home
Phoenix Rebel Fleet
It is a sad fact of Eve that power and success is swiftly followed by
jealousy and resentment, mainly from those who are unable to achieve it for
themselves. Further more in this day and age with so many players looking to
cash in on the fortunes a pod pilot may potentially make in the galaxy, the
resources of New Eden are stretched ever further. In this corporate driven
world there is no desire to share any of these resources with anyone unless
they fall under the governing eye of CONCORD and even so Wars can be
declared with no regard for diplomatic accountability.
Thus if we are to grow as a corporation we must be prepared for the fact
that we will ruffle a few feathers along the way, whether we intentionally
mean to or not is irrelevant. We must also accept that the rules of
protection laid down by the CONCORD agreement in empire space are open for
exploitation and we are only as safe as our ability to remain anonymous to
the attentions of hostile corporations and alliances when relying on them
for protection
Therefore it is up to ourselves to protect our fragile corporation from
those who would gladly send us limping back to the confines of the inner
most areas of empire. If we want a piece of the profits lower security space
has to offer in bountiful measures we cannot simply hope to be given it. We
must take it by force and show anyone who stands in our way that we will not
give it up without sending them down in smoking ruins.
Furthermore it is of little use trying to build a successful PvP fleet to
defend ourselves with once we get out there. This is perhaps one of the most
challenging tasks of Eve. It requires time, cunning, numbers, and above all
absolutely perfect coordination. Thus if we are to move forward with out
corporate goals the foundations of a respectable fighting force must be laid
well in advance.
Thus we start today, as soon as this newly formatted website hits New Eden
in creating one of the most impressive and respected corporate fleets any
era of combat will ever see. Remember a fleet is a fleet whether it is in
space waging war or docked in a station during peace time, thus we will
dedicate this section of the corporation website exclusively to coordinating
our PvP defence network. This network will remain active regardless of our
diplomatic standings and if run efficiently will allow any senate member who
is online to deploy Phoenix Rebel Fleet to the aid of anyone who is in
distress, whether it is from NPC pirates or other players.
Phoenix Rebel Fleet: Defence Network Structure
The Phoenix Rebel Fleet chain of command is a separate entity from that of
the corporation's main ranking and title system. That is in times of war the
Fleet Commander and his Squadron Commanders will be responsible for making
sure the necessary measures are taken so that the corporations assets as a
whole are not impeded and that activities such a mining operations, or
mission running, that occurred freely during peace time, are disturbed as
little as possible.
The sole agenda for any commander will be to maintain a respectable and
well run squadron during peacetime and during wartime to make sure they are
as effective a fighting unit as possible and too coordinate his squadron's
actions with that of other squadron commanders. Further details on the
procedure for both peacetime and wartime actions will be dealt with in
further detail below under the separate headings of Peace time and war time
procedure.
Why squadrons, why not just jumble everyone into one big group to avoid
confusion?
Well, you have just answered your own question in a round a bout way. Its
not coordination that confuses people, its when they don't know what they
are doing, and having everyone online not really knowing what roles they
need, is just gonna result in twenty people in gang chat saying, "what
shall I fit guys, I have a moa or a kestrel what shall I bring, I have
jammers if you need them," etc etc--boom, boom, enemy laughs as we all fly
about aimlessly waiting for others arrive one at a time to be picked off.
We organise, we fly as one unit, but a unit that is divided into squadrons
who when they arrive all know there job as it was assigned to them the day
the joined Phoenix Rebel Fleet.
Thus the reason why we have decided to divide our Defence Network up into
squadrons is this:
Firstly it allows us during peacetime to know exactly what assets we have
specialising in each area of PvP whether it be, brute force tactics or ECM
or indeed long range snipping. And when we suddenly all have to drop what we
are doing each squadron commander liaisons between his troops and other
commanders, such that they should be the only ones talking and running the
show, with the fleet commander calling the overall shots. Also each squad
commander is responsible for a small unit of men who he can keep tabs on. So
he is aware of exactly who is online in his squad, he is familiar with what
kind of experience and skill level they are at and so on. Thus each squad
will be made into a manageable size depending on how many men each commander
thinks he can handle. Then when the time comes we all fight together using
our own expertise in PvP. This system also assigns members roles and thus
gives them a goal to skill towards so their effectiveness in an aggressive
gang or fleet is greater.
Titles and roles of Commanders
Fleet commander (FC):
In charge of coordinating all squadron commanders, and
thus the highest ranking member of any fleet operation.
