area, and on with their neutral alt searching for easy prey for them. All while being just out of reach of the enemy's defenses.

Hit and Run Tactics

Main article: Hit and Run Tactics Tactics

Hit and Run tactics, where the purpose of the combat involved is not to seize control of territory, but to inflict damage on a target and immediately exit the area to avoid the enemy's defense and/or retaliation.

Hit and Run tactics are most effective versus weak targets, such as small to medium ships, including ships ingaged in industrial operations such as mining ships. They are also strong in areas where the defenders are slow to react, or where morale is broken.

These tactics are focused on speed and surprise. Their weakness is staying power, unable to hold against heavy attackers.

They focus on search and destroy of small to medium targets and use evasive tactics versus experienced pilots and heavy defenders.

This tactic is a great first step before sending in a full fleet to attack an area of enemy space. This also gives a good impression of enemy reaction times, defensive size and active timezones they use. Allowing you to make a better judgment of how effective your full fleet would be if they assaulted.

Hot Dropping Tactics

Main article: Hot Dropping Tactics Tactics

Hot Dropping Tactics are offensive tactics. It is the act of dropping a cynosural field into an enemy fleet, which your capital ship fleet then jumps on top of. If timed and positioned properly it can decimate an enemy fleet in mere moments.

Hot dropping has shifted from being something done to decide the fate of a war to becoming a blood sport that major alliances play with each other, with dozens of capital wrecks littering the battlefield after such engagements. Factional Warfare even sees regular use of Carriers and Dreadnoughts.

With the current number of active capital ships on Tranquility, they can no longer be looked upon as tools of the elite. This evolution of warfare has made it apparent that capital engagements are not some random occurrence any more but simply another level of combat in EVE.

Ibis wave attack Tactics

Main article: Ibis wave attack Tactics

Ibis wave attack Tactics, is a tactic where Ibis's are used to attack in cheap continuous waves, most notably used as Tacklers. Often fitted with Stasis Webifier's or Warp jammer's. Some of the advantages of this tactic are the small or short skill training time to acquire, allowing massive numbers of noob players to participate in wars under a specific yet very important role.

While this can be considered a variant on Zerg tactics, the emphasis is on including participants who would otherwise be excluded due to low character skill.

Kiting Tactics

Main article: Kiting Tactics

is a tactic where you string out your opponents like a kite string. Mainly used for mission running, it can be used in PVP although will mostly NOT succeed. Kiting tactic is where, you move away from your targets rather than toward them. It works best with long range weapons such as missiles, and a fast ship. However, even with a slow ship, it has advantages. By moving in one direction your opponents tend to follow in a straight line and are easier to hit. You pick a destination target like a warp gate or a station that is very far away and move towards it. Once you have killed everything, you turn around and your salvage targets are lined up in a chain.


Original post about kiting

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1071413

Mirror

http://www.eve-search.com/thread/1071413/page/1

Log off Tactics, (Offensive)

Main article: Log off Tactics

Log off Tactics, although these tactics are commonly associated with cowardice, they can be used in the opposite method with the goal and objective of a surprise offensive or ambush.

See Ambush Tactics

Maximum Damage Tactics, (Offensive)

Main article: Maximum Damage Tactics

Maximum Damage, abbreviated as MAX, or known as the Max Campaign. Is not a tactic and is actually a Strategy.

See Maximum Damage Strategy

Offensive Spread Tactics

Main article: Offensive Spread Tactics

Offensive Spread Tactics, is an offensive tactic.

It is where you and your fleet approach a target in a spread formation in order to avoid area of effect weapons, such as bombs, ECM bursts, smartbombs, Etc. While still working as a single group, toward the target objective.

Pressure Tactics

Main article: Pressure Tactics

Pressure Tactics Pressure tactics are in actuality a strategy, or known as Pressure strategy.

please see: Political Strategy

Probing Tactics

Main article: Probing Tactics

Probing Tactics or probing is an offensive tactic that uses a Scan Probe Launcher and scan probes. The goal of using Probing is to hunt down an enemy target that is inside the same solar system.

