Trade Secrets: Bombing Guide and Info Part Three

Zero movement bombing is more hilarious than practical now. You used to be able to launch the bomb when you had the 30 second invincibility after a bridge. Now you have to sit for 30 seconds for the time before you can launch.
With the torpedo buff do you expect to see more torp use in fleeta or will it remain more of a solo/gang tactic?
Honestly I'm not sure, it may be an interesting fleet experiment to have a gang of stealth bombers fit for torpedos flying around. But at the same time, I think bombs are too useful to ignore.
We usually had torps and bombs. Went about picking off stragglers once the bombing was done.
Great series. Keep up the good work. Covert tactics are always great to read about. You might however be giving away some of the surprises though - unless of course you have a ton of them not-disclosed and still lined up waiting to be dropped on some hapless victim. One can only hope.

Parts one and two are a recommended read for anyone interested in potentially leading their own bomber groups. Part three will deal with advanced tactics and other more enjoyable aspects.

In part two I described the type of planning a bombing run would require against Tier 3 battlecruisers; I also mentioned the use of a probing dictor to do it. The fact is, the dictor does not need probes (they are just extremely useful); the FC can take control of the dictor's movements instead. Before doing a bombing run, place all the bombers in wing one, and the dictor by itself in wing two. With the dictor and bombers on grid, all cloaked and aligned to the target, warp the bombers (default set to 39km if using wing, or squad your choice) to the probed target. Immediately switch yourself into wing two command, tell the dictor to decloak and then warp the dictor to the same target at 0. Have your bombers hold cloak until the dictor bubbles the hostile fleet. If the hostiles warp off quick enough, tell your bombers to reset to their perches and not decloak or bomb. Repeat until the hostiles mess up or you get it perfectly timed, and try to keep track of commonly used warpins from the hostile fleet.

The responses to the second guide were mainly questions about Void bombs, so I will attempt to answer those. Void bombs are affected by signature, they do not get any bonuses, and similarly to normal bombs there is a limit on the number you can use in a single barrage before you waste any (8). Void bombs travel faster and quicker but still travel 30km before exploding.

There was a fight between the CFC and dotBros in Venal over a Technetium moon a month or so ago. The fight was between CFC Tengu fleet, and Abaddons from dotBros. Void bombing the Abaddons saved multiple Tengus in that fight; a video posted to youtube shows the Abaddon getting capped out while shooting at the Tengu fleet, his guns unable to continue firing. While everyone loves being on tons of killmails from a bomb run, sometimes the usefulness of Void bombs gets overlooked for disruption in fleet fights.

Less Common Bombing

While I've described a lot of fleet bombing, mainly because it's what I'm more familiar with, there are some other types of bombing as well. Offgrid bombing, for example, is done by having bombers launch their bombs across a grid, usually when camping a stop-bubble on a gate. Offgrid bombing is extremely safe for the bombers as they are not at risk of being locked or shot. This is usually performed with one squad that aligns toward a celestial or object in space before launching the bombs.

Out-gate bombing is usually used less simply because of the complexity of pulling it off properly. If you can properly calculate the following conditions, you can pull this off: hostile fleet warp speed, friendly fleet warp speed, bomb travel time. You're looking to calculate the sweet spot of the hostile fleet landing on the gate as your bombs hit. There is about a one second window where you could competely annihilate the fleet, but it rarely goes off without a hitch.

Zero movement bombing: when a ship, such as a bomber, takes a bridge from a blops or a titan, it ends up at the cyno with zero speed. At any other time, a ship can have a technical speed of zero; however, during this it has an actual speed of exactly zero. Being at zero speed and launching a bomb normally, the bomb would travel in the current direction that the bomber is minutely drifting. Doing this after taking a bridge, on the other hand, results in the bomb not travelling at all. The bomb will stay in place for its ten second flight before exploding. Combine this tactic with out-gate or stop bubbles as described above and you can turn one person in system into a sudden bombing run. This is by far the most interesting bomb run; while I have not tried it, one day I would very much like to.


While bombing runs may seem cut and dry, EVE is a game that continues to evolve. When 3rd tier battlecruisers were introduced, my bombers would be sent in five at a time: this would force NC./BL. into warping their fleet offgrid and allowing the CFC fleet to fight the AHAC's by themselves. After a few days of doing this, Black Legion. started bringing Munnins and Flycatchers with remote sensor boosters. The bombers would come in to force them offgrid, but they wouldn't warp; instead they would kill most if not all of the bombers. This forced a change from the bombers; instead of five being sent in, the whole wing went. The tactics continued to change as both sides adapted to what was happening. The take-away here is that what I wrote here is simply a guide: different situations call for different adaptations. Do not think that doing 'A' and 'B' will always result in 'C', because it won't. Take your newfound knowledge and improve on it, learn from it, and offer that knowledge to others.


I expect to write more articles about bombing, or even probing if there is interest. Feel free to leave a comment about what interests you that you would like to learn more about!

Kcolor, primary cap FC of the CFC. @KcolorCFC Did I interest you in EVE? Did I interest you in LoL?