
ALLIANCE TOURNAMENT VII starts 1300 GMT, September 5, 2009
Admittedly, I clicked on the link to the Alliance VI Tournament (the one earlier this year?) info and eventually found myself clicking on the semi-final and final online videos of alliance competition on the Eve Online YouTube website because I was sorta curious.
About 5-8 hours later, aborting a planned day of mission running and instead doing local mining and building future PvP ships, I watched glued to my computer’s youtube video, the entire set of semi-final/final matches, the final worn out but thrilled victor being the Pandemic Legion Alliance, winning 60 plexes, something like 8 years worth of Eve game time!
I’m almost 2 months into Eve Online, playing nearly every day, and yet once again I come upon yet a whole new dimension and type of Eve Online game-playing that I was mostly unaware of. And whoa. Talk about intense.
Watching the vids of these PvP matches where each alliance selected a set of ships and pilots depending on a fixed amount of points available to them pre-match, and then just went at it for a fixed amount of time, until one or the other’s team was completed demolished (in one case, a pilot self-destructed!) , was both mesmerizing to watch, and for a relatively new 2-month newcomer to Eve (uh me) an eye opener on PvP engagements in general.
True, the tournament had a number of set rules that restricted ship types and other components/modules available to the players (such as the ban on remote repping). But each match, I swear, provided a heavy dose of object lessons for PvP play, enough so I would recommend to anyone wishing to learn more about Eve PvP play to watch these videos at least once if not more than once (and definitely be online for this upcoming Alliance Tournament VII).
Not only were the Alliance fights hella entertaining and educational, and the obvious result of much thought and planning by savvy alliance players and combat pilots, but the coverage itself was remarkably well done (and also entertaining) by a group of Eve dedicated loyalists and CCP staff. After each round of competition, excellent commentary was provided on the combat that had just taken place, and in fact, commentary took place during a combat round as well. In addition, CCP developers and production managers were interviewed and even a behind-the-scenes CCP video provided discussing such things as SCRUM: a software development model that I found particular fascinating, having been a software engineer myself for many many years, and much discussion (then) on the Apocrypha release. I imagine the same will occur in the coming weeks but much more to be discussed about DUST 514 and Dominion.
In general, about 10 ships would be selected for each round of combat by each alliance. And the combat round itself would last up to 15 minutes (20 minutes for final), some however, lasting half the time if the engagement was either too lopsided or a point-blank in your face OK-Corral fight.
It was of particular interest to me what type of ships were selected by each alliance for their side of combat round play. And I thought I might do a quick numbers/summary of this and post it on my BLOG. As I mentioned before, the Alliance would only have 100 points to spend on ships selected for a round and the point expense was as below:
Ships & Points
21 – Battleship, Faction
19 – Battleship, Tech 1 & 2
16 – Battlecruiser, Tech 2
14 – Cruiser, Tech 2 (except logistics)
13 – Battlecruiser
12 – Logistics Cruisers
9 – Cruiser, Faction
8 – Cruiser
5 – Bombers & Electronic Attack Frigates
4 – Interceptors, Assault Frigates & Interdictors
3 – Frigate, Faction
2 – Frigates, Destroyers
There were a number of other rules/exception caveats which I won’t go into detail, although anyone interested in the details can go to the Eve Online Tournament VI rules thread. Note: the above applies to last year’s tourney rules not this year’s.