Honour Guard Squadron Commander (HGSC):
The personal bodyguard to the FC,
and therefore one of the elitist fighting forces in Phoenix. Consisting of a
mix of tactics to ensure that whatever position the FC takes on the
battlefield he is always well protected. When not in an engagement it is
this commander's responsibility to make sure he communicates with the
members assigned to his team in order that he knows exactly what assets he
can bring to a fight and where they are currently stationed.
Dragon Squadron Commander (DSC):
Specialising in Electronic warfare commands
a legion of ships specialised in just such a role. Whether this is ECM in
their mid slots, or modules or drones designed to disrupt targeting or
weapons, one thing is for sure enemy ships will be at a significantly
disadvantage when they engage. When not in an engagement it is this
commander's responsibility to make sure he communicates with the members
assigned to his team in order that he knows exactly what assets he can bring
to a fight and where they are currently stationed.
Eagle Squadron Commander (ESC):
Must be skilled at fitting long range sniper
boats and in time be skilled for using sensor disrupter drones. His/Hers and
thus their squad's role in a PvP fleet is to provide firepower to anywhere
that calls for assistance in taking down a tougher enemy on the battlefield,
and to stay out of harms way where at all possible. In essence the artillery
of Phoenix Rebel Fleet, making sure no one is out of reach from the justice
of our vengeance.
Chaos Squadron Commander (CSC):
The commander of this squadron must show an
aptitude for close range combat. He/She and their squad will be fitted with
heavy hitting close range weapons and stasis Webbers and of course warp core
scramblers to bring chaos and terror into the heart of our enemies. Their
aim on the battlefield will be too tank hard, hit harder and make sure no
one escapes their inevitable destruction. The largest of all the squadrons
they will be charged with making sure the action stays squarely on them,
allowing the more specialised squads the breathing space to choose their
targets. To call Chaos Squadron the grunts of Phoenix Rebel Fleet would be
an insult as this squad will perhaps have the hardest job of all. The
commander of this squad may even find it beneficial to let the other squads
do the damage and warp in first with a heavily nosed out hi slot
configuration in mind for his squad so that tanking the damage is their only
concern with logistical cap or armour rep drones to support fellow chaos
squad members. Or sensor disruptor drones so that the enemy will have no
choice but to focus his wasted ammo on the toughened tanks of this squad.
Nemesis Squadron Commander (NSC):
Logistics, a sorely neglected part of any
PvP fleet. The commander and his men will provide a highly specialised
support network for all the other squads. They will fly in close tandem and
be able to provide any player with a massive boost in armour, shields,
capacitor at the most critical of times. Speed, warp core stabs, and insane
tanking will be required here as you will inevitably draw in enemy fire
being the medics of Phoenix Rebel Fleet. With little in the way of actual
fire power it will be this squad's goal to sit back at a distance and warp
in to any member who needs it, then using speed and stabs to escape Webbers
and warp core scramblers warp back out to a safe spot and wait for the call.
But it will be up to the commander's discretion if he wants to take a more
hands on approach and hit back with some fire power as well.
Stalker Squadron Commander (SSC):
Again another specialist squadron, but
with many roles to facilitate. Firstly in any fleet engagement intelligence
is key, thus through the use of covert ops or more direct methods this
commander and his squadron will be responsible for providing intelligence of
enemy forces and numbers back to the FC and other commanders thus providing
Intel on what respective "warp in" distances should be and giving them the
information needed to adjust their tactics accordingly. They should always
be the first squadron to be scrambled and through the use of frigates and
speed should remain out of harms way when guiding in the more heavy hitters
of the fleet. Once the battle has begun their job will be far from over as
through the use of multiple target painters and speed they will hold down
the job of increasing the Sig radius of ships such as AF, HACS or frigates
so that the heavier guns of BS or weapons lacking tracking speed can bring
their full brute force to bare. They will also be responsible for taking
down any frigates that may have been deemed a lesser target by more powerful
gang members. Thus a healthy mix of interceptors, covert ops frigates and
fast smaller craft is essential. They will provide one further service which
is that they will be responsible for the coordination and setting up of
Cynofield warp disrupter bubbles when needed. They are thus in essence the
bait of Phoenix Rebel fleet, detecting enemies, which may have moved on from
the initial system they were reported in. Methods of doing this are left up
to the commander in question but it is believed widespread dispersion
methods will be favoured, for example multiple frigates checking each system
in turn. Once the enemy is found keeping them in the system is another job
that will be tough to take on, as members will be required to provide Intel
to other gang leaders at the same time.