Pros:

  • It can be a great surprise attack tool.
  • This type of attack is most effective vs. weakly tanked units such as snipers, as using the probing tactic will allow you to warp in on top of your target whom most often will have a weak tank. It will also allow you to warp in at the optimal range of your choosing. If you are able to get a cloaked scout to warp in first while still under the protective cloaking effect, you can basically get the advantage of knowing the type of weapons your enemy has and reacting accordingly.

Cons:

  • You can waste time probing for AFK cloaked targets.
  • You can warp in on top of an opponent that is ready for you, or has a superior setup than you expect.
  • You can warp into a scenario that you believe is to your advantage only to find out it is an ambush, i.e., that Ambush Tactics has been used against you.

Raiding Tactics

Main article: Raiding Tactics

Raiding Tactics, or Raid tactics, are typically small fast moving groups of players that wreak havoc on an enemies supplies and cause confusion, paranoia, and general disruption. Raids have two very good uses, one they’re a good way to train corp members in a relatively safe way. And two, they really screw with an enemies’ head

According to "Attrezzo’s General Guide to Eve PvP" (By Attrezzo Pox)

Sniper Tactics

A firefight between snipers at 200km+ ranges
Main article: Sniper Tactics

Sniper Tactics, are offensive Tactics.

Sniper Tactics is the act of attacking an enemy from as far away as possible. The further away you are from an enemy the less likely it is that they can return fire, allowing you free rein to continue attacking.

Defensive Tactics

Main article: Defensive Tactics
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Defensive Tactics

Defensive Tactics, a defensive tactic is usually reactive. It tries to anticipate the offensive agent’s intentions and respond in a manner that denies him success. A defensive strategy however might still entail “attacking” or “counter-attacking.”

The downside to being the defender

  • Your enemy is often the one who chooses the time and the place for the battle.
  • You are attempting to anticipate an attacker whom you often know little to nothing about.
  • Your enemy will have the advantage of being able to bring in all necessary equipment ahead of time.
  • You might not have the necessary manpower or equipment to defend yourself.
  • Failure from the defender potentially means loss of territory.
  • Failure from the attacker means they can simply try again.

Counter-Attack Tactics

Main article: Counter-Attack Tactics

Counter-Attack Tactics is a military tactic used by defending forces when under attack by an enemy force. During their assault, the attackers may have become vulnerable through exhaustion, complacency, or placing themselves in unfavorable conditions. At the right moment, the defenders aggressively charge out of their fortifications, meeting and stunning their attackers directly, and gain the initiative. This can break a siege or change the tide of a battle. However, if the wrong moment is chosen, or a counterattack is poorly executed, a military disaster could result for the defending side, since the defenders are no longer protected by their fortifications.

Counter Strike Tactics

Main article: Counter Strike tactics

is the various tactics used by small, out numbered armies to retake lost ground and defeat the enemy.

Defensive Spread Tactics

Main article: Defensive spread Tactics

is a tactic that while assaulting it moves in a defensive formation. There are many types of potential Defensive formations. For example say you have 2 snipers, instead of moving in on the target together as a single unit. They come in from 2 different separate directions. Any attack upon 1 is NOT an attack upon both.

Elastic Defense Tactic

Main article: Elastic Defense tactic

is a military tactic seeks to delay rather than prevent the advance of an attacker, buying time and causing additional casualties by yielding space. Rather than defeating an attacker with a single, strong defensive line, defense in depth relies on the tendency of an attack to lose momentum over a period of time or as it covers a larger area. A defender can thus yield lightly-defended territory in an effort to stress an attacker's logistics or spread out a numerically superior attacking force. Once an attacker has lost momentum or is forced to spread out to pacify a large area, aggressive counter-attacks can be mounted on the attacker's weak points, causing attrition and hopefully driving the attacker back.

Evasive Tactics

Main article: Evasive Tactics

involves refusing to allow the enemy to attack you. Such practices can be beneficial to the defender, in that they are not unnecessarily exposing assets to an enemy force. While still allowing the defender to operate in hostile territory.

This has several effects. Frustrating the enemy into acting without thinking, seeking a quick victory at the expense of heavy losses. They may become frustrated to the point of resorting to name calling or trash talking. In a vain attempt to get the defender to change tactics or slip up.

