Bang for Your Buck

Ghetto Fleet is the cheapfit Novice Plex and general frigate pvp doctrine of the various Amarr residents of Egghelende, notably Fweddit and Imperial Outlaws. For less than the price of one of their doctrine cruisers, they can throw away fifty or more remarkably effective frigates.
 

Sometimes, even bittervets just want to go go out and die in a blaze of glory. When that need strikes, I.Whip and I.Law ship down to a fleet composed of about 3/4ths Merlins and 1/4th Bursts, with the occasional accompanying Ewar frigate and warp merrily into any fleet they can find, often with remarkable success. For an average price of about 1.5mil per ship, they get about 150dps per damage dealer and 240dps tank per logi pilot—numbers far superior to most kitchen sink frigate fleets, and sufficient to often overwhelm cruiser and battlecruiser gangs that get overconfident.

 

The Fits:

[Merlin, Ghetto Merlin Standard]

Linear Flux Stabilizer I
Linear Flux Stabilizer I
Damage Control I

Patterned Stasis Web I
J5b Phased Prototype Warp Scrambler I
Medium Subordinate Screen Stabilizer I
Experimental 1MN Afterburner I

Anode Light Electron Particle Cannon I, Caldari Navy Antimatter Charge S
Anode Light Electron Particle Cannon I, Caldari Navy Antimatter Charge S
Anode Light Electron Particle Cannon I, Caldari Navy Antimatter Charge S

Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

 

[Merlin, Ghetto Merlin MWD]

Mark I Generator Refitting: Reaction Control
Linear Flux Stabilizer I
Damage Control I

Patterned Stasis Web I
J5b Phased Prototype Warp Scrambler I
Medium Subordinate Screen Stabilizer I
Limited 1MN Microwarpdrive I

Anode Light Electron Particle Cannon I, Caldari Navy Antimatter Charge S
Anode Light Electron Particle Cannon I, Caldari Navy Antimatter Charge S
Anode Light Electron Particle Cannon I, Caldari Navy Antimatter Charge S

Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

 

[Burst, Ghetto Burst]

Damage Control I
Mark I Generator Refitting: Capacitor Power Relay
Mark I Generator Refitting: Capacitor Power Relay

Experimental 1MN Afterburner I
Medium Subordinate Screen Stabilizer I
Barton Reactor Capacitor Recharger I

Small S95a Remote Shield Booster
Small S95a Remote Shield Booster
Small S95a Remote Shield Booster

Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

Warrior I x1

 

The Stats:

– DPS: 151 x # of Standard Merlins + 130 x # of MWD Merlins before heat, no implants etc..

– Merlin Tank: 236 x # of Bursts before heat and links, 459 after.

– Burst Tank: 188 x # of Bursts -1 before heat and links, 365 after.

 

How to Fly It:

In a word, recklessly. Warp into things you don’t think you can possibly take. Go down fighting, ordering everyone to overheat their guns until their guns or their ships give out. And never, or at least almost never, call scatter. Flown with proper disregard for safety, this fleet will surprise you.

The ideal fleet composition varies based on a couple of things, but the biggest determinant is the availability of tengu links. Without links, you want around 1/3rd to 1/4th of your fleet to be Bursts, with links, you want 1/4th to 1/6th. Generally, you want as many of the rest of your fleet as possible to be in afterburning merlins, with only one or two in MWD-fit ones. Bring Ewar frigs only if you strongly suspect you’ll encounter enemy cruiser logi. Otherwise, Ewar frigs both decrease your firepower and deter people from fighting you.

Ghetto Fleet thrives inside novice and small plexes, especially when it starts out inside the plex and can catch enemies on the warp in. In other situations, however, the 4000km/s MWD merlins have the ability to serve as fast, hard tackle, though they’re a good deal less sturdy in the long run, due to their inability to speed tank. That means you don’t want to let them chase enemies too far out of your Bursts’ range.

Your Bursts, in addition to being your greatest strength, are also your Achilles Heel. Their tanks are a great deal less sturdy than the Merlins, and they’re slightly slower to boot. As a result, you want to pay attention to keeping them on the far side of your fleet from the enemy whenever possible. That said, the entire fleet is generally cheap enough that you can afford to put newbros in the Bursts to teach them how to logi, and especially logi anchor, properly.

In general, if you can field a fleet of at least 12 merlins and 4 bursts, you should be able to take down 2 cruisers or 1 battlecruiser out of any normal-sized FW gang you encounter, unless that gang has two or more logistics cruisers. In that case, your job gets more difficult, but increasing the size of your gang or bringing along a Griffin or three can help to even the odds a bit.

How to Kill It:

Bring 2-3 cruiser logistics. However, this will often convince even Ghetto Fleets not to fight since their goal is to kill one or two things before all dying. A better option is to bring on logi cruiser in at range to make their first primary last, and then alpha the Bursts off the field before moving onto the Merlins, hopefully fast enough to save whatever they’re shooting.

About Jericho Willis

EFT warrior, inveterate soloist, and sometime FC with In Exile. of the Amarr Militia.

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One comment

  1. Excellent write up. I’ve flown with Jericho and his Ghetto Fleet many times, and it’s by far the funnest, most inexpensive doctrine I’ve been in. There’s no other feeling than whelping into a gang that’s too confident that they can kill you (because you’re only t1 frigates, right?) only to push thier shit in. Being able to take out at least 1 ship that’s worth more than the entirety of the fleet is a success in and of itself. Ghetto Fleet isn’t about holding the field (although it has done so on many occasions), it’s about ISK efficiency and doing more harm to the enemies wallets than our own.

    This is also a wonder doctrine to boost participation and give people incentive to pew pew. An entire fleet costs less than 20 mil, making it easy for FCs to buy, fit, and give out as many Ghetto ships as needed.

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