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Running Incursions: Difference between revisions

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=== 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 that must be destroyed in vanguards fly around the fleet at 30k or less, so damage dealers should aim for a first falloff of 20k or more. 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.
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, battleships or elite cruisers. All ships that must be destroyed in vanguards fly around the fleet at 30k or less, so damage dealers should aim for a first falloff of 20k or more. 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 ===