Evasive tactics during a battle maybe as simple as warping out as soon as the you are fired upon. Forcing the enemy to choose to either pursue you or pick another target. The frustration may come from you repeating returning to the battle.

This is similar to guerrilla warfare tactics.

Gate Camping Tactics (Defensive)

A common overwhelming gate camp, entrance from high sec into low sec
Main article: Gate Camping Tactics

Gate Camping Tactics is the act of holding a stargate entrance to system and denying the enemy the ability to safely enter.

In eve online, all star gates act as artificial pinch points.

From a defensive standpoint, camping star gates as pinch points to protect claimed space is a good way to keep your industry protected from raiders. This is also an easy way to protect vast constellations of space by protecting the only pinch point or jump gate entering said space. Allowing your corporation, alliance or gang to roam freely inside reaping the rewards within unhindered.

See Gate Camping Tactics (Offensive)

Log off Tactics (Defensive)

Main article: Log off Tactics

these tactics are commonly associated with cowardice. As the goal of this tactic in a defensive point of view is to simply deny your enemy the gratification of a kill, preservation of equipment, or survival. Via "loging-off" the moment the target realizes they are about to be overwhelmed by sheer numbers or firepower. In such a manner as to do it before they are hit at all by the enemy thus evading the PvP log off delay timer.

Note: Many attackers are upset over this ability, as their target has escaped. However there is no concrete way to tell if a player has intentionally pulled the plug or if they where simply disconnected or lost connection to the game at that particular moment. The internet is inherently not 100% reliable. However this will not stop an attacker from automatically assuming the target has intentionally logged off.

See Ambush Tactics.

Maintaining reconnaissance Tactics

Main article: Maintaining reconnaissance Tactics

is a tactic where you keep an eye on your enemy. To see where they are amassing fleets, how large? what units? etc This will increase your chances at being able to effectively counter en enemies assault.

Mass Defense Tactics

Main article: Mass Defense tactics

is a tactic where all available resources are used toward the defense of assets, such as territory.

See Japanese Bee Gang Tactics vs. European Bee 1 on 1 Tactics

Stalling Tactics

Main article: Stalling Tactics

are tactics in terms of defense in which a defender's objective is not to defeat the enemy but rather to keep them busy as long as possible. The defender may intentionally take controlled losses in order to meet this objective.

Stalling, refers to obstructing the flow of play, in the hopes of maintaining or controlling the flow of play to the advantage of the defender.

Stalling cannot generally be pursued in games without a time limit. This time limit in eve could be how long it will take before reinforcements arrive or until less replaceable assets can be moved out of harm's way.

Stay Home Tactics

Main article: Stay Home Tactics

is a tactic where the military is not actively seeking the enemy on any level, not offensively, nor defensively.

Doing nothing is an action.

This may seem like a silly tactic but it is a real tactic, some situations call for action, sometimes that action is nothing at all, and is the best course of action in relation to whats going on.

Scorched earth Tactics

Main article: Scorched earth Tactics

is a military tactic which involves destroying anything that might be useful to the enemy while advancing through or withdrawing from an area.

Deception Tactics

Main article: Deception Tactics

A wise commander takes measures to let his opponent only react to the wrong circumstances. Diversionary attacks, feints, decoys: There are thousands of tricks that have successfully used, and still have a role in the future.

Camouflage Tactics

Main article: Camouflage Tactics

Camouflage is a method of cryptic or concealing coloration that allows an otherwise visible organism or object to remain indiscernible from the surrounding environment through deception. see Cloaking Device

Decoy Tactics

Main article: Decoy tactics

is a tactic where you trick a target to be focused on something of non importance, which then allows you to move unrestrained. Either to attack them or avoid them all together.

Heres an excellent video by Family guy, [Electric man's use of a decoy | http://www.youtube.com/watch?v=5IQ9mpFZz9c].

[2]

Diversionary Tactics

Main article: Diversionary Tactics

is a tactic where

Electronic Warfare Tactics

Main article: Electronic warfare

or (EW) is the use of the electromagnetic spectrum to effectively deny the use of this medium by an adversary, while optimizing its use by friendly forces. Electronic warfare has three main components: electronic support, electronic attack, and electronic protection.

Feint Tactics

Main article: Feint Tactic

are maneuvers designed to distract or mislead, done by giving the impression that a certain maneuver will take place, while in fact another, or even none will.

  • Feint Attack - is designed to draw defensive action towards the point under assault. It is usually used as a diversion to force the enemy to concentrate more manpower in a given area so that the opposing force in another area is weaker. Unlike a related diversionary maneuver, the demonstration, a feint involves actual contact with the enemy.
  • Feint Retreat - is performed by briefly engaging the enemy, then retreating. It is intended to draw the enemy pursuit into a prepared ambush, or to cause disarray.

Misdirection Tactics

Main article: Misdirection Tactics

is a form of deception in which the attention of an audience is focused on one thing in order to distract its attention from another.

Mock Operation Tactics

Main article: Mock Operation Tactics

is a tactic of the imitation of an actual military operation. There could be several reasons for carrying out a mock operation including for the purpose of diversionary tactics, misdirecting an enemy, feinting an attack, etc.

Stealth Tactics

Main article: Stealth Tactics

goal is to operate without the knowledge of the enemy. A mission system employing stealth may well become detected at some point within a given mission, such as when the target is destroyed, but correct use of stealth systems should seek to minimize the possibility of detection. Attacking with surprise gives the attacker more time to perform its mission and exit before the defending force can counter-attack.

Situational Tactics

This is a list of whats common during a set type of engagement with the enemy.

Alliance Tactics

Alliance Tactics, are tactics that involve usually 100+ players with a common goal, usually "to kill obscene amounts of enemies". Often times, these tactics revolve around Anti-POS warfare, Fleet Tactics, and Political Strategy. These fleets usually include Capital ships and are supported by a large numbers of battleships.

Another thing to note that it is often hard to hold large number of players together for a prolonged period of time. As a group members may have to log off, to goto work, school, or do laundry, etc. Or members become board of sitting and waiting, and will break off to do something else. Thus challenging the Fleet Commander to keep the fleet moving and active.

See POS warfare.

Faction Warfare Tactics

Main article: Factional Warfare

Faction Warfare Tactics, or FW for short was originally introduced June 10, 2008, during the Empyrean Age update and is similar to fleet tactics.

See: Faction Warfare, Empyrean Age

Fleet Tactics

Fleet Tactics, are tactics that involve usually 11 to 100, or more players with a common goal, usually "to kill lots of enemies". Often times, this fleet at some point winds up resorting to anti-POS warfare tactics. These fleets usually include either battleships, and/or capital ships as the meat of the Fleet.

Also another thing to note that it is often hard to hold large number of players together for a prolonged period of time. As a group members may have to log off, to goto work, school, or do laundry, etc. Or members become board of sitting and waiting, and will break off to do something else. Thus challenging the Fleet Commander to keep the fleet/group moving and active.

See Alliance Tactics

Gang Tactics

Gang Tactics, are tactics that involve usually 5 to 10, or more players with a common goal, usually "to kill the enemy". Often times, this group at some point winds up resorting to gate camping. These groups usually include battle cruisers, and do not include capital ships, although they could it is not a common sight.

Also another thing to note that it is often hard to hold large number of players together for a prolonged period of time. As a group members may have to log off, to goto work, school, or do laundry, etc. Or members become board of sitting and waiting, and will break off to do something else. Thus challenging the Fleet Commander to keep the fleet/group moving and active.

See Fleet Tactics

Gank Tactics

Gank Tactics, Not to be confused with a Gank setup or a Gank fitting.

Gank Tactics, are tactics that involve a group of players who's purpose is to fully take advantage of an opponent. To the point where the opponent, has perceived unfairness or perceived it to be impossible to defend against.

Often times Gank Tactics will involve sheer numbers, where the majority members within group are loaded out for attack. Focused on simply out gunning an opponent. They may also employ some secondary or reserve units that will use supporting modules to assist in the oppression of an opponent, such as the use of jamming ships that will further destroy an opponents ability to resist destruction.

Gank tactics as they are designed to destroy, NOT defend. Will also avoid what would be considered fair fights, in numbers or firepower. As the intent is to attack, cause as much damage as possible with out giving the enemy the satisfaction of a "fair fight".

Gank tactics will also involve the idea of not staying in one place to long. As opponents will begin to stage Counter-Gank tactics, such as counter attacks.

Gank tactics can be used in conjunction with gate camping tactics or roaming gang tacticss.

Group Tactics

Group Tactics, are tactics that involve usually 2 to 5, or more players with a common goal, usually "to kill stuff".

See Gang Tactics

Mission Running Tactics

Mission Running Tactics are pretty straight forward. You can solo the majority of missions on your own from level 1 to 4, assuming you can do the following.

  • Have your rate of recovery higher then the combined DPS of All the NPC group of rats attacking you.
  • Have your DPS output higher then the Recovery rate of the strongest single NPC rat for that given mission.

Each Level of mission and particular details of a mission varying the required Recovery rate and DPS needed to complete said mission as you progress.

One on One Tactics

One on One Tactics, is a tactic often but not always what is decisive in this type of fight is whom can destroy the other sooner.

That is not to say it is the only way. There are mixes to this ideal, such as E-warfare.

See Group Tactics

High Sec Tactics

High Sec Tactics, or Empire space High Sector Tactics. Are methods players may use to cause a fight between themselves and a normally neutral player.

Why would anyone do this?

Its really up to each individual's agenda. The reasons could vary from the 'I'm bored', political 'your alliance/corp is my enemy', or no reason other than simply the 'because I can'.

Casey's Prisoner exchange program

Casey's Prisoner exchange program

Casey's Prisoner exchange program, I first notice this tactic used while I was running a mission.

In this case a player by the name of Casey Wulf entered a mission area and went not for just any loot within the mission area. Casey showed up with an objective to ransom the mission objective itself. In essence if he succeeds in ninja stealing the mission objective he can than ransom the item back to the mission runner.

Not only is he stopping the mission runner from gaining the reward of completing the mission objective but, if the mission runner decides to not take the ransom and fails his mission objective he can lose standing as well. Which translates into a loss of mission running time.

In essence Casey created a prisoner exchange program.

Jet Can Flipping Tactics

Jet can's are vulnerable to having the contents stolen, as they do not have a password and anyone can access it. However, if the contents are stolen then the thief is flagged red to the can's original owner and their Corporation for a limited period, during which their ship can be killed without interference from CONCORD. Some people use this against unknowing miners in high-sec space, generally with the primary intention not of taking the ore, but of getting their "victim" to aggress. Once this has occurred, the original thief is free to attack his victim with whatever weaponry he has without CONCORD interfering. This means that a frigate can be used for the initial flipping, but, once agressed, the frigate is withdrawn, and a heavier ship, say a battleship, brought onto the field to annihilate the miner.

Ninja Salvaging Tactics

Ninja Salvaging Tactics, or in this case Ninja Salvager's are Players that scan down a mission runner's mission area. They than enter it, approach the wrecks created by the mission runner, ignoring or avoiding the temptation to loot the wrecks.

The Ninja salvages the ship wrecks using a salvager module. Which allows the ninja to loot and avoid being 'blinky red', some of the newer players may not understand this dynamic of the game and foolishly open fire on the salvage looter. The mission runner than finds what a horrible mistake they made as they find themselves destroyed by concord.

Suicide Ganking Tactics

See Ganking for more details.

Suicide ganking Tactics, are an EVE-specific form of ganking.

EVE is divided into areas of space, each with its own 'Security Level', which ranges typically from 0.0 to 1.0. Areas of space with Security Levels of 0.5 or higher are permanently guarded by the extremely powerful Concord, who intervene within seconds to destroy any player ship which has initiated unauthorised warfare.

Suicide Gankers use spotters to find a particularly juicy target, then fleet together in cheap, disposable ships often equipped with plasma bombs or other high-damage weapons. They then warp in and together attempt to destroy the target before Concord warps in to neutralise the attackers (which it always does).

