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Vanguard Incursion fits: Difference between revisions

From EVE University Wiki
m Add {{Update}}.
Updated Mach warning regarding HQ group usage to also cover the NM following Warp to Me upgrade policy changes. Reorganized pirate fits as a result. Small wording tweak to account for Escape Bay frigates now being able to store modules and rigs.
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{{Update|Version 20.09 Release 2022-10-11.1. Frigate Escape Bay restrictions adjusted [https://www.eveonline.com/news/view/patch-notes-version-20-09#ships Patch notes]}}
{{incursions links}} {{eunic}}
{{incursions links}} {{eunic}}
= Vanguard fittings =
= Vanguard fittings =
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If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the [[Preparing_for_Incursions#Recommended_skills_for_damage_dealers|recommended skills]] for more information.
If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the [[Preparing_for_Incursions#Recommended_skills_for_damage_dealers|recommended skills]] for more information.
{{note box|Out of all the '''pirate faction battleships''' the {{sh|Machariel}}, {{sh|Nightmare}} and {{sh|Vindicator}} stand out with their suitable slot layout and multiple offensive damage bonuses as well as good role bonuses especially suitable to both damage projection and application. The fits recommend a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual [[Incursion fitting principles|fitting principles]]. For more specific information about your rig options and general ship fit progression, see the [[Incursion_fitting_principles#Rigging_choice|rigging choice]], [[Ship_progression_in_Incursions#Fit_progression|fit progression]] and [[Incursion_fitting_principles#Utility_modules|utility mids]] sections.}}
{{note box|Out of all the '''pirate faction battleships''', the {{sh|Vindicator}} stands out with its best-in-class application support bonuses, seeing usage in nearly all Incursion groups. The {{sh|Machariel}}, {{sh|Nightmare}} are also excellent hulls, with good bonuses and slot layout, but have fallen behind their more powerful Marauder counterparts. The fits below recommend a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual [[Incursion fitting principles|fitting principles]]. For more specific information about your rig options and general ship fit progression, see the [[Incursion_fitting_principles#Rigging_choice|rigging choice]], [[Ship_progression_in_Incursions#Fit_progression|fit progression]] and [[Incursion_fitting_principles#Utility_modules|utility mids]] sections.}}
=== Machariel ===
{{Color box|color=sienna|border=sandybrown|As of October 2022, both the {{sh|Machariel}} and {{sh|Nightmare}} are either not accepted by headquarters groups, or considered intermediate ships with an upgrade deadline to move to an optimal hull after a number of fleet hours. Further, unlike the Vindicator or Nightmare, the Mach is only accepted by shield groups, and typically require T2 autocannons at minimum. Please take this into consideration if you are looking into either hull.}}
 
{{Color box|color=sienna|border=sandybrown|As of February 2022, the Machariel is only considered an optimal hull by shield headquarters groups, unlike the {{sh|Vindicator}} and {{sh|Nightmare}} which are accepted by both shield and armor groups. Further, Warp to Me mandates tech two autocannons on their fits. Please take this into consideration if you are looking into the Mach.}}


=== Vindicator ===
{{ShipFitting
{{ShipFitting
