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{{incursions_sites}}
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{{incursions links}}
= Objectives =
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{{eunic}}
===== Force required =====
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= Stepping up for the first time =
{{incursion sites|assaults}}
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= Preparations =
===== Military information =====
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== Ensure everyone has a solid fit ==
{|
+
When checking for fits, first make sure they have a proper tank. You can read more about that on the [[Vanguard Incursion fits]] page for examples, or the [[Incursion_fitting_principles#Battleship_setups|fitting principles]] page for more information, but here are two very common setups:
| valign="middle" | [[image:incursions_sansha_transmission.png]]
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; '''Minimum tank:
| valign="middle" | Your objective is to split your forces, clear a path to the Nation's staging area, and destroy the fleet you find there. Sansha defenders have designed their security to separate capsuleer forces, but once both sides have breached the final area you will be able to reunite.
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: [[Image:icon_hardener_adaptive_ii.png|18px|Adaptive Invulnerability Field II]]{{co|coral|Adaptive Invulerability Field II}} 
|}
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: [[Image:icon_hardener_adaptive_ii.png|18px|Adaptive Invulnerability Field II]]{{co|coral|Adaptive Invulerability Field II}}
===== Background information =====
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: [[image:icon_shield amplifier deadspace.png|18px|Deadspace EM Ward Amplifier]]{{co|coral|EM Ward Amplifier II}}
The newly-acquired ability of Nation forces to override local system control has not yet been fully understood, and as a result, Nation forces are able to drastically affect contested systems over time, reducing the capabilities of capsuleers within their domain of control. Much of the technology used to aid this cause can be found at any of their mobile "consolidation network" facilities. This and other intelligence suggests that these complexes are primarily responsible for the initial propagation of system-wide interference.
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: [[image:module icon damage control tech2.png|18px|Damage Control II]]{{co|coral|Damage Control II}}
 +
: [[image:module icon shield rig tech1.png|18px|Anti-Thermal Screen Reinforcer]]{{co|coral|Anti-Thermal Screen Reinforcer}}
 +
; Deadspace tank:
 +
: [[Image:icon_hardener_adaptive_deadspace.png|18px|Pithum B-Type Adaptive Invulnerability Field]]{{co|coral|Pith B-Type Adaptive Invulerability Field}}
 +
: [[image:module icon damage control tech2.png|18px|Damage Control II]]{{co|coral|Damage Control II}}
 +
: [[image:module icon shield rig tech1.png|18px|Anti-EM Screen Reinforcer]]{{co|coral|Anti-EM Screen Reinforcer}}
 +
 
 +
It's also important that we ensure that people have proper [[Incursion_fitting_principles#Utility_modules|utility midslots]], such as a [[image:icon_sensor_booster_ii.png|18px|Sensor Booster]] {{co|coral|Sensor Booster II}} and a [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifier}} in their mids.
 +
* [[Vanguard Incursion fits#Maelstrom|Maelstroms]] and [[Vanguard Incursion fits#Rokh|Rokhs]] fit a [[image:icon_target_painter_faction.png|18px|Target painting]]{{co|coral|Republic Fleet Target Painter}} or a second [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifier}}.
 +
* [[Vanguard Incursion fits#Nightmare|Nightmares]] and [[Vanguard Incursion fits#Machariel|Machariels]] fit a [[image:icon_target_painter_faction.png|18px|Target painting]]{{co|coral|Republic Fleet Target Painter}} and fill out the rest with [[image:icon_tracking_computer_ii.png|18px|Tracking computer]]{{co|coral|Tracking Computers}}.
 +
* [[Vanguard Incursion fits#Vindicator|Vindicators]] fit more [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifiers}} and perhaps a [[image:icon_tracking_computer_ii.png|18px|Tracking computer]]{{co|coral|Tracking Computer}}.
  
''Synopsis from ISHAEKA-0077. DED Special Operations.''<br>''Authorized for Capsuleer dissemination.''
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== Make sure your picket is ready before undocking ==
 +
= While running =
 +
== Watchlist ==
 +
{{main|Incursions_checklist#Using_the_Watch_List|Using the Watch List}}
 +
Be sure to remind everyone to add everyone in the ongrid-squad to their '''Watch List''' before starting your first site, as well as whenever someone joins the fleet while running.
  
