This guide aims to provider good references and tactics when fighting for sovereignty under the Aegis
system in EvE Online.
It is based on my experience about sovereignty warfare from inside
Beyond Frontier corporation. During one
year, we fought almost constantly with the Aegis system and therefore developed warfare tactics adapted to
several attackers, from the smallest, to the biggest.
I hope this experience can serve to others, but I do not pretend it to be perfect. If you have any question or
suggestion about this guide, feel free to drop me a mail at firstname.lastname@example.org.
The objective of this guide is not to detail the mechanisms behind sovereignty, but to give useful
advice on how to organize and run sovereignty warfare. Thus, I may not cover all the details and I may
not explain the basics either. It is already a quite long text.
You can check the section "Other guides and tutorials" for more information.
How sov. works
This section describes how to capture sovereignty. It aims to make sure everyone know the basics.
When attacking a structure, you go through the following phases:
Entosissing the structure itself during vulnerability window. Once done, the structure goes into
Reinforcement mode and becomes invulnerable until next phase.
Capturing nodes during nodes event 48 hours later (more on this subject
[For stations] Running a second nodes event 48 hours later (when station is in freeport mode).
Infrastructure hubs (aka. IHub) and Territorial Claim Units (aka. TCU) are destroyed after a successful attack.
On the contrary, stations become a Freeport if the aggressor wins the first timer, and can be captured by any
alliance during the second timer.
Every day, the structure is "vulnerable" during a few hours centered around a time of the owner's choice (and
length depending on ADM).
Of course, changing the vulnerability window takes time and is limited so that it cannot change every day.
Nodes event takes place about 48 hours after you reinforced the structure. Celestial objects named "Command
Nodes" spawn randomly in the constellation that the reinforced structure is in and need to be
entosissed to fully fill the corresponding gauge.
Defenders (the alliance owning the structure) begin at 60%, while attackers (everyone else) begin at 40%.
Notice that coalition members and friend will still be considered as "Attackers" if they are not in the
alliance owning the structure.
Entosissing a node increase and decrease these values depending on who completes it.
Each node also entosis itself slowly toward defender side (it usually takes one or two hours).
If the defenders reaches 100%, the structure reverts back to normal state (vulnerable or invulnerable,
depending on time).
If the attacker reaches 100%, the structure is destroyed, except for stations who enter Freeport
Freeport nodes event
This event only concerns Station in Freeport mode.
Again, about two days later, nodes spawn and need to be captured. But, this time, each alliance has its
own gauge and starts at 0%.
Once one of them hits 100%, the station reverts back to normal state (vulnerable or invulnerable, depending on
time) and under this alliance control (it goes to the executor corporation of the winning alliance to be exact).
A few facts about node spawning:
When the event starts, a random amount of nodes spawn in the structure constellation.
After each node completion, a new node will always appear somewhere in the constellation.
From time to time, new nodes randomly appear in the constellation.
Thus, there are more and more nodes as time goes on.
Other guides and tutorials
The sovereignty mechanisms are described in detail in the
Flight Academy videos. These videos
featuring CCP Mimic are well explained with examples and graphics.
If you did not already, go watch them and take a look at the other tutorials from the channel.
You can use the following image as a quick reminder:
How entosis works
This section describes objectively how structure capture goes.
The generic "structure" term stands for either "station", "IHUB" or "TCU" (but not "Citadel").
Entosis is done using a module called
Entosis Link which comes
with different variations (Tech. 1, metas and Tech. 2).
The following restrictions apply:
Entosis can't be done by interceptors.
Capital ships entosis links cycle 10 times slower than other ships.
Ships cannot warp, cloak or get any friendly remote effect while the Entosis link is active (even if you
cancel the cycle, penalties will remain active until cycle timer end).
Unlike bastion, triage and siege modules, the ship can still move, but speed is limited to 4 km/s when
running an Entosis Link.
Tech. 1 Entosis links have 25 km range and a cycle time of 5 minutes, while Tech.
2 Entosis links have 250 km range and a shorter cycle time of 2 minutes.
Also, each Entosis link requires one unit of Strontium per cycle. Don't forget about it (or it
will not activate at all).
How to entosis
In order to entosis a node:
You first need to warp to its beacon (they are on the overview).
Once on-grid, locate the node itself which should be a few kilometers below the beacon. Target it and start
the Entosis link module.
Make sure you are not trying to entosis the beacon !
When the Entosis Link starts, it needs to run a first cycle without doing any effect. this first cycle is
called warmup cycle..