| ship=Machariel
| ship=Vindicator
| fitName= Incursions (vanguards)
| fitName= Incursions (vanguards)
| fitID= Incursions (vanguards)
| fitID= Incursions (vanguards)
| high1name=800mm Heavy 'Scout' Repeating Cannon I
| high1name=Modal Mega Neutron Particle Accelerator I
| high1typeID=9327
| high1typeID=7783
| high2name=800mm Heavy 'Scout' Repeating Cannon I
| high2name=Modal Mega Neutron Particle Accelerator I
| high2typeID=9327
| high2typeID=7783
| high3name=800mm Heavy 'Scout' Repeating Cannon I
| high3name=Modal Mega Neutron Particle Accelerator I
| high3typeID=9327
| high3typeID=7783
| high4name=800mm Heavy 'Scout' Repeating Cannon I
| high4name=Modal Mega Neutron Particle Accelerator I
| high4typeID=9327
| high4typeID=7783
| high5name=800mm Heavy 'Scout' Repeating Cannon I
| high5name=Modal Mega Neutron Particle Accelerator I
| high5typeID=9327
| high5typeID=7783
| high6name=800mm Heavy 'Scout' Repeating Cannon I
| high6name=Modal Mega Neutron Particle Accelerator I
| high6typeID=9327
| high6typeID=7783
| high7name=800mm Heavy 'Scout' Repeating Cannon I
| high7name=Modal Mega Neutron Particle Accelerator I
| high7typeID=9327
| high7typeID=7783
| high8name=Large Asymmetric Enduring Remote Shield Booster
| high8name=Modal Mega Neutron Particle Accelerator I
| high8typeID=8639
| high8typeID=7783
| mid1name=Alumel-Wired Enduring Sensor Booster
| mid1name=Alumel-Wired Enduring Sensor Booster
| mid1typeID=6159
| mid1typeID=6159
| mid2name=Republic Fleet Target Painter
| mid2name=Federation Navy Stasis Webifier
| mid2typeID=31944
| mid2typeID=17559
| mid3name=Tracking Computer II
| mid3name=Federation Navy Stasis Webifier
| mid3typeID=1978
| mid3typeID=17559
| mid4name=Tracking Computer II
| mid4name=Multispectrum Shield Hardener II
| mid4typeID=1978
| mid4typeID=2281
| mid5name=Multispectrum Shield Hardener II
| mid5name=Multispectrum Shield Hardener II
| mid5typeID=2281
| mid5typeID=2281
| mid6name=Multispectrum Shield Hardener II
| mid6typeID=2281
| low1name=Damage Control II
| low1name=Damage Control II
| low1typeID=2048
| low1typeID=2048
| low2name=Tracking Enhancer II
| low2name=Tracking Enhancer II
| low2typeID=1999
| low2typeID=1999
| low3name=Gyrostabilizer II
| low3name=Tracking Enhancer II
| low3typeID=519
| low3typeID=1999
| low4name=Gyrostabilizer II
| low4name=Magnetic Field Stabilizer II
| low4typeID=519
| low4typeID=10190
| low5name=Gyrostabilizer II
| low5name=Magnetic Field Stabilizer II
| low5typeID=519
| low5typeID=10190
| low6name=Gyrostabilizer II
| low6name=Magnetic Field Stabilizer II
| low6typeID=519
| low6typeID=10190
| low7name=Magnetic Field Stabilizer II
| low7typeID=10190
| rig1name=Large EM Shield Reinforcer II
| rig1name=Large EM Shield Reinforcer II
| rig1typeID=26436
| rig1typeID=26436
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| drone2name=Medium Shield Maintenance Bot I x5
| drone2name=Medium Shield Maintenance Bot I x5
| drone2typeID=23717
| drone2typeID=23717
| charge1name=Tracking Speed Script x2
| charge1name=Federation Navy Antimatter Charge L x14000
| charge1typeID=29001
| charge1typeID=22993
| charge2name=Scan Resolution Script x2
| charge2name=Nanite Repair Paste x200
| charge2typeID=29011
| charge2typeID=28668
| charge3name=Nanite Repair Paste x200
| charge3name=Scan Resolution Script x1
| charge3typeID=28668
| charge3typeID=29011
| charge4name=Republic Fleet EMP L x14000
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>The {{sk|Minmatar Battleship|icon=yes}} is by far the most important skill to improve, as it improves the effectiveness of your webs.
