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== Effective shield hit points ==
+
{{incursions links}}
You can judge your tank by many means, but for Incursions the best way to measure your tank is to look at '''effective shield hit points''' (ESHP), as opposed to '''damage per second repaired''' (DPS-tank) or the generic '''effective hit points''' (EHP). This is because a lot of ships have significant armour and hull hit points, so the effective hit points value can be quite misleading on a battleship with a damage control for example, as the EHP-value skyrockets compared to a ship without a damage control fitted, but very little of it applies to the actual ESHP.
+
{{eunic}}
 +
= 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 [[Incursion_fitting_principles#Battleship_setups|fitting principles]] page for more information, but here are two very common setups:
 +
; '''Minimum tank:
 +
: [[Image:icon_hardener_adaptive_ii.png|18px|Adaptive Invulnerability Field II]]{{co|coral|Adaptive Invulerability Field II}} 
 +
: [[Image:icon_hardener_adaptive_ii.png|18px|Adaptive Invulnerability Field II]]{{co|coral|Adaptive Invulerability Field II}}
 +
: [[image:icon_shield amplifier deadspace.png|18px|Deadspace EM Ward Amplifier]]{{co|coral|EM Ward Amplifier II}}
 +
: [[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}}
  
Below is a rough guide to acceptable values when it comes SEHP, but remember that you need to factor in things like resists vs buffer<small>&nbsp;<ref>A ship with high resists is much easier to repair compared to a ship with all buffer in terms of shield extenders. This is because each hit point is worth a lot more when factoring in resists.</ref></small> as well as speed and signature. So don't casually compare a ship's effective shield hit points against this without taking that into your consideration.
+
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.
{| class="wikitable"
+
* [[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}}.
! style="background:#222222;" rowspan="2" | [[image:icon_ship.png|36px|link=]] Ship class
+
* [[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}}.
! style="background:#222222;" rowspan="2" | [[Incursion sites]]
+
* [[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}}.
! style="background:#222222;" | Effective shield hit points
+
 
 +
== 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.
 +
 
 +
== Priority targets for vanguards ==
 +
{{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.}} 
 +
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.
 +
 
 +
; {{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%;"
 
|-
 
|-
! valign="top" style="background:#111111; padding:1px; line-height:70%;" |
+
! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
<table style="font-size:80%; border:0px; padding-top:5px; padding-bottom:5px; padding-left:1px; padding-right:1px;" cellpadding="0" cellspacing="0"><tr>
+
! style="background:#333333;" nowrap colspan="2" | Targets for the entire fleet
<td width="40px">10k<br><small>&darr;</small></td>
+
| style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | '''Reason for the priority'''<br>(see [[Sansha's Manual]] for more information)
<td width="40px">20k<br><small>&darr;</small></td>
 
