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Running Incursions: Difference between revisions

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Thabink (talk | contribs)
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=== 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 Network]]s then 4-5 of the brawlers should be cruiser class. Because of the extra requirements and logistical problems organizing twice as many players, assaults fleets are considerably more difficult to set up and run then vanguard fleets, but assault fleets will have little to no competition, so the extra effort can pay off if you are losing vanguard sites to competition. Like vanguards, pick a well tanked ship as an anchor.
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 requirements and logistical problems organizing twice as many players, assaults fleets are considerably more difficult to set up and run then vanguard fleets, and do not give any more isk/hour, but assault fleets will have little to no competition, so the extra effort can pay off if you are losing vanguard sites to competition. Like vanguards, pick a well tanked ship as an anchor.


== Finding a Site ==
== Finding a Site ==