PREVIOUS Tournament VI: Final Day 6 Rounds
Match 17: R.U.R. vs. Ushra’Khan (R.U.R. wins video link)
2 Harbingers, 1 Hurricane, 5 Omens Navy Issue, 2 Ruptures vs. 1 Damnation, 1 Hurricane, 7 Stabber Fleet Issues, 1 Rupture
~ Ship Hull Cost Compare: 578 million vs. 767 million
Match 18: Unaffiliated vs. Firmus Ixion (Unaffiliated wins video link)
4 Caracal Navy Issues, 1 Sleipnir, 1 Sabre, 1 Thrasher, 1 Nighthawk vs 4 Sleipners, 3 Stabber Fleet Issues, 1 Taranis, 1 Kitsune
~ Ship Hull Cost Compare: 798 million vs. 1.03 billion
Match 19: Dead Terrorists vs. Goodfellas (Goodfellas wins video link) (Single Nighthawk takes down an Abaddon)
2 Abaddons, 5 Stabber Fleet Issues, 1 Myrmidon, 1 Republic Fleet Firetail vs 5 Nighthawks, 5 Ishkurs
~ Ship Hull Cost Compare: 860 million vs. 1.39 billion
Match 20: Cry Havoc vs. The Five (The Five wins video link)
2 Paladins, 2 Golems, 6 Ishkurs vs 3 Nighthawks, 5 Stabber Fleet Issues, 1 Ishkur, 1 Caldari Navy Hookbill
~ Ship Hull Cost Compare: 2.56 billion vs. 1.18 billion
Match 21: Huzzah Federation vs. Agony Empire (Agony Empire wins video link)
1 Damnation, 2 Ishkurs, 6 Stabber Fleet Issues, 1 Vigil vs 5 Dominix’s, 2 Vigils
~ Ship Hull Cost Compare: 705 million vs. 262 million
Match 22: EvOke vs. The Star Fraction (EvOke wins video link) (EvOke former tourney champs)
1 Abaddon, 1 Damnation, 7 Stabber Fleet Issues, 1 Vigil vs 9 Caracal Navy Issues, 1 Dominix
~ Ship Hull Cost Compare: 858 million vs. 772 million
Match 23: Against ALL Authorities vs. Cult of War (Cult of War wins video link) (4 Rokh spider tank cap transfer)
4 Rokhs , 1 Vulture, 2 Crows vs 2 Sleipnirs, 1 Huginn, 6 Caracal Navy Issues
~ Ship Hull Cost Compare: 705 million vs. 939 million
Match 24: The Wrong Alliance vs. Pandemic Legion (Pandemic Legion wins video link)
6 Stabber Fleet Issues, 1 Vexor, 1 Caracal Navy Issue, 1 Hurricane, 1 Nighthawk vs 2 Drakes, 5 Ishtars, 2 Vigils
~ Ship Hull Cost Compare: 847 million vs. 670 million
TOURNAMENT VI – FINALS
Match 25: R.U.R. vs. Unaffiliated (R.U.R. wins video link)
1 Harbinger, 1 Hurricane, 4 Omen Navy Issues, 3 Ruptures, 1 Rapier vs 1 Damnation, 3 Hurricanes, 3 Stabber Fleets, 2 Ruptures, 1 Thrasher
~ Ship Hull Cost Compare: 501 million vs. 518 million
Match 26: Goodfellas vs. The Five (Goodfellas wins video link)
5 Nighthawks, 4 Ishkurs, 1 Ares vs 2 Nighthawks, 3 Sleipnirs, 5 Ishkurs
~ Ship Hull Cost Compare: 1.37 billion vs. 1.19 billion
Match 27: Agony Empire vs. EvOke (EvOke wins video link)
5 Dominix’s, 2 Vigils vs. 1 Abaddon, 1 Damnation, 3 Omen Navy Issues, 4 Stabber Fleet Issues, 1 Vigil
~ Ship Hull Cost Compare: 262 million vs. 791 million
Match 28: Cult of War vs. Pandemic Legion (Pandemic Legion wins video link) (Remarkable Curse Hero Tank by PL)
2 Sleipnirs, 1 Huginn, 6 Caracal Navy Issues vs 3 Golems, 1 Vulture, 1 Curse, 1 Hyena, 3 Vigils
~ Ship Hull Cost Compare: 939 million vs. 3.9 billion (Most expensive fleet fielded)
Match 29: R.U.R. vs. Goodfellas (R.U.R. wins video link)
1 Harbinger, 1 Hurricane, 4 Omen Navy Issues, 3 Ruptures, 1 Rapier vs 5 Nighthawks, 4 Ishkurs, 1 Ares
~ Ship Hull Cost Compare: 501 million vs. 1.37 billion
Match 30: EvOke vs. Pandemic Legion (Pandemic Legion wins video link)
1 Abaddon, 1 Damnation, 3 Omen Navy Issues, 4 Stabber Fleet Issues, 1 Vigil vs 1 Claymore, 1 Sleipnir, 7 Vexor Navy Issues, 1 Hyena
~ Ship Hull Cost Compare: 918 million vs. 966 million
FINAL MATCH: R.U.R. vs Pandemic Legion (Pandemic Legion new world champion! video link)
1 Abaddon, 9 Caracal Navy Issues vs 1 Claymore, 1 Sleipnir, 7 Vexor Navy Issues, 1 Hyena
~ Ship Hull Cost Compare: 847 million vs. 966 million
A Closer Look
Sheesh that took longer than ever to list. But I feel it was worth listing it for my own edification and also becuz I was unable to find any other listing elsewhere. But I also wanted to take a closer look at ship hulls used and the costs involved.
Note: if I wanted to spend an extra day at this, I could have tried to search out the kill-mails to see the modules losses etc. But for now I’m satisfied with just observing the ship types & hull costs used.