Requirements to be recruited into the ranks of Phoenix Rebel Fleet
Anyone is welcome to apply but in order that efficiency is maintained a few
rules will apply to anyone who signs up as a combatant for fleet duty. What
do I mean by efficiency? Well more often than not a PvP fleet effectiveness
is crippled by un-preparedness. That is, when danger suddenly strikes,
people are either to far away and/or have to dock and spend precious minutes
refitting or flying to collect ammo. By which time the threat is not only
gone but has taken your friends pod with him. We do not however expect
members to be constantly on alert waiting ready for danger to strike as we
understand people need to make isk and so forth. Here are however, a few
guidelines that will have to be met if you are to join Phoenix Rebel Fleet:
- You will have to have the means to supply your own PvP fitted ships ready,
fully loaded and fitted with necessary modules specific to what Squadron you
apply for. They don't have to be massive ships but bigger is best, however I
would gladly welcome a well fitted frigate join me in combat who knows his
job, rather than anyone milling about in a station trying to refit a BS.
- You will be required to liaison with your squadron commander at regular
intervals particularly during wartimes about where is most effective to
position your PvP assets. It will be the squadron commander's duty to make
sure his team is positioned in the most likely areas that combat will be
seen though. Each member is responsible for fielding a good selection of
ships that he or she can move to whatever systems may require it and then be
able to get there quickly through the use of jump clones or shuttles.
- It will be expected of you to show some dedication in getting the relevant
skills up for your respective squad so that with time you grow more
effective and also if isk permits upgrade your hardware as well, e.g. in
Dragon squadron trying your best to improve your ECM skills in between your
own agenda and trying to upgrade from that Blackbird to a Scorpion and in
time to Rook.
- You will be expected at times if you are online to drop what you are doing
if possible and come aid a corp member in distress even if it means you
don't get to make any isk that night because your hunting a renegade pirate
or whatever. Remember soldier, you joined the fleet because you felt a
desire to defend that which you call home :P. People in Phoenix Rebel Fleet
should have a keen desire to engage in PvP, they should jump at the
opportunity to stop doing some mining and get in on the action. Though we
will understand if it is difficult or impossible for you to come and fight.
- In time a squad commander should try and make sure as many of his squad
have jump clones as possible as this is obviously the best way of improving
response time.
- Similarly as much as it will be Phoenix Rebel Fleet's (S.R.F)
responsibility to have ships stationed at or patrolling areas where our
corporation is most likely to be operating from, it is also our goal to
inform members to operate from these sectors as much as possible so
communication with Phoenix's civilian members is crucial in preventing
members from being stranded.
- It is expected of all members to look out for practice operations
that may be run to hone our skills, these will either be posted generally in
Corp chat by the fleet commander, it will then be the job of each squadron
to make sure all its members are informed individually or a individual squad
may decided to run its own little op one night and maybe run a mission
practicing its skills, or doing some ratting and waiting for some pirates to
try their skills out on etc.
- A squad commander is expected to assign his own private ranking
system within his squad so that if he or she is not online when an action
occurs then his second in command and so forth can report to the Fleet
Commander.
- Similarly if the Fleet Commander is offline when a skirmish erupts then it
is up to the commanders online to sort out who is calling the overall shots.
Peacetime procedure
Do not think that just because we are not at war its ok for you to slacken
off.
Peacetime is a time for each squadron to regroup and build up its assets
even further. It will be the squadron commander's duty, to try, recruit
further members of the corporation into his or her squad, if he or she
thinks they can handle it, during peace time and integrate them
successfully. Also it is a time to make sure each member has sufficient
assets to go to war if need be and sustain losses, even if you are low on
isk a few frigates setup were your squadron commander requires them is
better than nothing. A squad is also required to stay abreast of where
corporate goals lie, if we suddenly move to another system because the
mining is better it is up to the squadron commanders to move assets there so
that we don't suddenly get caught out if a corp thinks we are moving in on
their territory.
During peacetime we may also throw in a competitive edge by running mock
frigate battles or competitions pitting squads against one another in
friendly battle to drive forward each squads desire to be the best.
Wartime procedure
During wartime to avoid confusion the corporation will try to remain in the
core base systems (e.g. right now that's Aclan and Pucherie) as much as
possible. This will allow the commanders to do their job more efficiently as
he should be able to easily confirm which systems need protection and
liaison with other commanders to provide blanket protection and if need be
form a roaming gang to hunt down, offenders to the harmony of Phoenix.
During wartime most recruitment by commanders into their squads should cease
as they won't have the time to integrate them successfully although certain
exceptions will be made if the applicant has extensive PvP knowledge and
needs little help to fit in.
During wartime, squadron commanders should be exceptionally vigilante about
being ready to jump into combat at anytime and also in communicating with
squad members both online and off about Intel of the enemy, favourite places
they like to gate camp etc.