Each time the entosis link is stopped, another warmup cycle will be needed !
The, next cycle begins to slowly capture the node.
The capture rate is the same, whatever the variation of your Entosis link and it is not increased if you
use several links on the node. Thus, there is no point on entosissing with several ships (except maybe for
redundancy if you fear to get killed or interrupted).
Once fully entosissed, the node disappears and the global structure capture gauge shifts.
Rinse and repeat on another node.
Activity Defense Multiplier
Activity Defense Multiplier (aka. ADM) varies between 1 (worst) and 6 (best). They are specific to each system
and do not influence other nearby systems.
It is computed each day based on the ammount of mining and NPC killed in the system. It also
increases over time as long as the IHub remains safe (not destroyed).
Notice that ADM value is only taken into account at downtime. So ADM grinding only affects next day
I won't go into details, but the higher the ADM is, the longer an attacker needs to entosis the structures and
nodes. Also, a larger ADM means smaller vulnerability windows.
For nodes, the ADM taken into account is the one where the reinforced structure is located and not the
system where the node spawns.
For details, you can check this excellent tool provided by
kiu Nakamura (check his bio for more cool
Thus, it is really important to keep the ADM high and systems without activity are a lot easier to
Practical guide and tactics
This section describes the different tactics we used or saw saw as well as their benefits and their downsides.
It is basically a practical guide on how to gain and maintain sovereignty.
First thing, keep high ADM on critical systems. The higher they are, the more time enemy will need to
reinforce and capture them. Also, higher ADMs will help during nodes vents.
Focus on your home system. Then, expand to other systems when the ADM is high enough (usually between 5 and 6).
Don't farm in ADM 6 systems.
Of course, everyone needs to help or owned space will be hard to hold.
PvE (killing rats) seems a lot easier to do and up the ADM faster than mining. However, in order to up ADM to a
safe level, mining will be necessary, but leveling the mining index to level 5 is a pain. It is a lot easier to
have a level 5 PvE index.
When attacking structures (first phase), you usually take the enemy by surprise, which helps a lot. However,
any good opponent have will high ADM systems and Entosissing will be really slow (up to one hour). Of
course, that is assuming your entosis ship does not get killed (remember that you cannot repair it).
If the enemy is good, they will break your entosis (using either EWAR or by killing it). They will also have
plenty of time to formup with a counter composition. Thus, frontal attack is not always the best
solution. If you still go for it, make sure to have plenty of heavily tanked entosis ships.
From this consideration, we used the following tactics with good results:
Ninja entosis - Just entosis randomly with a few cheap ships. One day or the other, the enemy will
get bored or you will find a time when they are not available and you will entosis the structure.
Select entosis time so that they are in a weak timezone instead of prime time (but you are limited by
vulnerability window). This works good for systems far from enemy staging or with low value.
I personally prefer Griffins and Blackbirds because they can manage a few ships. But anything cheap is good.
Multiple entosis - Send a lot of small and fast ships for Entosissing multiple structures and
systems at the same time, the more the better. The objective is to surprise and overwhelm the enemy forces.
Make sure to start entosis at the same time and try to stay unnoticed while moving.
Enemy will often reply by sending either fast scout ships or heavy solo / small-gang ships. Kill the formers
and kite the latters. Imperial Navy Slicers are good at this task, Astero too (you can even covert bridge them). Any fast kitty
ship will do the trick.
Lower ADM - When there is no other options, you need to harass the enemy continuously, preventing
him from farming ADM and lowering them slowly until it becomes manageable.
You have a lot of options: Black Ops, interceptor fleets, etc. Make sure to be as cost efficient as possible
because it will take time and try to not give fun to the enemy or he will just be happy to continue and to
A mix of the above will make you succeed if you are more resolute and persistent than your opponent.
More generally, will is really important in sov. warfare.
It is important to defend structures when they get entosissed the first time because you can easily
fight while outnumbered as long as you focus on your objective: the entosis link. If this link is
broken, no matter how or if you lost the engagement, the enemy needs to restart whereas you are at home and
can reship as long as you want.
If the ADM are high, the structure will only be vulnerable during primetime, but a FC may not be available and
fast responce to an entosis attack is crucial. Thus, everyone in the alliance must be ready
and know what to do when the notification suddenly pops up.
Here, the objective is to delay the attacker as long as possible until a response fleet gets out. If
you break every warmup cycle, you can even repel the attacker without killing them because the structure (or
nodes) will slowing revert back and entosissing will stop if vulnerability window has ended.