<td width="40px">30k<br><small>&darr;</small></td>
 
<td width="40px">40k<br><small>&darr;</small></td>
 
<td width="40px">50k<br><small>&darr;</small></td>
 
<td width="40px">60k<br><small>&darr;</small></td>
 
<td width="40px">70k<br><small>&darr;</small></td>
 
<td width="40px">80k<br><small>&darr;</small></td>
 
<!--
 
<td width="40">90k<br><small>&darr;</small></td>
 
<td width="40">100k<br><small>&darr;</small></td>
 
<td width="40">110k<br><small>&darr;</small></td>
 
<td width="40">120k<br><small>&darr;</small></td>
 
-->
 
</tr></table>
 
 
|-
 
|-
| rowspan="3" valign="top" style="padding-left:5px; padding-right:5px;" | [[image:icon_large_ship.png|16px|Large ship]] '''Battleships'''
+
! style="background:#222222;" nowrap | Regular targets
| [[image:incursions_vanguard_icon.png|16px|Vanguards]] Vanguards
+
! style="background:#222222;" nowrap | Small targets
| <div style="width:320px;background-color:orangered; font-size:80%; padding:0px;"><div style="width:160px;background-color:SpringGreen"><div style="width:140px;background-color:slateblue"><div style="width:100px;background-color:crimson">&nbsp;</div></div></div></div>
+
|- style="vertical-align:top;"
|-
+
| nowrap | 1
| [[image:incursions_assault_icon.png|16px|Assaults]] Assaults
+
| style="background:Red;" width="1" |
| <div style="width:320px;background-color:orangered; font-size:80%; padding:0px;"><div style="width:300px;background-color:SpringGreen"><div style="width:240px;background-color:slateblue"><div style="width:180px;background-color:crimson">&nbsp;</div></div></div></div>
+
| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Niarja Myelen'''&nbsp;{{icon|jam|24|Jamming}}{{icon|neut|24|Energy neutralizing}}
|-
+
| style="padding:5px;" | Because the '''Niarja Myelen''' jams and neuts.
| [[image:incursions_headquarter_icon.png|16px|Headquarter sites]] Headquarters
+
|- style="vertical-align:top;"
| <div style="width:320px;background-color:orangered; font-size:80%; padding:0px;"><div style="width:300px;background-color:SpringGreen"><div style="width:240px;background-color:slateblue"><div style="width:180px;background-color:crimson">&nbsp;</div></div></div></div>
+
| nowrap | 2
|-
+
| style="background:Red;" width="1" |
| rowspan="3" valign="top" style="padding-left:5px; padding-right:5px;" | [[image:icon_medium_ship.png|16px|Medium ship]] '''Command Ships'''
+
| 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}}
| [[image:incursions_vanguard_icon.png|16px|Vanguards]] Vanguards
+
| style="padding:5px;" | Because the '''Sansha's Nation Commander''' does a lot of damage and warp disrupts.
| <div style="width:320px;background-color:orangered; font-size:80%; padding:0px;"><div style="width:140px;background-color:SpringGreen"><div style="width:120px;background-color:slateblue"><div style="width:80px;background-color:crimson">&nbsp;</div></div></div></div>
+
 
|-
+
The '''Tama''' warp disrupts and has fairly high damage output, but is easy to kill.
| [[image:incursions_assault_icon.png|16px|Assaults]] Assaults
+
|- style="vertical-align:top;"
| <div style="width:320px;background-color:orangered; font-size:80%; padding:0px;"><div style="width:260px;background-color:SpringGreen"><div style="width:200px;background-color:slateblue"><div style="width:160px;background-color:crimson">&nbsp;</div></div></div></div>
+
| nowrap | 3
|-
+
| style="background:OrangeRed;" width="1" |
| [[image:incursions_headquarter_icon.png|16px|Headquarter sites]] Headquarters
+
| 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 | '''Schmaeel Medulla'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}
|-
+
| style="padding:5px;" | The '''Mara''' is a high priority targets because it remote repairs the other ships.
| rowspan="3" valign="top" style="padding-left:5px; padding-right:5px;" | [[image:icon_medium_ship.png|16px|Medium ship]] '''Strategic cruisers'''
+
 
| [[image:incursions_vanguard_icon.png|16px|Vanguards]] Vanguards
+
The '''Auga''' warp disrupts, webs and is easier to kill than the '''Deltole''' that warp disrupts, target paints and neuts.
|
 
|-
 
| [[image:incursions_assault_icon.png|16px|Assaults]] Assaults
 
|  
 
|-
 
| [[image:incursions_headquarter_icon.png|16px|Headquarter sites]] Headquarters
 
|
 
|-
 
| rowspan="3" valign="top" style="padding-left:5px; padding-right:5px;" | [[image:icon_medium_ship.png|16px|Medium ship]] '''Basilisks'''<small>&nbsp;<ref name="logistics">'''Basilisks''' and '''Scimitars''' have vastly different signatures, thus warrants having different guidelines.</ref></small>
 