He and his squad should also be alert about the changing layout of the
warfront within the Eve Universe. That is if he or anyone notices a shift in
where most battles tend to occur, they should coordinate a group effort when
not in combat to move assets closer to the heart of the conflict. And also
alert other commanders and Fleet Command to the changes they interpret.
Wartime procedure from day one: Theoretical scenarios
- As soon as a Squadron commander logs on and notices that Phoenix is at
war he should firstly evemail each member of his squad to warn them, and
inform them after deliberation about what systems he believes the war effort
will be fought from. He or she should then join Phoenix Rebel fleet chat
channel and use this chat channel to avoid the spam in corp channel and plan
our offences and defences against whatever enemy we encounter.
- Squad members should then, when they themselves log on, evemail their
commander back informing of what assets they have in those positions. Which,
if the squad is doing its job right should be sufficient to operate a decent
campaign from, if not that member (if safe to do so) should try moving
assets to that system.
- Every time a squad member logs on they should actively check to see if
their squad commander is online, if he or she is not they should be ready to
decide who takes command of that squad if anything should happen until the
squad commander logs on (if at all). The squad commander should have
assigned a few ranking members in below him to take over if he is away. But
in a worse case scenario a player who is likely to be online for a prolonged
period of time during wartime should take active control until relieved by a
higher ranking gang member. These members and those of Phoenix rebel fleet
should continue to participate in their usual game activities but remain
vigilant of the need to be scrambled at any time
- In the event of an attack, a Phoenix Corp member should make a statement
in the corp chat channel about, the size of the enemy force, rough ship
numbers, what he is flying himself and how long he can hold out, the system,
any other relevant Intel, for example, if attack happened 100km off a gate.
- An experienced gang commander or the fleet commander will then form a
gang and invite all other gang commanders and the defending corp member
under attack to it. These gang commanders will then invite their own gang
members to join the main gang window, and form their own private channel
with their members if needed as well.
- While this is occurring all members should be making their own way to the
system in question as quickly as possible, waiting for commands from Phoenix
rebel fleet commanders to guide them in.
- The Phoenix Rebel fleet channel will then be used by the gang commanders
and Fleet commander to discuss a brief plan of action, taking into account
numbers on both sides and speed required or if the rescue mission is likely
to turn to revenge, and thus a search and destroy mission. This discussion
should take no longer than a minute. The commanders will then break off,
return to the main gang window and their own private gang chat windows as
needed, to coordinate and execute the discussed plan. This will usually
involve a rendezvous system and the gang commander's decisions on the best
warp in points and each separate gang's tactics on the fly. An example would
be to all mass en-route in a system one jump out at the third planet in that
system. Then too allow the heavy tankers of chaos squadron to warp in first
and web and warp jam the enemy and draw in their fire. Followed shortly by
the eagle squadron and dragon squadron who can then warp into the system at
their own comfortable ranges and focus on completely nullifying the threat
and combining their specialist tactics to take down the enemy efficiently.
Nemesis squadron can then maybe warp into the system via a different route
and wait on standby till called for extra assistance, from a safe spot, to
keep casualties as low as possible.
- Or perhaps the enemy swiftly moves on after the kill and is no longer in
the first reported system, maybe then perhaps stalker squadron is charged
with splitting up and fanning out in the surrounding systems whilst the
others wait at a secure safe point, after all meeting up en-mass, for a
report of enemy contact. Stalker squadron would then be encouraged to lure
the enemy into a trap by either pretending to be pinned in a station or just
by flying out of range around a particular gate. Pretend naive chat in local
(smack talk or whatever) to keep the enemy interested was always my
favourite whilst fellow corp members closed the net.
Another service Phoenix Rebel fleet members might offer from time to time is
blanket cover for a particular system that may contain vulnerable corp
operations like solo mission runners or mining ops. These will hopefully be
organised nights where commanders will log on at a set named time and camp
gates and particular belts or stations and have covert ops frigates watching
entrances to systems so that any enemy threat that arrives can either be
dealt with by issuing an all warning retreat to cover announcement or be
meet with swift destruction by those guarding the system. We would hope that
these particular systems are the ones listed to be operated out of at times
of war and thus a healthy mix of active patrollers and off duty Phoenix
Rebel fleet members would be on hand in any case. Some system may even be
introduced to reward members who patrol these areas with shares from mining
ops or just making participating in these events shift based so that each
gang or set of gangs would have set days on which they might patrol a
system.