First off you can see that in several cases, the fleet with the higher cost still lost. Of the 15 matches played, 7 matches were won by the team who had total less valuable ship hulls. The most dramatic difference being Match 20 where Cry Havoc dropped 2.56 billion isk worth of ship hulls on the field against The Five’s 1.18 billion isk fleet and still lost. Although the biggest cost difference of over a billion isk, also the largest ratio present between two combatants in match 21 Huzzah Empire vs Agony Empire with almost a 3:1 isk ratio (705 mil vs 262 mil) Agony Empire still won.
So perhaps the first conclusion one could make is the amount of ISK spent on ship hulls did not appear to be a decisive factor in the competition. Although arguably, match 28 where Pandemic Legion put out a whopping 3.9 billion isk fleet (the better part spent on the Golem Marauders) I would say might be the one exception, where the sheer amount of isk spent probably did give an upper edge in a still interesting fight.
The range of isk spent in hulls alone was a low of 262 million to 3.9 billion. And this not taking modules or drones or pilot skill training into account. I would say just doing a ballpark look at the numbers, you would need at least a billion isk to field a decent fleet for 1 round of combat in the tourney. And if you survived that round you would need another few billion to survive future rounds. The reason I say this is because most of the rounds showed a great deal of ships on both sides going down, and you would have to be able to have the isk available for replacement ships/modules and more importantly, to change your fleet configuration so your opponents would not be able to predict your tactical strategies.
In almost every single round drones were deployed and used extensively. Often deployed were heavy Sentry drones, T2 drones especially, but also ECM drones and even a broad range of varying damage types. Heavy used of Smart Bombs to take down opponent drones, and capitalize on large ship drone bays were used. In addition, use of speed to avoid damage, target dampening, target disrupting, etc. was prevalent.
Several rounds showed severe pilot errors that did indeed cost an alliance the round and the tourney. The penalty of flying your ship outside the boundaries of the playing field would be you were simply were eliminated out of the competition. In one round, a pilot lost connection (the only round I saw, was a Russian AAA pilot). One round showed a pilot moving his ship before combat began, and he was immediately penalized with half armor and half shields etc. (and of course would become primary immediately).
Therefore, pilot attributed error did play a significant factor to the outcome of an engagement, along with the tactical decisions of the fleet commander before i.e. such as ship load-outs and during combat: calling targets, deploying moving fleet. While ship type and amount of isk spent, I would say played a less significant role. Although you still had to play with a well selected range of expensive ships to have a viable chance to win.
Another aspect I found of interest is that although there were quite a number of different ship types used, in general the variance wasn’t as great as you might expect given the large number of different ship types available in Eve. In fact, by far the one ship that was above and beyond the most popular of ships deployed was the Stabber Fleet Issue Minmatar Cruiser. To give you a rough idea of its popularity compared to other ship types, and just to see the general breakdown I will do a count:
Total Ship Types In Final Tourney VI Rounds – Ranked by Total Used
50 Stabber Fleet Issues Minmatar Cruiser Faction ~80 mil
35 Caracal Navy Issues Caldari Cruiser Faction ~80 mil
25 Ishkurs Gallente Assault Tech 2 ~27 mil
22 Nighthawks Caldari Field Command Tech 2 ~250 mil
19 Omen Navy Issues Amarr Cruiser Faction ~100 mil
14 Vexor Navy Issues Gallente Cruiser Faction ~80 mil
14 Sleipnirs Minmatar Field Command Tech 2 ~186 mil
13 Vigils Minmatar Frigate Tech 1 ~1 mil
11 Ruptures Minmatar Cruiser Tech 1 ~5 mil
11 Dominix’s Gallente Battleship Tech 1 ~52 mil
8 Hurricanes Minmatar Cruiser Tech 1 ~32 mil
7 Abaddons Amarr Battleship Tech 1 ~127 mil
6 Damnations Amarr Fleet Command Tech 2 ~170 mil
5 Ishtars Gallente Heavy Assault Tech 2 ~120 mil
5 Golems Caldari Marauder Tech 2 ~1.2 billion
4 Harbingers Amarr Cruiser Tech 1 ~34 mil
4 Rokhs Caldari Battleship Tech 1 ~120 mil
3 Hyenas Minmatar Electronic Attack Tech 2 ~20 mil
2 Huginns Minmatar Cruiser Tech 2 ~87 mil
2 Rapiers Minmatar Force Recon Tech 2 ~100 mil
2 Ares Gallente Interceptor Tech 2 ~15 mil
2 Thrashers Minmatar Destroyer Tech 1 ~2 mil
2 Drakes Caldari Battle Cruiser Tech 1 ~34 mil
2 Crows Caldari Interceptor Tech 2 ~21 mil
2 Claymores Minmatar Fleet Command Tech 2 ~130 mil
2 Vultures Caldari Fleet Command Tech 2 ~180 mil
The remaining ships hulls were used once: Sabre, Taranis, Kitsune, Myrmidon, Republic Fleet Firetail, Caldari Navy Hookbill, and Curse.
