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BRAVE Newbro Entosis Roles
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BRAVE Newbro Entosis Roles

Entosis is the way in which a corporation or alliance such as Brave can attack and take over areas of space owned by another alliance. This invasionary action is the way in which alliances are made or broken. New homes are forged among the stars and old ones shattered. This guide is not a discussion of the Entosis mechanics but instead a guide for new players to realise their importance and fill roles within an Entosis war. Ryanis has produced an excellent Entosis guide which is available at https://shadowryanis.github.io/guide/entosis101.html 

Despite the complex nature of Entosis and it’s huge importance it is not exclusive to experienced players or high SP characters only. Arguably the opposite is true, while highly skilled characters are tied up in large fleets, the newbro can zip around in Entosis ships, snagging ownership of space for their alliance while the enemy is engaged in drawn out battles.


A brief overview of Entosis tactics

Entosis works in two stages (three for stations). The first is to reinforce the structure. The target structure is usually a TCU or I-Hub or both. The TCU effectively is a beacon of ownership, the I-Hub holds on to the “level” of the system. This affects how much time is needed to take over the space (from around 5 minutes to 30) and the quality of Ratting and mining sites. Once a structure has been reinforced there is a 48hr period in which it is invulnerable giving both sides time to formulate a plan. At the end of this timer we enter the final battle. During the final timer the attacked structure will spawn five command nodes, these will appear at random in other solar systems in the same constellation. This is usually a handful of systems within a few jumps, the exact constellation can be found easily on Dotlan or using the in-game information on the solar system itself. These command nodes must then be hit with an Entosis link. If the pilot activating the link is part of the owner’s alliance then the node will be defended, if it is anyone else (the attacking alliance or a random third party) then the node will be completed for the attackers. In order to win the original structure and destroy it the attackers must complete twelve of these nodes, the defenders must defend only eight. If the node is ignored by both sides it will automatically defend itself over time (90mins +). Additional nodes spawn over time as the event progresses and a node will automatically spawn when one disappears thus ensuring a constant supply of runnable nodes.

In order to run a node or attack a structure your ship must be fitted with an Entosis Link module and contain enough Strontium in its cargo. One cycle of Entosis needs one unit of Strontium, filling available cargo space with Strontium is advised due to its low price. Those running Entosis nodes often do so alone and so cheap, fast ships are excellent choices. If an Entosis ship is found by the enemy it is not expected to live long.

During these battles there will be many elements seeking to ensure their side wins. For the attackers this means a network of scouts and intelligence to carefully track the enemy, a main fleet to kill/drive off the enemy and/or lock down a system and finally an Entosis fleet or wing to run the nodes. The defenders will also have a network of scouts attempting to find ways to kill the main attacking fleet or sneak in behind and kill the Entosis fleet.

Available Roles

Remembering the three elements of the attackers: Main Fleet, Entosis Fleet and Scouts, let’s see what new players can do in these areas.

Main Fleet

Main fleets will always need Tackle and Ewar. During an Entosis war the use of Ewar can turn the tide of battle. Few enemies will fight a war they know they will lose. Overwhelming numbers of Ewar is one way to ensure they will never win and to force a retreat. A second route to victory is all out murder. Having staggering numbers of tackle ensures that once the enemy fleet engages, they are fully committed. There’s no running or backing out now, they are going to die.

Scouts

Scouting is generally left to those who can fly interceptors, having said that however intelligence is of critical importance. Whatever role you are in, learn what’s good and what’s bad, learn how to D-Scan and learn how to report intel.

Entosis Fleet

Oh boy. Remember how the Entosis Fleet is the most important thing ever? (It is, you can’t win an Entosis war without Entosis no matter how many bad guys you kill). Well, I want to put that responsibility on you, the newbro. There are two or three sub-roles within the Entosis fleet. Firstly we have the runners. These are the brave people who will run the nodes themselves. With 5-10+ nodes active at any one time it’s important for the FC to have as many entosis ships as reasonably possible. Each of these runners will be given a system and a target node, flying mostly solo into hostile space they will burn to that destination and run the node. This puts them in great danger, to counter that we have the Entosis Defence fleet. Sometimes handled by the main fleet and sometimes with the Entosis fleet, it’s up to the defence fleet to ensure that the runners stay alive as long as possible. Usually the defence fleet will be in a smaller, universally good ship such as Caracals, T3Ds like the Confessor or longer range ships like Cormorants. The main purpose of the Defence fleet is to drive off individual enemies who are trolling or disrupting the runners. If the enemy main fleet comes then it’s time to get out. The extra role is entosis scouts. Again, sometimes this is handled by the main scouts and sometimes not. The nodes which spawn are not announced or flagged up anywhere, the entosis scouts are there to patrol the constellation and report where nodes spawn so that the entosis FC can direct runners to them. The scouts can also help make sure the path is clear for the runners.

As you can see, the entosis fleet is arguably the most complex and requires pilots to be able to act alone (with instructions from the FC) and stay alive while waiting for support to arrive. It’s this entosis role that is perfect for the new players wanting to experience more.

The details

So you’ve decided to join the Entosis fleet, let’s have a break down of how this works for you and what to do.

The Entosis fleet will often have a dedicated FC who will designate a system to stage from. This system is the starting point for the Entosis fleet and is where you chill while waiting for a node. It’s often nearby and relatively safe. Relatively. The FC will scout you to this system along with the rest of the Entosis fleet, you’ll be in a cheap frigate (usually) and fitted with an Entosis Link and filled with Stront. Fits and sometimes the ships themselves will be provided. Once in system the FC will send out the scouts and start getting intel. As the intel comes in the FC builds up a mental map of the area and where the nodes are spawning, using this information the FC selects systems and starts assigning runnings.