= Enemies =
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== Priority targets for vanguards ==
Below is a list of enemies that spawn in this site. See [[Sansha's Manual]] for a full list of the incursion rats.
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{{important note box|This is a '''fundamental safety aspect''' and starting out it's not recommended to deviate from this kill order, as you could easily find yourself leaving warp disrupt capable ships on grid for longer periods of time, increasing the risk of being caught should a war target show up. See [[Anatomy of Incursions#Standard tactics|Anatomy of Incursions]] for a more in-depth explanation of prioritizing targets.}}
{{incursion rats|Start}}
+
This is a generic priority list for vanguard sites, focusing on removing both damage and warp disruption from grid as soon as possible. Remember that different fleet compositions can change who targets what, as well as various fleet command styles. This is however a solid priority to follow that accounts for our unique need of getting rid of warp disrupt capable ships in order to [[Anatomy_of_Incursions#Facilitating_a_controlled_warp-out|facilitate a controlled warp-out]] without a delay, should a war targets show up.
{{incursion rats|Antem Neo}}
 
{{incursion rats|Arnon Epithalamus}}
 
{{incursion rats|Auga Hypophysis}}
 
{{incursion rats|Deltole Tegmentum}}
 
{{incursion rats|Eystur Rhomben}}
 
{{incursion rats|Mara Paleo}}
 
{{incursion rats|Niarja Myelen}}
 
{{incursion rats|Ostingele Tectum}}
 
{{incursion rats|Outuni Mesen}}
 
{{incursion rats|Renyn Meten}}
 
{{incursion rats|Romi Thalamus}}
 
{{incursion rats|Schmaeel Medulla}}
 
{{incursion rats|Tama Cerebellum}}
 
{{incursion rats|Vylade Dien}}
 
{{incursion rats|Yulai Crus Cerebi}}
 
{{incursion rats|End}}
 
== Priorities ==
 
This is a generic kill order that works no matter what fleet you're running. Certain special doctrines or fleet compositions could change some things in order to optimize their fleet efficiency, so this isn't necessarily the only kill order, but it works.
 
  
As a general rule of thumb, if you cannot shoot the highest priority target due to low damage projection, move on to the next target you can actually hit. Just remember to switch back to a higher priority target if it moves into range later on.
+
; {{co|coral|Targets for the entire fleet}}
 +
: These targets are for the entire fleet, as they need to die as soon as possible. It can also be beneficial to ensure that both regular and small high priority targets are killed before moving on to respective low priority targets.
 +
; {{co|coral|Regular targets}}
 +
: These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns. The [[Roles in Incursions#Dronebunny|dronebunny]] also shoot these targets if the fleet has other ships dealing with the '''small targets''' already.
 +
;{{co|coral|Small targets}}
 +
: Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for '''strategic cruisers''', [[Vindicator]]s or the [[Roles in Incursions#Dronebunny|dronebunny]] as a last resort, but if need be the entire fleet will help kill these.
 
{| class="wikitable" style="font-size:90%;"
 
{| class="wikitable" style="font-size:90%;"
 
|-
 
|-
 
! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
 
! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
! style="background:#333333;" nowrap colspan="3" | Targets for the entire fleet
+
! style="background:#333333;" nowrap colspan="2" | Targets for the entire fleet
! style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | Reason
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| style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | '''Reason for the priority'''<br>(see [[Sansha's Manual]] for more information)
 
|-
 
|-
! style="background:#222222;" nowrap | Regular targets<small>&nbsp;<ref>These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns.</ref></small>
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! style="background:#222222;" nowrap | Regular targets
! style="background:#222222;" nowrap | Sniper targets<small>&nbsp;<ref>Sniper targets are enemies that stay up to 150km away, requiring you to have increased locking range and extreme damage projection. Once you run out of sniper targets, change to short range ammo and follow regular targets.</ref></small>
+
! style="background:#222222;" nowrap | Small targets
! style="background:#222222;" nowrap | Small targets<small>&nbsp;<ref>Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for '''strategic cruisers''', [[Vindicator]]s or the [[Roles in Incursions#Dronebunny|dronebunny]] as a last resort.</ref></small>
 