That's how "a few Griffins" repelled The Imperium forces (about 300-500 people in fleet) during two weeks.
Basically, the tactic which works the best is to stop the entosis ship.
If you kill it, it will stop entosissing. Simple, easy to say, but maybe not the easy to do if there is a full
fleet protecting it.
There is a large choice of guerilla tactics you can use though. The following are those which worked the best
in my opinion:
Warp on a TAC far from the enemy (you can use cloaked ships for warp-ins), align out while targeting entosis
ships, jam them, warp out before you get shot at. Rinse, repeat.
When perfectly executed, it is nearly impossible to kill the Griffin because it is far from everything and fast
to lock/align.. Even if it happens, it does not cost anything as it is a full Tech. 1 frigate fit.
It is a tactic we have applied and continue to use with great results.
Make sure to stock up Griffins in advance within different places so you don't get bubbled (a POS is
good for example).
If the entosis ship is orbiting far from the structure (or node), you can also try remote range
dampeners (like maulus) which is used in the same way.
Fast combat Interceptors
Warp on top of the entosis ship (using probes for example), kill it, get the fuck out.
A dozen of interceptors correctly fitted can output a good amount of damage. As the entosis ships cannot get
repairs, you can kill it easily. The more tanky it is, the more interceptors you will need.
You will probably lose a few ships while doing so, but you bypass bubbles, gate camps and it is a
relatively cheap doctrine.
It is also really good for node events to check all nodes and kill entosis ships before the main fleet comes in.
Need to get rid of something flying around the quick and dirty way ? Get bombers on grid with good warp-ins
and clean the field.
Bombers can wipe the entire enemy fleet. Even if it warps out, it gives you the opportunity to kill the
entosis ship (who cannot warp out) with torpedoes or other dedicated ships.
Also, they can be bridged using Black Ops from long range which helps defending allies or if staging is full of
bubbles and you need to come from further.
They do require a bit of skills and coordination though and thus, they cannot respond as fast as the
The nodes event starts about two days after the structure gets reinforced. It is a planned event and
organization is the key factor of success.
Especially, make sure you are ready and on field when it starts. Getting in place before your opponent is
important. If you can lock him outside of the constellation, you get a nasty advantage because you can start
entosis uncontested while he is trapped outside.
What kind of ships do you need in fleet ? Let's break this in several pieces :
We need something to entosis nodes or structures.
We probably need someone to protect the entosis ships as the enemy is usually happy to shoot
them (I wonder why...).
Also, we surely want to kill enemy entosis ships.
Thus, you need to plan a fleet with these three roles in mind. Usually, I suggest you the following format:
As many entosis ships as systems in the constellation.
They need to start entosissing in all systems right when the node event starts, one per node and continue to
entosis all new nodes until the end of the event.
A wing of fast ships to kill enemy entosis and protect ours.
Tech. 3 destroyers excel in this role, but you have many other options.
You can also consider Combat Interceptors if you have enough people to kill enemy ships fast enough or if
you need better reaction time.
A main fleet with heavier ships whose objective is to block enemy outside of the constellation.
It does not really need to win the fight, but to keep the enemy busy long enough so our entosis can finish
the job without getting wrecked.
There are different tactics when using Entosis ships which all have pros and cons.
Chose the one the suits you the best according to your situation and commitment.
First, you can use an heavily tanked but slow ship like the Prophecy.
Here, the objective is to pack as much buffer as possible and hope that your fleet will rescue you before
the enemy can grind your tank down.
The main drawback is the lack of speed and agility. You move slowly so scouting nodes will be harder if you
don't have proper support ships to help and nearly any ship can catch you when moving between systems.
The following ships are good choices:
Marauder with Bastion and self-repair (like the Golem)
Heavily plated Battlecruisers or Battleships (like the Prophecy or Abaddon)
Heavy Interdiction Cruisers with good resists and buffer tank like the Broadsword)
If you can resupply easily (like at home), you can also go with cheap fit and reship whenever you
Main drawback is that you lose more time when you are killed because your cycle is ended and you need to
reship. Also, you are easier to kill.
But if you have lots of newbies for example, numbers can compensate.
Any ship you can easily resupply will work, but I have a preference for the Griffins and Blackbirds because
they can easily manage a few ships with ECM.
Another idea is to take a ship which is fast enough to not get caught. Of course, you cannot warp off, but
at 4 km/s, there are few ships which can catch you and you can kite those, forcing them off field with
better DPS and/or application.
