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Running Incursions: Difference between revisions

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This is a page of considerations and tactics when running incursions. Particularly it is aimed at people leading incursion fleets in high sec space.
This is a page of considerations and tactics when running incursions. It is primarily aimed at people leading incursion fleets in high sec space, but there is information important to regular incursion fleet members as well.


== Fleet Composition ==
== Fleet Composition ==
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=== Assaults ===
=== Assaults ===
Assaults have more exacting requirements than vanguards. A fleet should have 5-6 logistics with up to 4-5 snipers and 9-11 brawlers, for a maximum of 20 ships, though it can be done with less. 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 the logistical problems of organizing twice as many players, assaults fleets are considerably more difficult to set up and run then vanguard fleets, and do not give much 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.
Assaults have more exacting requirements than vanguards. A fleet should have 5-6 logistics with up to 4-5 snipers and 9-11 brawlers, for a maximum of 20 ships, though it can be done with less. 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 the logistical problems of organizing twice as many players, assault fleets are considerably more difficult to set up and run then vanguard fleets, and do not give much 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 ==
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== Running Sites ==
== Running Sites ==
=== Entering the Site ===
=== Entering the Site ===
Once the fleet is assembled at the acceleration gate you should instruct them to align down the gate, and for logis to L up and anchor to A up. To align down the gate they should double click in space behind the gate, which means they will warp immediately upon using the gate, letting everyone warp in to the site at the same time. Logistics and Anchor should only signal ready once they are aligned. Once the logistics and anchor are aligned tell the anchor to go, and when you see him warp, tell the rest of the fleet to follow.
Once the fleet is assembled at the acceleration gate the FC should instruct them to align down the gate, and for logis to L up and anchor to A up. To align down the gate double click in space behind the gate, which means you will warp immediately upon using the gate, letting everyone warp in to the site at the same time. Logistics and Anchor should only signal ready once they are aligned. Once the logistics and anchor are aligned the FC will tell the anchor to go, and when you see him warp, tell the rest of the fleet to follow.


=== Killing Stuff ===
=== Killing Stuff ===
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=== Disengaging ===
=== Disengaging ===
If something goes wrong, or another fleet warps in to your site and you think they will beat you, then you have the option to disengage from the 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 can still be possible to disengage between waves using the following procedure:
If something goes wrong, or another fleet warps in to your site and you think they will beat you, then you have the option to disengage from the 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 just warp your fleet out. If warp scramblers are present, then it can still be possible to disengage between waves using the following procedure:
# Order the fleet to align to a celestial and give them time to do so.
# Align the fleet to a celestial.
# Mark all warp scrambling ships in the wave for destruction.
# Mark all warp scrambling ships in the wave for destruction.
# Once all warp scrambling ships are gone (be sure!) warp the fleet out immediately. When the next wave spawns it will take 2-3 seconds for them to lock on and warp scramble, so you have that short window to leave without losses.
# Once all warp scrambling ships are gone (be sure!) gang warp the fleet out. When the next wave spawns it will take 2-3 seconds for them to lock on and warp scramble, so you have that short window to leave without losses.


[[Category:Incursion]]
[[Category:Incursion]]