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
 
| nowrap | 1
 
| nowrap | 1
 
| style="background:Red;" width="1" |
 
| style="background:Red;" width="1" |
| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Arnon Epithalamus'''&nbsp;{{icon|jamming|24|Jamming}}<br>'''Outuni Mesen'''<small>&nbsp;<ref>The threat of the '''Outuni''' comes from it being within neuting range. If you're confident that your fleet can take it out before it comes within neuting range, you can forego this ship in favour of other ships, as long as you make sure it's dead before it reached neuting range.</ref></small>&nbsp;{{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|web|24|Webbing}}
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| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Niarja Myelen'''&nbsp;{{icon|jam|24|Jamming}}{{icon|neut|24|Energy neutralizing}}
| style="padding:5px;" nowrap | '''Niarja Myelen'''&nbsp;{{icon|jamming|24|Jamming}}{{icon|neut|24|Energy neutralizing}}
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| style="padding:5px;" | Because the '''Niarja Myelen''' jams and neuts.
| style="padding:5px;" | The '''Arnon''' because it jams and the '''Outuni''' due to heavy neuts (also warp disrupts and web).
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|- style="vertical-align:top;"
 +
| nowrap | 2
 +
| style="background:Red;" width="1" |
 +
| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Sansha's Nation Commander'''&nbsp;{{icon|point|24|Warp disrupting}}<br>'''Tama Cerebellum'''&nbsp;{{icon|point|24|Warp disrupting}}
 +
| style="padding:5px;" | Because the '''Sansha's Nation Commander''' does a lot of damage and warp disrupts.
  
The '''Niarja''' because it jams and neuts.
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The '''Tama''' warp disrupts and has fairly high damage output, but is easy to kill.
|- style="vertical-align:text-top;"
+
|- style="vertical-align:top;"
| nowrap | 2
+
| nowrap | 3
 
| style="background:OrangeRed;" width="1" |
 
| style="background:OrangeRed;" width="1" |
| style="padding:5px;" nowrap | '''Vylade Dien'''<small>&nbsp;<ref>The '''Vylade''' is technically not much of a threat. The more Sansha on the grid the higher the priority to kill it, as it'll make all ships capable of taking more damage. But with less ships on grid, that aspect becomes more or less trivial. It's still a high priority for the battleship-side for purely convenient reasons; you want to kill it before it moves too far out (it's preferred orbit is 120 km). If you can web it down initially, it makes sense to focus on '''Augas''' and '''Deltoles''' before swapping to the '''Vylade''', as it does no damage.</ref></small>&nbsp;{{icon|warfare links|24|Siege Warfare links}}<br>'''Auga Hypophysis'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Deltole Tegmentum'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|tp|24|Target painting}}
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| style="padding:5px;" nowrap | '''Mara Paleo'''&nbsp;{{icon|st|24|Remote Shield Booster}}<br>'''Auga Hypophysis'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Deltole Tegmentum'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|target painter|24|Target painting}}
| style="padding:5px;" nowrap | '''Mara Paleo'''<small>&nbsp;<ref>The '''Mara''' can often be ignored in favour of other ships in the last room due to superior firepower of the fleet, but a higher priority for the cruiser-side due to having less damage while split up.</ref></small>&nbsp;{{icon|shield transporter|24|Remote shield booster}}
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| style="padding:5px;" nowrap | '''Schmaeel Medulla'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}
| style="padding:5px;" nowrap | '''Tama Cerebellum'''&nbsp;{{icon|point|24|Warp disrupting}}<br>'''Schmaeel Medulla'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}
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| style="padding:5px;" | The '''Mara''' is a high priority targets because it remote repairs the other ships.
| style="padding:5px;" | '''Vylades''' because they boost resists, then '''Auga''' before the '''Deltole''' as it's easier to kill and also webs.
 
  
The '''Mara''' because it remote repairs (see notes).
+
The '''Auga''' warp disrupts, webs and is easier to kill than the '''Deltole''' that warp disrupts, target paints and neuts.
  
'''Tamas''' due to their high damage and warp disruption, then '''Schmaeel''' before '''Renyn''' due to its ability to warp disrupt in addition to webbing.
+
The '''Schmaeel''' warp disrupts and webs.
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
| nowrap | 3
+
| nowrap | 4
 
| style="background:Green;" width="1" |
 
| style="background:Green;" width="1" |
| style="padding:5px;" nowrap | '''Ostingele Tectum'''<br>'''Romi Thalamus'''
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| style="padding:5px;" nowrap | '''Romi Thalamus'''
| style="padding:5px;" nowrap | '''Yulai Crus Cerebi'''<br>'''Antem Neo'''
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| style="padding:5px;" nowrap | '''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}<br>'''Eystur Rhomben'''
| style="padding:5px;" nowrap | '''Eystur Rhomben'''
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| style="padding:5px;" | '''Romis''' pose no real threat.<br>'''Renyns''' web and do more damage than '''Eysturs'''.
| style="padding:5px;" | '''Ostingeles''' before '''Romis''' as they are easier to hit and do more damage.
 