| [[image:incursions_vanguard_icon.png|16px|Vanguards]] Vanguards
 
|
 
|-
 
| [[image:incursions_assault_icon.png|16px|Assaults]] Assaults
 
|
 
|-
 
| [[image:incursions_headquarter_icon.png|16px|Headquarter sites]] Headquarters
 
|  
 
|-
 
| rowspan="3" valign="top" style="padding-left:5px; padding-right:5px;" | [[image:icon_medium_ship.png|16px|Medium ship]] '''Scimitars'''<small>&nbsp;<ref name="logistics">'''Basilisks''' and '''Scimitars''' have vastly different signatures, thus warrants having different guidelines.</ref></small>
 
| [[image:incursions_vanguard_icon.png|16px|Vanguards]] Vanguards
 
|
 
|-
 
| [[image:incursions_assault_icon.png|16px|Assaults]] Assaults
 
|
 
|-
 
| [[image:incursions_headquarter_icon.png|16px|Headquarter sites]] Headquarters
 
|
 
|}
 
<small>&nbsp;&nbsp;&nbsp;&nbsp;'''Legend:''' &nbsp;{{co|crimson|&#9608;}} Unsafe ''(too low)'' &nbsp;{{co|slateblue|&#9608;}} Situational ''(depends on the pilot/fleet)'' &nbsp;{{co|SpringGreen|&#9608;}} Safe ''(solid tank)'' &nbsp;{{co|orangered|&#9608;}} Overtanked ''(wasting potential)''</small>
 
<small><references/></small>
 
  
== Strategic cruiser setups ==
+
The '''Schmaeel''' warp disrupts and webs.
The resist profiles of strategic cruisers vary quite a lot compared to other ships. As such there are many ways to fit them and their low signature and high agility can allow for many compromises. But in general they should plug certain holes and here's a few examples of one way of attaining the desired resist profiles for these ships.
+
|- style="vertical-align:top;"
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
+
| nowrap | 4
|-
+
| style="background:Green;" width="1" |
! style="background:#222222;" | Slots
+
| style="padding:5px;" nowrap | '''Romi Thalamus'''
! style="background:#222222;" | Legion<small>&nbsp;<ref>...</ref></small>
+
| style="padding:5px;" nowrap | '''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}<br>'''Eystur Rhomben'''
! style="background:#222222;" | Loki<small>&nbsp;<ref>...</ref></small>
+
| style="padding:5px;" | '''Romis''' pose no real threat.<br>'''Renyns''' web and do more damage than '''Eysturs'''.
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invulnerability Field<br>
 
[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
 
[[image:icon mid slot.png|24px]] Freed up mid slot
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invulnerability Field<br>
 
[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II<br>
 
[[image:icon mid slot.png|24px]] Freed up mid slot
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
 
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px|Rigs]]
 
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Core Defense Field Extender II]] Core Defense Field Extender II<br>
 
[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II<br>
 
[[image:icon rigs.png|24px]] Freed up rig slot
 
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Core Defense Field Extender II]] Core Defense Field Extender II<br>
 
[[image:module icon shield rig tech2.png|24px|Large Anti-Thermal Screen Reinforcer II]] Anti-Thermal Screen Reinforcer II<br>
 
[[image:icon rigs.png|24px]] Freed up rig slot
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:EVE SubIcon.png|24px|Subsystem]]
 
| nowrap | [[image:Module icon subsystem defensive.png|24px|Legion Defensive - Augmented Plating]] Legion Defensive - Augmented Plating
 
| nowrap | [[image:Module icon subsystem defensive.png|24px|Loki Defensive - X]] Legion Defensive - X
 
|- valign="top"
 
! style="text-align:center; background:#111111;" | Resists
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px]]
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px]]
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
 
 
|}
 
|}
 +
<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 ====
 +
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''' {{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).
 +
* 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.
 +
* 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.
 +
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.

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.