Faction Warfare 101

I always went back to the basics; returning to the tried and true practices I had learned the hard way, hopefully so I wouldn’t have to painfully repeat them.

I’d been cleaning up my station loft, contemplating my future, which inevitably left me to thinking about my past. 

It was a nice loft, facing the inner hub of Dal station where my room would be cascaded in simulated weather from the central arboretum. No reason you couldn’t have style and functionality, and most decent stations in New Eden were both. The gardens of the central hub covered kilometres, producing more than enough oxygen to sustain life on the facility. It was also a pyschological reassurance; many humanoids had a difficult time living off planet, their bodies not having a clear sense of time passing without night and day. 

It was a “sunny” morning as I was clearing out a dresser drawer, when I came across one of my original lecture drafts for new recruits into the Freeform Industries Academy. Of course, that was before its fateful launch, wherein the corporation suffered the loss of more than 60% of its staff. We never fully recovered from that, at least not while I was still under their employ.

I held the flimsi sheet in the light, reading nostagically.


By now, you’ve finished your basic training or you wouldn’t be here with me. As such, I’m not interested in having my time wasted nor wasting yours, so I’ll cut right to the heart of the matter.

There are several basic tenets to successful warfare campaigning. These are guidelines of course, and you need to be flexible enough to adapt them to your own needs as situations dictate. If war were a static formula, there wouldn’t be a need for free thinkers; we’d just let the AIs do it all.

  1. Never fly into a potential combat situation with implants in your skull. I can’t stress this enough. I’ve heard so many rookie and veteran pilots alike, myself included, curse up a storm when they get podded, losing hundreds of millions of isk in implants.See below for exceptions. *
  2. Always make sure you’re the biggest allowable ship type for a given complex. For example, a minor complex access gate will allow frigates and destroyers, nothing else. That means you should be flying an artillery fit Thrasher into these encounters, as you’ll easily be able to survive, nay destroy, anything you encounter. See below for exceptions. **
  3. Never expect to capture a complex solo. Warfare isn’t a solo sport really; you need to rely on each other for coordinating cover and tactics. Sure, if you’re lucky and happen to be where the action isn’t you can earn a few easy victories for the cause, but generally speaking, you need at least one wingmate.
  4. If you’re assigned to defensive duty, don’t be late. Defensive patrols start at “server up” each and every day. If you’re assigned to border security, make sure you’re on time. Arriving to the party a few hours late is as good as not bothering to come at all. Even three hours in, the Amarr have crashed in on the fun. 
  5. First squad through the gate has the advantage. If you’re already at the bunker proper, your engineers working to sabotage it, your squad has the advantage. Make sure your wingmen are sitting pretty on the entry point to the complex, as all hostile ships will have to warp in to that point. Keep your scanners active, always keep moving, and you should be able to handle just about anything that comes your way with a little teamwork.
  6. Know the hotspots. Never, ever, casually fly through Amamake; that’s just suicide. Know your routes. Do your homework. Use your map filters. Ignorance is as good as death.
  7. Don’t shoot your allies. For Pete’s sake, this isn’t your first time flying! I know they show up as reds on your overview but dammit how hard is it to look and see that those battleships you’re targetting are Minmatar! Think first, shoot second, reload third.
  8. Never trust the militia channel. One of the biggest mistakes you can make as a faction pilot is to communicate your intentions in the militia channel. High Command has been working for over a year now to eliminate the security leaks in the system with no success. You might as well target paint yourself for the Amarr if you broadcast there.
  9. Don’t open plexes in an uncontested system. It’s hard enough securing the vulnerable systems we already have. It drives me insane to see “hotshot” pilots out in uncontested systems, scanning down plexes and opening them. You’re doing the Amarr’s job for them. Stop it. See below for exceptions. ***
  10. Don’t expect to profit from war. While the politicians may, you will not. You won’t get paid much,if at all, you won’t often have time to salvage, and you will lose many ships and crews. War is bloody. That is all.

* Fleet Commanders are an exception to this rule. Often your FC will fly with implants that boost their leadership abilities, thereby benefitting everyone. 

** Depending on your skills and confidence, fly what you know works. Personally, I fly a Firetail during my military operations. This ship is almost unmatched in minor plexes, easily able to outmaneuver any frigates and destroyers you encounter.

*** Securing already open plexes in an uncontested system will prevent the Amarr from doing so. This will offer no victory points to a pilot, but can still be useful.

Well, still valuable starting tips though not as thorough as it could’ve been, in retrospect. I crumbled the document up in my hand, throwing it into the garbage; guess there wouldn’t be a need for it now with the Academy defunct.

3 responses to “Faction Warfare 101

  1. Roc, remember my un exuastable supply of optimism =O)
    Cytrals vacation from the mess is over, and I have one more trick up my sleeve =o)

  2. Due to all the recent traffic this post is getting, I will be continuing the Guide series in the near future.

    Faction Warfare 102 – Successful PVP in FW.
    Faction Warfare 103 – Knowing the Warning Signs.

    And we’ll go from there.

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