  1. System Assignment

The FC will pick a runner (usually just alphabetically) who is sitting in the staging area or otherwise un-busy. This person will be given the system they’re going to and the ID of the node if there is more than one in that system. If possible you will also be given a scout to check the path. From this point onwards you are working alone under the orders of the FC. It’s up to you to stay alive and get the objective completed using whatever means available.

      2.   Finding the node

Since a system may have any number of nodes, zero, one or many, they are given IDs. When entering the system you will see the node(s) on your overview. It will look something like the image below.

The node’s name in the overview does not contain the ID. Instead it’s in the format System-Name Structure. In the image above we see that all the nodes are for the Territorial Claim Unit in system 7D-0SQ. To identify the node’s ID, look at it in space (PRessing SHIFT-C will turn tracking camera on/off) and check its ID. Assuming the system is clear you can warp at zero to the node, if in doubt ask the FC or a scout.

     3.   Running the node

On arrival at the node there are two beacons. The first is the warp-in beacon and the second is the node itself. You can identify which is the Entosis target because it will have a white timer-circle probably showing Defenders Making Progress. This is your target. On arrival at the node you should set up your orbit, because orbits in EVE can get a little wonky, especially with a prop mod, you should orbit at about 15km and, if cap stable, with your prop mod on, this makes you a bit harder to catch. To understand the next part you must first understand the warm-up cycle. The Entosis Link is a 5 minute cycle, during this time you are unable to warp or receive reps or exceed 4km/s speed. This makes you very vulnerable. In order to run a node you first have to active your Entosis Link on it and complete a 5 minute warm-up cycle. This cycle does not claim the node or count towards your timer, it’s merely a delay to let the enemy kill you (Thanks CCP!). Once this cycle is complete the real entosis begins. So, you have landed and are in orbit. It’s time to begin this warm up cycle. If local hasn’t changed then activate the entosis link and in fleet or Entosis chat you will tell the FC “Warmup cycle started on node 123 system ABC” Now you orbit the node and hope for the best. At no point do you leave the node or disable the Entosis Link, it must auto-repeat for the entosis to work. During your cycles at the node it is critical that you relay intel to the FC, if you see any change in local then report it immediately. At the end of your warm-up cycle you will automatically enter the first “real” entosis cycle. At this point the timer over the node will change to show “Attackers making progress 12:34” where 12:34 is the time until completion. Again, report this to your Entosis FC like so: “First cycle started node 123, system ABC. 12:34 remaining”. Continue to orbit and wait out the timer, again, do not turn off the Entosis Link or try to leave if enemies show up. Report the intel and hope that the Defence fleet reaches you in time.

     4.   Completing the node

Assuming your entosis link has been active continuously, at the end of the time the node will “pop” and despawn. This is a win for your side, remember however that as the attackers you must complete 12 of these nodes to win (assuming the enemy doesn’t defend any) so the battle is not over. Now that the node has despawned you are in a safe spot. Tell the FC that the node is complete: “Node 123, System ABC complete” and wait out the rest of your last Entosis Link cycle. Once that’s done get yourself to another safe spot if possible and ask the Entosis FC if there’s another node to be run and what you should do next. You will either be told to hold, return to the staging system or be assigned another node.

During these four steps there are recurring themes. One is intel. Intel, intel, intel. The FC only has one set of eyes and can only see what’s on the screen. It is your job, regardless of fleet, role or objective, to provide another set of eyes. If you see enemies moving, a scout popping into system or enemy fleet chasing a runner then report it to the FC. Intel also includes telling the FC when your node is complete and when you are available to run another. Another critical piece of information is knowing where the nodes are. Since they spawn randomly within the constellation they could be anywhere in the nearby systems. There is no way to see this information except simply to continually do laps around the constellation looking for them and then reporting them to the FC. This is often handled by the scouts but as a member of the fleet you should keep your eyes open. If you a node, report it.

Lastly, opsec. Entosis fleets will have spies. In order to combat this try to keep voice comms and main fleet chatter secure. Do not report the movements of your own fleet, do not ask on comms “FC why are we dropping a Titan in Jita on Planet 6 Moon 4 at 500km range with a Thermal hole?”. Equally, try not to use voice comms for reporting where nodes are, who is running them or how long is left. If the enemy are aware of this then they can take advantage. The in-game chat channels are marginally more secure. If in doubt, be discrete.

Summary

Entosis is the most critical element to a Sovereignty war. The number of DPS Battleships or T2 logi is irrelevant, Titans, Carriers, faction battleships and T3 cruisers are all absolutely useless unless you can also win the nodes and the only way to do that is with Entosis. Entosis is a dangerous role, you are vulnerable and alone and you will be hunted. It is a test of your ability to move around on your own, position yourself and manage yourself in hostile space. Due to this danger most Entosis is done in cheap, T1 frigates or very tanky T2 ships. For the most part you will see T1 ships being used and this means that all newbros can perform this role, do note however that the Entosis Link module is Omega only. Alpha clones will not be able to run the nodes due to this. Alphas should ask the Entosis FC if there are roles for them such as scouting or Entosis defence. Main fleet will always require the skills of Alpha pilots in T1 ships.

Brought to you by TheReverend_Arnst & And Brave Collective

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