Suicide ganking is popular in EVE as a player-invented "challenge" - to take down a high-value player ship in the few seconds the gankers have before Concord destroys the antagonists.

Obsolete Tactics

Obsolete Tactics, are tactics that where previously employed militarily in Eve online and are no longer possible to do. Possibly due to said feature of the game removed or no longer functioning.

Gate Camping, Smartbomb Tactics

Main article: Smartbomb

Smartbomb Camping, was the practice of camping a Stargate at a range of 0km to 6km using Smartbombs to kill all small ships, including shuttles, Frigates, etc., the moment they came out of warp before they actually used a Stargate. Which gave a huge advantage to the campers, allowing them to destroy and pod unsuspecting travelers.

This was removed June 10, 2008, during the Empyrean Age update.

Lofty scam Tactics

Main article: Lofty scam

Lofty scam Tactics, (named after its inventor) is a tactic used to trick a (usually new) player into joining a gang, while another player is at war with another player in the gang, making is possible for the victim to be engaged without CONCORD intervening.

This was removed June 10, 2008, during the Empyrean Age update.

Carebear sorrows - Video of the Lofty scam in action, being heavily abused vs. unsuspecting mission runners

POS Bowling Tactics

Main article: POS Bowling

POS Bowling was the practice of using the Titan or Mother ship class capital ships to bump ships outside of the POS forcefield. Which would allow the attacker to steal or destroy ships, of a defender while said defender is logged off.

Political Strategy and Tactics

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Political
Main article: Political Strategy
  • 1 Political Strategy
  • 1.1 Discredit Strategy
  • 1.2 Disinformation Strategy
  • 1.3 Economic power
  • 1.4 Enemy of my Enemy Strategy
  • 1.5 Entrapment Strategy
  • 1.6 Hard Power Strategy
  • 1.7 Heroism Strategy
  • 1.8 Placating Strategy
  • 1.9 Pressure Strategy
  • 1.10 Thousand Cuts Strategy
  • 1.11 Soft Power Strategy

Notes

Some items in this wiki page may repeat from Military Tactics or Military Strategy respectively however the intent is to concentrate on their set focus.


Tactical and Strategic Limitations of Eve

These are certain items with EVE Online that limit what tactics and strategies can be used.

Tactical limitations

In real life, a tank typically has its strongest armor to the front, good armor to the side and weakest armor to rear, top and bottom. Armor is expensive and heavy; having too much slows the tank down and costs too much. So placing your strongest armor forward is tactically sound, as most often you will face your enemy. The tactical trade off is that if you are flanked from the side or rear, you are more vulnerable to enemy fire. Some armoured vehicles (e.g. tank destroyers and self-propelled artillery) can only fire in one direction; attacking from outside the firing arc leaves the vehicle unable to fire back.

EVE lacks this tactical trade-off. There are no weak spots on a ship and weapons can fire in all directions. This means there is little to no benefit to approaching your enemy from more than one direction. So you do not see very much mention of flanking maneuvers, whereas blobs (bluntly overwhelming the enemy with sheer numbers) are a constant feature of warfare.

Strategic limitations

You cannot detain an enemy for an extended period of time. However this holds true for most or all MMOs. You can bubble both sides of all gates and station interceptors on them to catch covert ships. However:

  • The enemy may still log out in space.
  • The enemy may use a jump clone (if they can dock) or self-destruct their pod.
  • Enemies with probe launchers can escape via wormholes, especially if they can cloak while scanning.

The fog of war is limited on a local scale:

  • You cannot hide behind objects in space; the enemy will detect you from ranges as far out as 250km, using dscan as far as 14 AU (unless you're cloaked), using combat probes from any range (unless you're cloaked), or simply look at local (unless you're in wormhole space).
    • You cannot create a trap or ambush by hiding behind objects in space. (However, there are other ways of hiding, using cloaks, distance (in wormhole space) or jump portals.)
  • You cannot use objects in space as cover because all weapon fire will clip through in game objects and still hit you.

Internal Links

External Links

Book References

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Book References
  • The Red Book by Mao Zedong

Videos

Credits

People who have contributed to this page in some form or another Sorry if I missed adding you.



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