I need to do some other things in my life eventually. So a brief analysis then I gotta wrap this up. (You guys can step in if you want and make any further observations in my comments section.) Also I would like to say that I’ve done all this rather quickly so there are bound to be a few mistakes and prices are just ~ approximate values, just to get a rough idea of costs.
But clearly, we can see just the importance and use of Faction Cruiser hulls played in the tournament. With the Stabber Fleet Issues used 50 times in the semi-final and final rounds, with the Caracal Navy Issues coming in second with 15 less uses. Then not too far behind we see the Amarr and Gallente Faction Issues also used a great deal. It is likely that because of the way the tournament rules were setup, in general, these ships ended up being the best bang for the buck (so-to-speak). But if you watch the videos (well worth it) you will see a few tactical nuances that show that often, if a fleet was deployed that was too imbalanced: say 1 or 2 real heavy weight ships followed by a bunch of light weights, these fleet configurations would not last long, since the light-weight ships would melt within minutes and the heavy weight (often more expensive ships) would then wither away simply because of their opponent had more numbers and not necessarily biggest ships.
Thus it seemed that the best fleet configurations had a good balance, of 1 -3 heavy weight strong tankering ships, and then a majority of mid-range Faction Cruiser ships to do the majority of start-game and mid-game fighting. Then you often had 1-2 fast frigate ships to perform the quick tackling or electronic counter-measures, and they could get out of harms way based on their speed and ability to not be tracked.
Another thing that jumps out at me by looking at these ships is the clear dominance of Minmatar and Caldari ship hulls. Although we see that all 4 Faction Cruiser Hulls were used both the Minmatar & Caldari were the most popular while the Amarr and Gallente less so, the Gallente coming in last. In fact, other than the interesting uses of the Gallente Dominix Battleships, Vexor Navy Issues, Ishkurs & Ishtar Assault Classes Gallente hulls played not a very large role in the final rounds of the tourney. Whereas the Minmatar hulls proved the most popular.
It is interesting to see too that the most expensive high-end ships fielded tended to be Caldari and were Tech 2’s. Of special note during the tournament was the use of the Caldari Field Command Tech 2 ship Nighthawk. This ship in many rounds proved its weight in gold IMO, and though not high in DPS, had excellent tanking ability and speed, and often played a significant role in winning, especially during the end-game portion of an engagement.
The most expensive ship hull to deployed were the Caldari Marauder class Tech 2 Golems, at a heart stopping price tag of 1.2 billion (and that’s not including load-out costs). The Golems were deployed twice during the final rounds, once by the Cry Havoc Alliance who lost the round, and once by Pandemic Legion, which the Golems IMO did prove useful (each of the 1.2 billion isk) for victory. Interestingly, Pandemic Legion did not use the Golems in the final round, but still ended up winning the tournament.
Of special note were the frequent use of the Minmatar Frigate Vigil class, likely for quick tackling since slowing down targets was vital for dps and targeting, and it was common defensive tactic to use speed to avoid drones and slow guns. To be frank, I wasn to impressed with the Sleipnirs which tended to collapse faster than what their price tag and class would indicate. The Caracal Navy Issues also tended to melt rather quickly while the Omen Navy Issues usually held out well. Battleships appeared not to be as useful in the rounds unless the alliance opted to have 4 to 5 at the expense of medium range hulls. In the rounds this was done, say having 5 Gallente Dominix’s it turned out to be more of a roll of the dice, depending on what your opponent showed up with. Usually though when there was 1 Battleship left and 1 light-weight ship on the field in the end-game, the combo would lose out to two medium heavy tank ships such as 2x Nighthawks.
There wasn’t a lot of use of Battle Cruiser classes or Interceptor/Heavy Interceptors. Not to much variance in Battleships. Many logistical type ships not used at all. Again the primaries were Factional Cruisers supplemented by heavy tankers, the more successful appeared to be Marauders and Field Command ships used for end-game.
OK. I have to get on to other stuff. Unfortunately, couldn’t get to much in on drone use. And of course there is the whole aspect of modules and load-outs used that I didn’t even touch. I do however recommend you check-out the round videos of the links I provide, they are most enjoyable, with excellent commentary and you can learn a hella alot just from watching.
It will also be interesting to see what ship hull selections are used for this upcoming Tournament VII. Will they generally be the same as last tourney or will we there be some dramatic shifts in fleet dispositions? Can’t wait to see myself.