Roles for players online who are not members of Phoenix Rebel Fleet
It is understandable that less experienced players or those who simply had
no desire to join the ranks of Phoenix Rebel Fleet may at times want to join
in on the action of a particular attack, for whatever reason. This is
perfectly reasonable and in such a case will happily be added to the main
gang window however the Fleet commander will at some point before the
en-mass rendezvous mention which gang he wants them to join. This could
range from beefing up the numbers of the chaos squadron or to waiting behind
with eagle squadron and only going in when the enemy is secured. Or being
sent out in cheaply fitted ships, with nemesis to scout for the enemy in
solo or small groups-- Ok you get the picture, you will never know what group
you will be tagging along with but once the action begins and you're
assigned your group you will be left to your own devices when the battle
rages. The action will be fast paced and we wont wait will you play around
with fittings, so if you decide to join, undock as soon as possible make
your intentions to join clear to any of the commanders or fleet commander
and make your way to the main system, until someone names a new rendezvous
point. It's as simple as that.
Contingency plans for corporation members wishing to undertake activities
not related to PvP during times of war
This information applies to all corp members including Phoenix Rebel Fleet
members.
During times of war, players might find it easier to operate around the
systems named at the bottom of the Phoenix Corporate Structure page. These
will of course expand as we move into lower security space and other
profitable regions.
Agent running
However some members may find that they prefer to operate out of a few
systems of their own. Agent running is an obvious example of the need to do
this. In such a case we are hopeful that this person will be an established
player who already has good standings with another NPC corporation which
doesn't have any desired agents within the systems mentioned. It will of
course be much easier for newer players to build up standing with agents
based within these systems and it is mainly these players that we are
encouraging to group in these systems.
Mining
Gang up or run an Lvl 3 or Lvl 4 mission solo that has ore belts within it,
then don't finish the mission when you have killed all the rats and
completed the needed assignments. But instead mine from within the mission
protecting you from enemy players.
If you decide to mine from an ore belt, post a player on guard duty by the
entrance gate/gates to that system. This is why Aclan is a good, new player,
system as it only has one jump in point. This player should position himself
out of harms way from the gate, 120km or so and watch for any players with a
red box with a white star inside it by the usual player ship reticule. If
such a player warps in he should immediately inform everyone in corp chat of
their name/names and ship type/types. He should also scan players within
system in local chat channel for any sign of them being a member of enemy
corps or alliances Phoenix might be at war with. Remember someone might log
off in a station within Aclan and log on at a later date avoiding the gate
guard. Then when reported players with PvP fitted ships can dock, make them
active and deal with the threat at hand before returning to their normal
game activities.
Flying multiple jumps to collect items or ships
It may prove difficult to avoid, flying to some of the bigger production
systems to pick up a few thousand units of Fusion L ammo or cap charges 800,
or a new cruiser. But this is where any active enemy PvP pod pilot worth his
salt will base his stakeouts, or in systems with lots of gates in and out of
it. Therefore, if you require something or if you are running short see
firstly if the corp stocks it in Aclan. In conjunction with the Mining and
Manufacturing side of the corp Phoenix Rebel Fleet will try build a healthy
supply of commonly used modules and ammo and perhaps a few ships to sell to
corp members to save them braving seven jump trips solo. In either case, if
the item you need is rare or not in stock see if a fellow corp member will
fly with you and either ride shotgun in a shuttle to report if route is safe
or escort you in a bigger powerful ship say if you are in an industrial.
Check the Mining and Manufacturing tab to see what items we can build for
you or stock in the Aclan HQ.
Low sec ratting or complex running
Always try to run these in groups when it suites you to do so. In regards to
ratting, the best procedure is to split up and spawn rats within a system,
if someone then gets into trouble all other gang members can then warp on
top of him and deal with the threat.
In the case of complexes, if at all possible, always leave one corp member
in a lower Lvl of the complex sitting far away from the gate in a BS or long
range ship to watch and deal with pirates or hostile corp gangs. A cruise
missile fitted Raven or two with sensor boosters is an ideal candidate for
forcing pirates to warp out and abandon a raid on complex runners. This is
because they have a superior range for bombarding them.
0.0 security system operations
For these to work numbers are key as are a few heavy hitters such as a
dreadnought or carrier or several of either. For the time being (that is for
the foreseeable future) we see no need for this corporation to be drawn into
these affairs as most admission into 0.0 space is based solely on gaining
access to an alliance that has staked its claim over a particular sector.
Also with the release of Lvl 5 and Lvl 6 mission content staying within
empire is become an even more viable and economically rewarding prospect.
Therefore this corporation as a whole is not looking to join any alliances
but if we, in time, grown in numbers and feel we may be able to support a
0.0 based part of the corp without abandoning those who wish to remain in
empire then this may become an option. But not one that needs any detailed
discussion at this juncture.