 
 
'''Yulais''' before '''Antems''' as they are easier to hit and do more damage.
 
 
 
'''Eysturs''' pose no specific threat.
 
 
|}
 
|}
 +
<small>&nbsp;&nbsp;&nbsp;&nbsp;<font color="red">&#9608;</font> &nbsp;'''Very high priority''' (immediate danger to the fleet)<br>&nbsp;&nbsp;&nbsp;&nbsp;<font color="orangered">&#9608;</font> &nbsp;'''High priority''' (prevents the fleet from leaving)<br>&nbsp;&nbsp;&nbsp;&nbsp;<font color="green">&#9608;</font> &nbsp;'''Low priority''' (only needed for site completion)</small>
 
<small><references/></small>
 
<small><references/></small>
 
+
==== Practical examples ====
== Triggers ==
+
Here are some examples of what you should start focusing on for the three vanguard sites, see the individual sites for more information:
With the exception of the '''Antem Neos''' that spawn in the second wave, the last enemy killed triggers the next wave. This means that you can skip the Antems in the second wave. There is a chance that the fourth wave might be triggered before all the '''Romi Thalamus''' from the third wave are killed. You'd still need to kill it for the can to spawn for the third wave though.
+
* When you start the [[Nation Mining Colony]], the immediate threat is the '''Mara''' {{icon|st|18|Remote Shield Booster}} and the '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} in the first room. For the remaining waves it's '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}} and '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} followed by '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} (in the last wave).
===== Emergency Evacuation Freighter =====
+
* In a [[Nation Commander Outpost]] it's usually '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}} and '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} followed by '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}}. The '''Sansha's Nation Commander''' {{icon|point|18|Warp disrupting}} that spawns in the third wave needs to go first, then the usual order.
In the fourth wave, the '''Emergency Evacuation Freighter''' will be unlocked when the majority of the wave is killed. You'll need to kill off all the warp disrupt capable ships, like '''Deltoles''' and '''Augas''', but then you have the option of killing only the '''Romis''' and '''Renyns''' to unlock the freighter, or ignore those and kill only the '''Anthems''' instead. So kill whichever is most convenient for you based on your fleet composition.
+
* Since everything warp disrupts in the [[Override Transfer Array]], you basically through '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}}, followed by the '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} and finally the '''Deltole''' {{icon|point|18|Warp disrupting}}{{icon|neut|18|Energy neutralizing}}{{icon|target painter|18|Target painting}} for three waves then the remaining Eysturs warp off.
===== Captured Civilians =====
+
This will take care of the immediate threat of jammers and warp disrupt capable ship, meaning you can relax knowing the hardest part of target calling is over, the rest is just finishing off the remainder of the site. See the '''individual site pages''' linked above for more information on priorities.
Each wave triggers the drop of a can containing the '''Captured Civilians''' necessary to complete the site. The can will spawn each wave once all but the long range '''Antems''' are killed, see below for more details.
 
===== Acceleration gates =====
 
The acceleration gates leading deeper into this site will be unlocked by the killing all the Sansha in the other side's pocket. So when the cruiser-side finishes their pocket, it unlocks the acceleration gate for the battleship-side, and vice versa. This means that you have to see it through on both sides in order to get to the fourth and final pocket where the sides come together to finish the site off.
 
 
 
== Special requirements ==
 
{|
 
| [[File:icon_ship_dark.png|48px|Cruiser-and battleship-sized hulls]]
 
| This site splits the fleet up into '''cruiser'''- and '''battleship'''-sized hulls.<br>''(requiring you to have both in your fleet)''
 
|}
 
{|
 
| [[File:icon_optimal_range_script.png|48px|Snipers]]
 
| This site requires you to have '''snipers''' in your fleet.<br>''(able to lock and apply good damage up to 150km)''
 
|}
 
{|
 
| [[File:icon_ship.png|48px|Anchor]]
 
| This site benefits greatly from having an '''anchor'''.<br>''(ship with an above-average tank to go in first)''
 
|}
 
===== Cruiser- and battleship-sized hulls =====
 
The acceleration gates leading deeper into this site has ship restrictions, forcing your fleet to split up based on ship type. Certain ships are allowed to go through either of the gates. Below is a list of ships allowed through either or both sides.
 
