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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:

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

  1. 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.

  2. 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.

  3. 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

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.