ОK im posting this in thе FC section‚ because i want your input before i start seeing a bunch or retard swigg posts in the tactics forum. I intend for this thread to be moved if it gets approval from enough people.
Please try to read the whole thing, i know its a lot of

, but it needs to be considered fully before you reject it.
I think the most important thing I hope you get out of this huge TL;DR thread, is that our CR BS fits NEED to be standardized. If you think you have an alternative, then fine, but this is how I think it should be done.
The traditional tactics employed with an RR BS gang generally tend to follow the same trend; jump into hostiles, approach the gate, use your mid/short range guns to ~blast~ the enemy, and rep the duder in your gang who is primary. if you take too much damage, your massive buffer and rep capabilities, and being in close proximity to your fellow gang members, would allow you to repair each other long enough to jump out.
Оriginally this was dеsigned to be used with 20-30 guys. I cant remember exactly who started it‚ but then you used to see 60 man TRI RR BS gangs, fighting other 60 man RR BS gangs on gates. This of course generally meant both sides would lose an inordinate amount of BS each then one side jumping out to lick their wounds.
Then some bright spark said a couple of years ago 'oh hey i know, this works so well, lets use it on a huge scale to fight giant BS and carrier blobs, surely our high rep cycles and DPS will allow us to survive and kill lots of caps at the same time!'
Personally i think this is where we are doing it wrong. Remote reps do not work when trying to fight on open fields. You simply cannot be in range of half the gang half the time. You also need guns that can hit out further, while maintaining the DPS of their close ranged counterparts.
This leads me to ask the question 'what the fuck do we use these things for?' Because right now RR BS seems to be a general term for people to bring any fucking kind of piece of shit BS they want as long as it does ~lots of DPS~ and has a remote rep on. Now this simply doesnt work against capitals, as evidenced by the abysmal loss rate at which we are losing RR BS.
Now I dont just say this because I'm not happy with how people have been performing, i think under the circumstances, our RR BS gangs have performed admirably and with the tactics we use right now, the losses fall within acceptable margins. Especially when fighting a capital blob like we have been doing lately.
However I think we can greatly reduce losses if we start thinking more straight forward about what we want, and how we use our close range BS blobs.
What I'm suggesting isnt really that drastic, rather it is an adaption of what we use right now, which is basically a 'kitchen sink' gang. It also gives people straight forward guidelines on what to fly and what no to fly. This makes it easier for the FC to operate, and should in the long run lose us less ships and get us more kills.
The following fits are what I think all our close range BS gangs should look like in the future. However, i think when ganking supercaps, IE against an unorganized target, close range blaster megas and shit will be more effective.
I also think all the fits below are just as viable against support fleets as they are against caps, all you have to do is drop the smartbombers and anchor and do what we do right now. This concept is to be used really only against an organized enemy, with large amounts of fighters. I cant honestly think of a better way to counter it.
What im trying to say is, these fits are completely useable against other types of gangs, so you dont really need a collection of BS in your hangar if you choose to have just these. In fact i would promote that the only people who should have a gank BS in their ship bays are blaster mega pilots. Everyone else can just use these fits.
These fits are really just concept fits, im sure they can be perfected in very slight and precise ways by internet spaceship nerds, so they look exactly the same as the fits i post below just slightly better.
Now the idea is this: we use a damnation pilot as an anchor point, who has a supertank, something like this:
Damnation - CR BS.jpg
Now it doesnt have to be a damation, but personally i think the guy flying it should always be the FC, or at least a guy with a resemblance of competence. It also has to be supertanked. You could probably use an abaddon with full tank, something like this:
Abaddon - command CR BS.jpg
However what i think is important to note is the FC in a gang like this isnt there to do DPS, rather to ensure that the rest of the gang is doing maximum DPS. The guardians all lock this guy up. I dont think there is a situation there the FC can die as aasily as we saw the other day, as long as everyone is doing their job.
Now for the DPS BS. These should be able to hit out to at LEAST 40km, so blasters are out. Remember that these fits have to be able to take on support as well, which makes drone dps, and close range DPS, next to USELESS. Personally i think gallente battleships are completely redundant when flying these gangs.