{|
 
| valign="top" |
 
{| class="wikitable" style="font-size:90%;"
 
! style="background:#222222;" | Cruiser-side
 
! style="background:#222222;" | Battleship-side
 
|-
 
| valign="top" style="padding:10px;" |
 
Cruisers<small>&nbsp;<ref>Including '''Combat Recon Ships''', '''Force Recon Ships''', '''Heavy Assault Cruisers''', '''Heavy Interdictors''' and '''Strategic Cruisers'''.</ref></small><br>
 
''{{co|grey|Frigates}}''<small>&nbsp;<ref>Including '''Assault Frigates''', '''Covert Ops''', '''Electronic Attack Ships''', '''Interceptors''', '''Rookie Ships''', '''Stealth Bombers''' and '''Shuttles'''.</ref></small><br>
 
''{{co|grey|Destroyers}}''<small>&nbsp;<ref>Including '''Interdictors'''.</ref></small>
 
| valign="top" style="padding:10px;" |  
 
Command ships<small>&nbsp;<ref>'''Command Ships''' are for some reason not able to go through both acceleration gates like their tech one battlecruiser variants.</ref></small><br>
 
Battleships<small>&nbsp;<ref>Including '''Black Ops''', '''Elite Battleships''' and '''Marauders'''.</ref></small><br>
 
''{{co|grey|Mining barges}}''<small>&nbsp;<ref>Including '''Exhumers'''.</ref></small><br>
 
''{{co|grey|Large industrials}}''<small>&nbsp;<ref>Including '''Freighters''', '''Industrial Command Ships''' and '''Jump Freighters'''</ref></small>
 
|-
 
| colspan="2" align="center" background="#222222" |  
 
Battlecruiser<small>&nbsp;<ref>Including both '''Attack Battlecruisers''' and '''Combat Battlecruisers''' but {{co|red|not}} '''Command Ships'''.</ref></small><br>
 
Logistics<br>
 
''{{co|grey|Industrials}}''<small>&nbsp;<ref>Including '''Blockade Runners''' and '''Deep Space Transports'''.</ref></small>
 
|}
 
| valign="top" | <br><small><references/></small>
 
|}
 
===== Snipers =====
 
Several ships in the last pocket will sit at sniper ranges up to 150 km away from where you land. Without sniper capable ships you'd be unable to finish this site, unless you equip ships with microwarpdrives and chase down the elusive sniper targets. But that's hardly an ideal solution.
 
 
 
===== Anchor =====
 
While not a critical role, having an anchor that goes in first to ensure that the initial full room aggro is directed to them is a safety measure. It helps avoid initial split aggro while you're facing a full wave of Sansha. It also gives people a point of reference for orbiting, to keep the fleet together.
 
 
 
= Hints & tips =
 
* There are four pockets separated by acceleration gates. The fleet comes together in the fourth and final pocket, with the gate being called '''Fleet Staging Area'''. So be sure to consolidate your fleet when you reach this gate and ready your logistics and your anchor.
 
* The different waves are slightly randomised. The same type of ships will spawn in each wave, but the number of each is randomised.
 
* Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times.
 
* Remember to keep an eye on your capacitor if the '''Outuni Mesen''' ever gets within neuting range, or if you have prolonged attention from a bunch of '''Deltole Tegmentums'''.
 
[[Category:Incursions|Assault sites]]
 

Latest revision as of 21:28, 18 November 2019

Incursionlogosmall.png The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role.

Stepping up for the first time

Preparations

Ensure everyone has a solid fit

When checking for fits, first make sure they have a proper tank. You can read more about that on the Vanguard Incursion fits page for examples, or the fitting principles page for more information, but here are two very common setups:

Minimum tank:
Adaptive Invulnerability Field IIAdaptive Invulerability Field II
Adaptive Invulnerability Field IIAdaptive Invulerability Field II
Deadspace EM Ward AmplifierEM Ward Amplifier II
Damage Control IIDamage Control II
Anti-Thermal Screen ReinforcerAnti-Thermal Screen Reinforcer
Deadspace tank
Pithum B-Type Adaptive Invulnerability FieldPith B-Type Adaptive Invulerability Field
Damage Control IIDamage Control II
Anti-EM Screen ReinforcerAnti-EM Screen Reinforcer

It's also important that we ensure that people have proper utility midslots, such as a Sensor Booster Sensor Booster II and a WebbingFederation Navy Stasis Webifier in their mids.

