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 Advanced Ops (JG Crashing and Evacuation)

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PostSubject: Advanced Ops (JG Crashing and Evacuation)   Wed Sep 02, 2009 6:48 am

Guild ops, unless instructed otherwise, are usually conducted in slow moving blobs (large fleet cluster) that either take out a specific target or roll through galaxies one by one. In both cases, the following instructions apply and must be used in order to achieve maximum results from a guild operation. Aside from the obvious such as listening to those in charge and use common fucking sense, the following apply as well:
(But damn, always follow those in charge unless its extremely fucking retarded. A bad order is always better than no order.)
Examples of applying common sense include not leaving your fleet in enemy territory but on your JG blob when you're sleeping.


Attacking / Launching in anticipation to attack.

Syncing: Syncing is the act of sending your ships in a way so that your battle fleet (FT + CR + HC) arrives within as short of a timeframe as possible from each other. An ideal sync will have every battlefleet timed on the exact second so there's no way enemies can pick fleets one by one. More realistically though, try to aim within a 5-10 second window. Syncs also have a demoralizing effect when done right. (HOLY SHIT 400MIL FLEET LANDING ON MY DOORSTEPS WITHIN 1 MIN OF EACH OTHER WE GON DIE) ALWAYS SYNC.
For the purpose of syncing usually a launch table will be given prior to launch as well as the LZ. Those are usually 2-3 seconds accurate and should be followed 100% of the time to the best of your ability.
If you cannot make it go late, never go early.

Consequences of not syncing is primarily but very importantly the possibility of an organized enemy crashing our fleets one by one with a levi stack or something. Therefore, please sync so you protect both your and your guildmate's spaceships.
Send your fleet in two or three waves timed so the last wave containing your recyclers land last. This is to reduce the risk of active enemies on the JG sniping your recyclers.

Be extra active. For obvious reasons we recommend and hope that you are extra active during a guild op no matter where it is located.
Be cautious. There is always a possibility of more enemy fleet somewhere until the guild leaders give the word that no more significant resistance is expected. Before that time, I cannot stress enough how important it is to not take too many uncalculated risks. Basically, use common sense but just be a little bit more cautious about it.
Build a suitable attack fleet beforehand by going towards the extreme. In otherwords, sign up for specialization.
Do not overexert unless it is needed. Usually, there is no reason to suicide your fleet or leave your fleet fighterless unless the situation calls for it. Only in the times where you are crashing a gate with greater fleet numbers than your own with greater quality do you need to sacriface to the last fighter. (And if you find the need to invade such a blob, you'll probably be unable to secure the debris anyways) 99% of the time there will be another member with a better means of generating profit from the fleet you were about to attack than you do.
In an invasion of an enemy JG, shoot recyclers first via a moderate fighter drop ON ALL ENEMY FLEETS. This ensures that
a) your enemies will be crippled if they do survive
b) no derb thieving by afk fleets will occur.
If an enemy LZ is not clear, do not let fleet linger there unless you need to. In the event an enemy wakes up, your recyclers might be shot, so just leave everything an astro below or above until tick.
DO NOT TAKE MORE THAN YOU ARE ALLOWED. When in doubt, leave when you recover your losses and come back when the place is free to collect profits.
BE ONLINE WHEN YOUR FLEET LANDS AT ANY POINT. If you get ambushed, atleast you have the choice of trying to run or kick some ass instead of standing around doing shitall except feeding your enemy.

Evacuating a Landing Zone

This situation does not happen often, and when it does your guild is usually fucked. But in general, when one is forced to evacuate a Landing Zone the guild's primary objective is to get as many useful and active fleet out safely.

To achieve this, if at any time you will be active for the near future stay so other people can evacuate.

Leave the hot LZ if you are going to be afk for any reason.
Whenever you are leaving, take a SAFE detour along the way (example: If you are evacuating from E00 -> 09 take a stop at 01 or 02) so you have a safe recall option in case both points get trapped. (That way, even if the worst case scenario does occur you still get your fleet out)
Same principle applies on the other end of the trip. Take a SAFE detour near the JG you are evacuating to (example: if you are evacuating from E00 -> 09 and you took a stop at 01, take another stop at 08 or 07)
Always evacuate on a fast JG, atleast a within a level (assuming same log) as your enemy JG so you have no way to get caught in a recall trap. When travelling more than one leg, make sure each of the JGs you use are also just as fast if not faster.

Send your fleet in two or three waves timed so the last wave containing your recyclers land last. This is so your opponent, assuming they are running out of fleet, can't just snipe each of our recycler fleets and run away.

When recalling, the same principal applies. (Time it so your recyclers land last)
BE ONLINE WHEN YOUR FLEET LANDS AT ANY POINT. If you get ambushed, atleast you have the choice of trying to run or kick some ass instead of standing around doing shitall except feeding your enemy.
Of course, sync all fleets both when launching and recalling (to the best of your ability) for the same reasons as if when you're attacking.

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