I also think geddons should be scrapped. Geddons, like megathrons, were designed to be used on a gate, so their remote reps can be effectively utilized. A geddon cannot be fit easily, and if you want to tank it properly, you have to use trimarks, which are expensive. The only reason we used geddons was the massive DPS and RR capability that you could fit on one. I think the whole concept of remote reps, and in the case of geddons, neuts, is completely outdated. You simply cant fit a geddon to spec in these gangs. This is why I (or fintroll and cippa if im honest) think we should be using abaddons:
PLEASE GО DOWN A POAST :еff:
Now before you start‚ these abaddons tank more than a trimarked geddon, are infinitely easier to fit, can fit a point, do 60 more DPS without drones, and more importantly in my opinion, are cheaper. you lose like 10m or something. I would even go as far to say that geddons are outdated for everything we do these days, and their roles can be better filled by other gang members.
Which leads me onto the second, and if it was my choice, last BS we should be using in these types of gangs, the Tempest:
Tempest - CR BS.jpg
I say last, because i think any other BS does not do the job of these two BS as well. Tempests tank better than a mega, they do more DPs than a mega, they are cheaper, and they can tackle. Оh and thеy fit 2 neuts‚ which if you have 10 tempests in gang, are hilariously overpowered. Also they can bump capitals much more easily than anything else.
Now I think we should completely scrap megas for these gangs. They have their merits as gank BS, but for this type of gang, where we are facing an organized enemy, they just dont work. However some scrubs dont have a choice so:
Megathron - CR BS .jpg
They arent bad, and the range of the rails might come in handy, but for everything else the tempest is better suited.
Then i think we should have 10 of these:
Abaddon - Smartbomb CR.jpg
We give them a cap transfer off one of the guardians, which means 10 of he guardians fit a third cap transfer. You have to be able to tank the smartbombing battleships well, which is why the abaddon works so well for this, as you can tank it, and get nice cap stability off it.
This is pretty much, apart from hictors and guardians, the only fits i think we should be using. I'll explain the tactics behind it now anyway.
These its are to be used to counter large hostile support/carrier blobs. You need at least 80 in gang for this to work effectively. For an 80 man support fleet, i think our composition should be this:
1 FC anchor (damnation or superabaddon)
30 pulse abaddons
10 Neut spec pests
15 guardians (10 with a third cap transfer)
9 smart bombing abaddons
10 HIC/dic
5 covops whatever
This is an ideal setup, but i think we can pull it off, we do it with armor hacs afterall.
The FC anchor dictates the movement of everything but the guardians. In normal situations, the damage battleships orbit the anchor between 500m and 5000. The smartbombers orbit the anchor at 10km. This means that any fighters and fighter bombers trying to engage our BS have to get through a huge wave of smartbombs.
Now of course this works perfectly in theory, but i think it will work well enough, that if we STICK TО IT, and еveryone DOES AS THEY ARE TOLD‚ we will negate enough of the DPS of the hostiles fighters that we will be able to keep up with the DPS coming our way. This obviously is one of the primary functions of changing our outdated method of kitchen sink hilarity we use atm.
This doesnt work when trying to bump carriers though. The FC needs to dictate when he wants people to deviate from the anchor to bump carriers. HОWEVER, thе smartbombers keep orbitting the anchor. this means that if anyone starts taking a huge amount of damage‚ all they have to do is APPRОACH THE ANCHOR, and havе their DPS smart bombed off.
Once the carrier/s are bumped‚ everyone goes back to their anchor positions, the anchor should be close enough to the hostiles that webs from the tempests can be utilized.
Note that none of these BS are using drones. Against carriers they do fuck all anyway.
I think it is debatable whether guardians should use a separate anchor point in these situations, The guardian FC needs to have a great perception of the battle. He also needs to be close enough to the anchor to be able to dive into smartbomb range if necessary. The more i fly with these gangs the more I think it imperative that our guardian SUB FC needs to be someone who is 100% on the ball and knows what he is about, at least as much as the main FC. This makes me sound arrogant, I dont mean it like this, i just want people to understand the importance that this SUB FC has. I know we have FC's who would make a better job of it than me.
There seems to be a point of critical mass, where if we lose too many guardians, our reps simply cant keep up with our BS losses, and we lose too many. I think it prudent therefore to mention that at this point, that if it is at all possible, we should withdraw from the fight and regroup with more guardians, or pull out completely. I know this isnt always possible, but communication between the guardian FC and the main FC is as important in my opinion to that of the covert ops pilots that get us warpins.
ОK i cant think of anything еlse too add‚ other than the fits above can probably be used for every type of gang, are completely versatile, and that the ~operational procedure~ posted above is only really viable against a carrier and support blob. THE FITS HОWEVER ARE COMPLETELY INTERCHANGEABLE, i cant strеss this enough. Because i think these fits should be as standard for most of our CR BS gangs.