| charge4typeID=21894
| charge5name=Optimal Range Script x2
| charge5typeID=28999
| charge6name=Federation Navy Stasis Webifier x1
| charge6typeID=17559
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)
| showSKILLS=Y
| showSKILLS=Y
| notes=Either of the {{co|coral|Republic Fleet EMP L}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two projectiles, upgrade to {{co|coral|800mm Repeating Cannon II}} guns but stick with the faction ammo.</li><li>[[Clone_states#Omega_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>Pilots can choose between a {{co|coral|Republic Fleet Target Painter}} for improved application, or an {{co|coral|Alamel-Wired Enduring Sensor Booster}} to lower lock times.</li><li>Should a lack of {{sh|Vindicator}}s in fleet be noted, swap a tracking computer for a web.
| notes=Both {{co|coral|Federation Navy}} and {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>[[Clone_states#Omega_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Shield Maintenance Bots}} instead of mediums.</li><li>This fit places greater emphasis on the Vindicator's webbing abilities over the single web, burst aerator fit previously recommended. The previous fit remains acceptable, as does its rig setup.</li><li>A tech one EM Shield Reinforcer can be used in place of the tech two listed.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
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}}
}}


=== Vindicator ===
=== Machariel ===
 
{{ShipFitting
{{ShipFitting
| ship=Vindicator
| ship=Machariel
| fitName= Incursions (vanguards)
| fitName= Incursions (vanguards)
| fitID= Incursions (vanguards)
| fitID= Incursions (vanguards)
| high1name=Modal Mega Neutron Particle Accelerator I
| high1name=800mm Heavy 'Scout' Repeating Cannon I
| high1typeID=7783
| high1typeID=9327
| high2name=Modal Mega Neutron Particle Accelerator I
| high2name=800mm Heavy 'Scout' Repeating Cannon I
| high2typeID=7783
| high2typeID=9327
| high3name=Modal Mega Neutron Particle Accelerator I
| high3name=800mm Heavy 'Scout' Repeating Cannon I
| high3typeID=7783
| high3typeID=9327
| high4name=Modal Mega Neutron Particle Accelerator I
| high4name=800mm Heavy 'Scout' Repeating Cannon I
| high4typeID=7783
| high4typeID=9327
| high5name=Modal Mega Neutron Particle Accelerator I
| high5name=800mm Heavy 'Scout' Repeating Cannon I
| high5typeID=7783
| high5typeID=9327
| high6name=Modal Mega Neutron Particle Accelerator I
| high6name=800mm Heavy 'Scout' Repeating Cannon I
| high6typeID=7783
| high6typeID=9327
| high7name=Modal Mega Neutron Particle Accelerator I
| high7name=800mm Heavy 'Scout' Repeating Cannon I
| high7typeID=7783
| high7typeID=9327
| high8name=Modal Mega Neutron Particle Accelerator I
| high8name=Large Asymmetric Enduring Remote Shield Booster
| high8typeID=7783
| high8typeID=8639
| mid1name=Alumel-Wired Enduring Sensor Booster
| mid1name=Alumel-Wired Enduring Sensor Booster
| mid1typeID=6159
| mid1typeID=6159
| mid2name=Federation Navy Stasis Webifier
| mid2name=Republic Fleet Target Painter
| mid2typeID=17559
| mid2typeID=31944
| mid3name=Federation Navy Stasis Webifier
| mid3name=Tracking Computer II
| mid3typeID=17559
| mid3typeID=1978
| mid4name=Multispectrum Shield Hardener II
| mid4name=Tracking Computer II
| mid4typeID=2281
| mid4typeID=1978
| mid5name=Multispectrum Shield Hardener II
| mid5name=Multispectrum Shield Hardener II
| mid5typeID=2281
| mid5typeID=2281
| mid6name=Multispectrum Shield Hardener II
| mid6typeID=2281
| low1name=Damage Control II
| low1name=Damage Control II
| low1typeID=2048
| low1typeID=2048
| low2name=Tracking Enhancer II
| low2name=Tracking Enhancer II
| low2typeID=1999
| low2typeID=1999
| low3name=Tracking Enhancer II
| low3name=Gyrostabilizer II
| low3typeID=1999
| low3typeID=519
| low4name=Magnetic Field Stabilizer II