  • Maelstroms and Rokhs fit a Target paintingRepublic Fleet Target Painter or a second WebbingFederation Navy Stasis Webifier.
  • Nightmares and Machariels fit a Target paintingRepublic Fleet Target Painter and fill out the rest with Tracking computerTracking Computers.
  • Vindicators fit more WebbingFederation Navy Stasis Webifiers and perhaps a Tracking computerTracking Computer.

Make sure your picket is ready before undocking

While running

Watchlist

Main article: Using the Watch List

Be sure to remind everyone to add everyone in the ongrid-squad to their Watch List before starting your first site, as well as whenever someone joins the fleet while running.

Priority targets for vanguards

This is a fundamental safety aspect and starting out it's not recommended to deviate from this kill order, as you could easily find yourself leaving warp disrupt capable ships on grid for longer periods of time, increasing the risk of being caught should a war target show up. See Anatomy of Incursions for a more in-depth explanation of prioritizing targets.

This is a generic priority list for vanguard sites, focusing on removing both damage and warp disruption from grid as soon as possible. Remember that different fleet compositions can change who targets what, as well as various fleet command styles. This is however a solid priority to follow that accounts for our unique need of getting rid of warp disrupt capable ships in order to facilitate a controlled warp-out without a delay, should a war targets show up.

Targets for the entire fleet
These targets are for the entire fleet, as they need to die as soon as possible. It can also be beneficial to ensure that both regular and small high priority targets are killed before moving on to respective low priority targets.
Regular targets
These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns. The dronebunny also shoot these targets if the fleet has other ships dealing with the small targets already.
Small targets
Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for strategic cruisers, Vindicators or the dronebunny as a last resort, but if need be the entire fleet will help kill these.
# Targets for the entire fleet Reason for the priority
(see Sansha's Manual for more information)
Regular targets Small targets
1 Niarja Myelen JammingEnergy neutralizing Because the Niarja Myelen jams and neuts.
2 Sansha's Nation Commander Warp disrupting
Tama Cerebellum Warp disrupting
Because the Sansha's Nation Commander does a lot of damage and warp disrupts.

The Tama warp disrupts and has fairly high damage output, but is easy to kill.

3 Mara Paleo Remote Shield Booster
Auga Hypophysis Warp disruptingWebbing
Deltole Tegmentum Warp disruptingEnergy neutralizingTarget painting
Schmaeel Medulla Warp disruptingWebbing The Mara is a high priority targets because it remote repairs the other ships.

The Auga warp disrupts, webs and is easier to kill than the Deltole that warp disrupts, target paints and neuts.

The Schmaeel warp disrupts and webs.

4 Romi Thalamus Renyn Meten Webbing
Eystur Rhomben
Romis pose no real threat.
Renyns web and do more damage than Eysturs.

      Very high priority (immediate danger to the fleet)
      High priority (prevents the fleet from leaving)
      Low priority (only needed for site completion)

Practical examples

Here are some examples of what you should start focusing on for the three vanguard sites, see the individual sites for more information:

  • When you start the Nation Mining Colony, the immediate threat is the Mara Remote Shield Booster and the Schmaeels Warp disruptingWebbing in the first room. For the remaining waves it's Niarjas JammingEnergy neutralizing first, then Tamas Warp disrupting and Schmaeels Warp disruptingWebbing followed by Augas Warp disruptingWebbing (in the last wave).
  • In a Nation Commander Outpost it's usually Niarjas JammingEnergy neutralizing first, then Tamas Warp disrupting and Schmaeels Warp disruptingWebbing followed by Augas Warp disruptingWebbing. The Sansha's Nation Commander Warp disrupting that spawns in the third wave needs to go first, then the usual order.
  • Since everything warp disrupts in the Override Transfer Array, you basically through Niarjas JammingEnergy neutralizing first, then Tamas Warp disrupting, followed by the Augas Warp disruptingWebbing and finally the Deltole Warp disruptingEnergy neutralizingTarget painting for three waves then the remaining Eysturs warp off.

This will take care of the immediate threat of jammers and warp disrupt capable ship, meaning you can relax knowing the hardest part of target calling is over, the rest is just finishing off the remainder of the site. See the individual site pages linked above for more information on priorities.