Been a while. Sorry for the lack of posting. There's a lot of ground to cover. Since I last posted there have been a lot of changes in my EVE playing. Things I need to cover:
On the personal front:
- PL being hired by the DRF to attack NC space
- Having an idiot FC "welp" a fleet
- R.A.G.E getting curb-stomped
- The view from the front lines of the NC situation
- RHI leaving R.A.G.E
On the generic EVE front:
- Various patches and communication issues and 0.0 nerfs.
So...
It's no secret that PL joined in the fight turning the Geminate war into something much more serious for the north. PL basically totally ignored the Geminate battleground and just jumped straight into Vale of the Silent and specifically concentrated on eliminating Rage from the equation first. From the point of view of the foot soldier in Rage we definitely suffered a failure in leadership. From the minute PL entered the fight, it no longer felt like a proper campaign but like a chicken with it's head cut off. Although I only have hearsay regarding what was really going on, I suspect that there was some political friction at the leadership level resulting in the rest of the NC basically throwing PL under the bus.
The issue was straight forward. Once PL started operating with their SC fleet and the NC fleets being unable to keep the PL sub-cap fleet from downing cyno-jammers, the writing was basically on the wall. If the NC super cap fleet did not show, we were going to get steamrollered. This is effectively what happened. At no time did the NC supercap fleet take to the field while vale was burning. I do not know the political reasons for this, but the effect is clearly visible to anyone who can check dotlan.
Basically while PL was curb-stomping RAGE I was doing mostly logistics moves of ships from staging are to staging area. I literally spent more time moving my ships from station to station than in fleets during this period. This has taught me some hard lessons about 0.0 life.
1) Keep the ship count small unless you're a carrier pilot.
2) Do not stock ships in a "rally/staging" system. The convenience is outweighed by the fact that they rapidly become the next target for PL's next attack.
3) Ye gods, does leadership need to pay attention to logistics for campaigns like this. If the logistics underpinning of the alliance is not in place prior to a start of a campaign (defensive or offensive) things will go pear shaped rather quickly once things start and a percentage of the fleet runs out of ships and can not quickly re-ship. The longer this drags on the harder it gets.
4) BAD FCs KILL PARTICIPATION IN FLEETS. I'm not talking about FCs who loose fights but actual BAD FCs. Military lead should kick these fuckers out fast. They are a much worse threat than FC burnout in all honesty.
I had a birds eye view for the debacle in F-D when PL started their invasion. After serving notice of their intention to attack the system. Anchoring a POS and putting the station into first reinforced, we (rage and the rest of the NC that showed up) were in a tactically strong position. We managed to get a strong fleet in system with bridges up to bring in caps/super caps to deal with the supercaps that PL had logged off in system (there were not that many initially). Everything was going well UNTIL the shield fleet FC warped his entire fleet using a fleet warp into a bomber trap at the gate. I still have my suspicions about that FC and that particular trap - we'd never flown with him before and that trap was way to precise - especially since bombers had been reported. At that point the fight as a whole was still salvageable. But psychologically shocked by the loss of a significant part of the shield fleet and some good multi-system attacks by PL that battle was lost at that point.
It was very clear to the rank and file though that there was a lack of commitment by the NC as a whole to the defense of Vale by the lack of the supercap fleet's presence since day 1 of the campaign. Using 10-30 supercaps during the entire campaign, PL managed to keep the entire north's supercap fleet at bay while they leisurely went about capturing station system after station system. In this day and age if you don't defend station systems you loose period. During this period the alliance leadership made itself scarce as far as the rank and file could see.
Subsequent events shed some light on what was happening. R.A.G.E lost its leader and from rumors he had been planing to leave the alliance and take certain corps with him as he left from day 1 of the PL spearhead. This goes a long way to explaining the lack of plan for both defending and retreating from vale in good order. Not to mention coordination with the rest of the NC.
For all intents and purposes Vale was lost from day 1 of the campaign, it just had to play itself out. In retrospect I must salute PL for demonstrating how a proper regional conquest should be handled. I pulled some good lessons from the experience. Watching the invasion of F-D and ZLZ showed much of how PL operated tactically. I can't fault their strategic decisions to hit one alliance at a time. Especially if they know the reasons why he north's supercap fleet wasn't being committed (which I suspect they do).
But I'll have to watch the rest from the sidelines. RHI has now been out of R.A.G.E since the end of last week. I've contracted off most of what remaining assets were trapped in Vale. I'll be sticking with RHI for the time being and see where we end up.
The fallout from this personally is that although I lost a bit of value in all the retreats and what not, the real opener was how dependent ship logistical moves were on carriers. This has changed my plans for personal development. I'm now going to slowly skill up for at least a suitcase carrier before going into command ships. I've now got jump freighters covered anyways. Piece of advice: if the 0.0 corp/alliance does not have a solid logistical backbone and you yourself do not have access to at least a suitcase carrier and a cyno alt, you may be better off waiting before going to 0.0. The preponderance of older characters means they don't always worry about the logistical issues of other players who do not yet have carriers. Jump bridge networks can alleviate some of the issues of not having a carrier of your own, and they're getting a nerf.