| low4name=Gyrostabilizer II
| low4typeID=10190
| low4typeID=519
| low5name=Magnetic Field Stabilizer II
| low5name=Gyrostabilizer II
| low5typeID=10190
| low5typeID=519
| low6name=Magnetic Field Stabilizer II
| low6name=Gyrostabilizer II
| low6typeID=10190
| low6typeID=519
| low7name=Magnetic Field Stabilizer II
| low7typeID=10190
| rig1name=Large EM Shield Reinforcer II
| rig1name=Large EM Shield Reinforcer II
| rig1typeID=26436
| rig1typeID=26436
Line 821: Line 813:
| drone2name=Medium Shield Maintenance Bot I x5
| drone2name=Medium Shield Maintenance Bot I x5
| drone2typeID=23717
| drone2typeID=23717
| charge1name=Federation Navy Antimatter Charge L x14000
| charge1name=Tracking Speed Script x2
| charge1typeID=22993
| charge1typeID=29001
| charge2name=Nanite Repair Paste x200
| charge2name=Scan Resolution Script x2
| charge2typeID=28668
| charge2typeID=29011
| charge3name=Scan Resolution Script x1
| charge3name=Nanite Repair Paste x200
| charge3typeID=29011
| charge3typeID=28668
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>The {{sk|Minmatar Battleship|icon=yes}} is by far the most important skill to improve, as it improves the effectiveness of your webs.
| charge4name=Republic Fleet EMP L x14000
| charge4typeID=21894
| charge5name=Optimal Range Script x2
| charge5typeID=28999
| charge6name=Federation Navy Stasis Webifier x1
| charge6typeID=17559
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)
| showSKILLS=Y
| showSKILLS=Y
| notes=Both {{co|coral|Federation Navy}} and {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>[[Clone_states#Omega_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Shield Maintenance Bots}} instead of mediums.</li><li>This fit places greater emphasis on the Vindicator's webbing abilities over the single web, burst aerator fit previously recommended. The previous fit remains acceptable, as does its rig setup.</li><li>A tech one EM Shield Reinforcer can be used in place of the tech two listed.
| notes=Either of the {{co|coral|Republic Fleet EMP L}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two projectiles, upgrade to {{co|coral|800mm Repeating Cannon II}} guns but stick with the faction ammo.</li><li>[[Clone_states#Omega_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>Pilots can choose between a {{co|coral|Republic Fleet Target Painter}} for improved application, or an {{co|coral|Alamel-Wired Enduring Sensor Booster}} to lower lock times.</li><li>Should a lack of {{sh|Vindicator}}s in fleet be noted, swap a tracking computer for a web.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
Line 1,081: Line 1,079:
}}
}}
== Ammo Hauler ==
== Ammo Hauler ==
The Amarr T1 Exploration frigate, the [[Magnate]], is useful for transporting your ammo, sensor booster scripts and targeting scripts. The four low slots can be filled with expanded cargoholds to maximize carrying capacity and, since the Magnate is a frigate, it can be transported in the [[Battleships#Frigate_Escape_Bay|frigate escape bay]] of a battleship. Unfortunately, the ship cannot be put in the frigate escape bay unless it only contains charges (such as ammo and scripts). This means you can't use this method for transporting Lyavite or spare drones.
The Amarr T1 Exploration frigate, the [[Magnate]], is useful for transporting your ammo, modules, rigs, and scripts. The four low slots can be filled with expanded cargoholds to maximize carrying capacity and, since the Magnate is a frigate, it can be transported in the [[Battleships#Frigate_Escape_Bay|frigate escape bay]] of a battleship. Unfortunately, the ship cannot be put in the frigate escape bay unless it only contains charges (such as ammo and scripts). This means you can't use this method for transporting Lyavite or spare drones.


== Advanced fits ==
== Advanced fits ==