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== Fleet Composition == | == Fleet Composition == | ||
=== Vanguards === | === Vanguards === | ||
A typical vanguard fleet is 2 logistics ships and 9 damage dealers or 3 logistics and 8 damage dealers. The damage dealers can either be battlecruisers or battleships. All ships in vanguards fly around the fleet at 30k or less, so all ships should aim for a first falloff of 20k. If the fleet has 2 logistics ships then the fleet is essentially limited to Nation Commander | A typical vanguard fleet is 2 logistics ships and 9 damage dealers or 3 logistics and 8 damage dealers. The damage dealers can either be battlecruisers or battleships. All ships in vanguards fly around the fleet at 30k or less, so all ships should aim for a first falloff of 20k. If the fleet has 2 logistics ships then the fleet is essentially limited to [[Nation Commander Outpost]]s and [[Nation Mining Colony|Nation Mining Colonies]]. If the fleet has 3 logistics the damage will be lower, leading to longer sites and less profit, but in compensation the fleet will be capable of [[Override Transfer Array]] sites. If competition for sites is fierce then the extra choice can be worth more than the speed. One ship should be picked as the Anchor, usually a battleship with a decent tank. This ship goes in first and will often be jammed, so do not pick a ship that is energy transferring with a logi. | ||
=== Assaults === | === Assaults === | ||
Assaults have more exacting requirements than vanguards. A fleet usually has 5-7 logistics, 4-5 snipers and 8-11 brawlers, for a maximum of 20 ships. The sniper ships should be able to shoot out to 150k, while still fulfilling the tanking requirements. The brawlers should aim for a slightly longer range than vanguard sites, 30k first falloff is a good target. In addition, if the fleet wants to do Nation Consolidation | Assaults have more exacting requirements than vanguards. A fleet usually has 5-7 logistics, 4-5 snipers and 8-11 brawlers, for a maximum of 20 ships. The sniper ships should be able to shoot out to 150k, while still fulfilling the tanking requirements. The brawlers should aim for a slightly longer range than vanguard sites, 30k first falloff is a good target. In addition, if the fleet wants to do [[Nation Consolidation Network]]s then 4-5 of the brawlers should be cruiser class. Because of the extra players and requirements, assaults fleets are considerably more difficult to set up and run then vanguard fleets, but assault fleets are much, much rarer than vanguard fleets, so the extra effort can pay off handsomely if you are losing a lot of vanguard sites to competition. Like vanguards, pick a well tanked ship as an anchor. | ||
== Finding a Site == | == Finding a Site == | ||
=== Competition === | === Competition === | ||
In high sec, sites are often contested. If two or more fleets warp in to an incursion site, only the fleet that does the highest amount of damage to the enemy will be given the reward; the others will get nothing. | In high sec, sites are often contested. If two or more fleets warp in to an incursion site, only the fleet that does the highest amount of damage to the enemy will be given the reward; the others will get nothing. | ||
=== Scanning a Site === | === Scanning a Site === | ||
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=== Disengaging === | === Disengaging === | ||
If something goes wrong, or another fleet warps in to a site and you think they will beat you, then you have the option to disengage from a site. Many sanshas warp scramble so simply ordering your fleet to warp out of a site is not likely to end well. To disengage from a site you must know which ships in the site warp scramble. If you happen to be at a point where no scrambling ships are up (for example the first wave of a | If something goes wrong, or another fleet warps in to a site and you think they will beat you, then you have the option to disengage from a site. Many sanshas warp scramble so simply ordering your fleet to warp out of a site is not likely to end well. To disengage from a site you must know which ships in the site warp scramble. If you happen to be at a point where no scrambling ships are up (for example the first wave of a Nation Mining Colony after the Schmaeel Medulla has been destroyed), then you can warp your fleet out immediately. If warp scramblers are present, then it is still possible to disengage using the following procedure: | ||
# Order the fleet to align to a celestial and give them time to do so. | # Order the fleet to align to a celestial and give them time to do so. | ||
# Mark all warp scrambling ships in the wave for destruction. | # Mark all warp scrambling ships in the wave for destruction. | ||