You have three goals to keep in mind: in order of importance, they are:
Disrupting the target's warp is done with one of two modules: the Warp Disrupter or Warp Scrambler. Warp Disruptors are longer ranged, and have a warpcore disabling strength of 1. Warp Scramblers have a shorter range, but have a warpcore disabling strength of 2 and also disable microwarp drives (even if the target has enough warp strength to escape).
Closing rapidly with the target can be assisted by a variety of modules. Almost all tacklers are equipped with one type of propulsion mod (an afterburner or micro-warp drive) in order to quickly close the gap. Microwarp drives offer a larger speed boost relative to afterburners but have the downside of increasing a ship’s signature radius, making it easier to hit. There are a variety of low slot modules that can increase a ship’s speed as well. For example, an overdrive injection system or a nanofiber internal structure, but each module along these lines removes a tank module.
How you choose to attempt to survive the counter-fire from the ship that you have tackled is usually dictated by whether you chose an afterburner or a MWD. With an afterburner, it’s generally better to double down on speed modules. With a MWD, you need to supply enough tank modules such as Damage Control, and Reinforced Bulkheads to compensate for the extra fire you’ll be taking due to the MWD’s increased signature radius.
Before a battle, make sure to set your orbit distance. This should be approximately 2km less than the range of your shortest-ranged module. With a stasis webifier/warp disruptor setup, this range should be around 8000m, as the web has the lower range of 10km. With a stasis webifier/warp scrambler setup, this range should be around 5000m, as warp scramblers have a range of 7500m.
During a fleet battle, it’s your job to tackle any targets designated by the Fleet Commander (FC). Here's how: