Difference between revisions of "Harassment Gangs"

From Agony Unleashed
Jump to: navigation, search
Line 23: Line 23:
 
Ship Roles:
 
Ship Roles:
 
*Trigger Ships
 
*Trigger Ships
***Fishing Merlins, Tank-'n-Tackle Bait Ships, Tackling Cov-Ops, Trap Ships  
+
**Fishing Merlins, Tank-'n-Tackle Bait Ships, Tackling Cov-Ops, Trap Ships  
 
*Support Ships
 
*Support Ships
*** Any combo of DPS or EWAR ready to head in an 'GANK' the target
+
** Any combo of DPS or EWAR ready to head in an 'GANK' the target
  
 
Activities of Triggers Ships
 
Activities of Triggers Ships

Revision as of 05:00, 26 December 2007

Harassment Gangs (in progress)

Harassment Gangs are commonly used when Agony Pilots find themselves either out-numbered or out-gunned.

The gang can have many purposes and does not have to be limited to a single one. Contrary to the usual gang that has a defined purpose this type of gang commonly has no stated purpose. It is mainly a framework wherein the available pilots are setup to provide immediate mutual assistance should someone find a viable target. As this gang doesn't have to remain as one cohesive unit it allows Agony Pilots to cover as much territory as possible, thus increasing the potential for finding viable targets.

Some of the tactics that this type of gang can support are:

  • Fishing
  • Interdicting Haulers
  • Sniping Small Ships
  • Catching Traveling Pods / Shuttles
  • Destroying / Interrupting Ratters


Essentially the available pilots form a gang however instead of heading out together as a group and following a route they use select staging points and confrontation points.

Stagging Points are generally safe spots or off grid tacticals where non-cloaking ships can gather and align to a confrontation point. If deep safes are not available the stagging point must be rotated among a few different points to deter being ganked while waiting.

Confrontation Points are generally gates or belts. Quite simply this is where we plan to fight. When on a gate it is imperative that the gang has eyes on the opposite side. Confrontation points should be chosen that allow the enemy to feel like they are relatively safe. The Y4 - 6NJ gate is one of these locations.

Ship selection is not critical however each pod pilot must make all decisions on his own. There is no gang lead that is calling the shots. Each pilot must determine what distance or location to warp into should there be an engagement and also when he should get out. This is even more critical for those ships who are scouting or acting as bait. (examples to follow) It is also important that the pilot has complete BMs for the area of operations. (examples to follow)

Ship Roles:

  • Trigger Ships
    • Fishing Merlins, Tank-'n-Tackle Bait Ships, Tackling Cov-Ops, Trap Ships
  • Support Ships
    • Any combo of DPS or EWAR ready to head in an 'GANK' the target

Activities of Triggers Ships

Activities of Support Ships

Suggested / Useful Book Marks

Common Scenarios