This solution requires more skills (both in game and out of the game), but it is effective as people tend
to use bigger ships to chase you and you often end up entosissing without problem because they just cannot
For this method, tTry to bring a Tech. 2 entosis as you really want the 250 km range.
Imperial Navy Slicers and other fast long range frigates are solid ship choice.
Lastly, I saw some coalition fielding Force Auxiliaries with local reps as Entosis boats.
Sure, you take a lot more time for entosissing, but as long as you have capital supremacy, you will probably
never die and you cannot get jammed under Triage which will eventually guarantee you the victory as long as
you can prevent the opponent from entosissing.
Which fit for the entosis ships ?
First thing first: the Entosis link. Pick a Tech. 1 for cheap ships and a Tech. 2 for those you don't lose
too often (Tech. 2 entosis links cost about 150M).
The tech. 2 version will allow faster cycles. So, if needed, you can cancel entosis and GTFO faster. They
are also really useful to get further away from the beacon (where people usually land).
If you chose a Tech. 2 link, pick a few Sensor Boosters with Range Scripts so you can actually use
it at long range.
Don't forget the damn Strontium: between 50 and 100 units are fine.
Make sure to double-check.
Then, a Cloaking Device is handy if you need to safe up either because you are chased or because
you got into position early (which is always a good idea).
The usual practice to delay your entosis is to break your current cycle so that you need to restart, losing
time with ths warmup cycle. This is usually done with ECM ships.
Thus, if you can fit a few ECCM, do not hesitate.
Last (but not least) put some mods to make sure you survive as long as possible while your friends
are coming to save you (or at least to delay your enemy). Depending on your tactic, it can be tank, speed
or EWAR. Choose wisely.
You do not need to jam an enemy entosis ship all the time. Do not try to jam him if there is no visual
effect showing active entosis and try to cancel each warmup cycle after one minute has passed
(Tech. 2 link will take 2 minutes to complete a cycle, no rush).
When chasing entosis ships, always check nodes, even if there is nothing on DScan as Combat Recon
do not show up and tend to be used for this reason.
As said previously, more and more nodes will spawn over time and your priority is to entosis them as soon
as possible. So make sure to bring a lot of entosis ships and take into account for losses.
Setup a private chat channel for entosis and escort. Post in this chat the location of new nodes, when
someone start to entosis, when someone finishes a node, etc.
Synchronization is really important here.
Dedicating a FC to the entosis wing is a good idea too.
A notification is sent to the structure owner when someone starts to entosis it at the end of the warmup
cycle. If you can, entosis several structures at the same time so that it is harder to respond
to all attacks (and the enemy may get overwhelmed).
Once someone starts entosissing your structure, you will get a notification and can protect it. Keep in mind
that if you do not put your own entosis link on the structure and revert it back to pre-attack state, you
will not receive another notification if an enemy restarts entosissing it.
So make sure to keep an eye on it and entosis back the structure to normal state.
Do not give content to someone entosissing your structure. Coming for fight is good, in this case,
undock a fun fleet and fight. But if they come for entosis, only undock cancer Griffins.
This last section summarize actions everyone should take in order to protect sovereignty.
Stock up a few Griffins and combat interceptors in different place around the constellation.
Make sure to understand how entosis work and try to practice when possible. Feel free to ask questions
Make a few bookmarks arround Station, TCUs and IHubs (between 50 and 200 km)
Stock expensive assets in Citadels instead of stations (because of the asset safety mechanism)
When entosis notification pops up
Make sure a scout is checking where the enemy fleet is and what they are in (ask in alliance chat or on
coms). Locate enemy entosis ships and put a specific standing on them so you can identify them quickly.
Undock Griffins and jam them regularly to prevent entosis progression (try to break each warmup cycle). Do
not get killed if possible.
Communicate on what you are doing, when your ECM is successful and which ship is a priority target when
there are several entosis ships around.
When a FC opens a fleet, join it with the correct ship type if there are enough Griffins. Else, keep
jamming entosis, that's the most important.
For nodes events
Be ready in advance. Make sure you have doctrine ships ready, that everyone knows his/her job and that you
get in place earlier than your opponent.
Make sure to have strontium when in an entosis ship.
Main fleet objective is not to kill the enemy. Main goal is to keep them busy and far from your entosis
Keep a good organisation and communication between the differents groups.
All in all, the most important is to be well prepared and to stay focused. Sovereignty warfare is all about
I hope this guide gave you good advices and ideas. Feel free to share them and your own.
Special tanks to Beyond Frontier team
for their creativity and implacation when designing sov. warfare and to
Aquasta for proofreading.