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== Fleet supporting multiple boosters == | == Fleet supporting multiple boosters == | ||
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| Fleet structure | ! style="background:#222222;" | Fleet structure | ||
| Description | ! style="background:#222222;" | Description | ||
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[[image:icon_down_green.png|16px|left|link=]]<span style="float:right;">[[image:icon_fleet_commander.png|16px|Fleet Commander (Fleet Command I needed for one wing)]] [[image:icon_fleet_booster.png|16px|Fleet Booster (Fleet Command I needed for one wing)]]</span>'''Fleet (13)'''<br> | |||
Fleet Commander {{co|slateblue|(fleet booster)}} | |||
| rowspan="8" valign="top" | By having a '''Fleet Commander''' you unlock the ability to give both Fleet and Wing Boosters to most of your fleet. | |||
The most common use of this is to have both a Siege/Skirmish booster (with the Republic Fleet Warfare Mindlink implant) as well as a Armour/Information booster (with the Imperial Navy Warfare Mindlink implant), so you can get perfect boosts for both. Preferably you put the Siege/Skirmish booster as your Wing Booster to make sure that everyone gets the defensive bonuses, then the Armour/Information booster in the Fleet Command position (remember that the Wing Commander won't get his boosts). | |||
* More flexibility in adding multiple offgrid boosters. | |||
* At least three people can be [[Roles in Incursions#Tagger|taggers]]. | |||
* You retain the ability to utilize the [[Roles in Incursions#Wing Commander|Wing Commander]] to warp the entire fleet. | |||
* Everyone but the '''Wing Commander''' will get the fleet boosts (bug, no way around it). | |||
* Requires '''Fleet Command II''' on one person, '''Wing Command II''' on another and two people with '''Leadership V'''. | |||
* | The exact setup can be more flexible. | ||
* | |||
* | * If you have a damage dealer with '''Fleet Command II''' trained, you can assign anyone in the fleet to be the Fleet Booster for example. | ||
* The second squad doesn't necessarily need to be a logistics squad either, and one of the boosters can easily be the Squad Commander for either squad. | |||
* If you have someone with Wing Command III or IV trained, you can split up the squads even further or move the [[Roles_in_Incursions#Hacker.2FScout|scout/hack]] into the main wing and remove the need for Fleet Command II. | |||
** '''Wing Command III''' for example would allow you to keep logistics in a squad of their own, making it possible for them to warp independently. | |||
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[[image:icon_down_green.png|16px|left|link=]][[image:icon_wing_commander.png|16px|right|Wing Commander (Wing Command II required for two squads)]]'''Ongrid Wing (13)'''<br> | |||
: Wing Commander {{co|slateblue|(warper and tagger)}} | |||
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[[image:icon_down_green.png|16px|left|link=]][[image:icon_squad_commander.png|16px|right|Squad Commander (Leadership V required)]]'''Battleship Squad (11)''' | |||
: Squad Commander {{co|slateblue|(tagger)}} | |||
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[[image:icon_fleet_boss.png|16px|right|Fleet Boss (no leadership skills needed)]]Squad Member {{co|slateblue|(waitlist manager)}} <br>Squad Members {{co|lightgreen|(snipers)}}<br>Squad Members {{co|lightgreen|(brawlers)}} | |||
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[[image:icon_down_green.png|16px|left|link=]][[image:icon_squad_commander.png|16px|right|Squad Commander (Leadership V required)]]'''Logistics/Cruiser Squad (2)''' | |||
: Squad Commander {{co|slateblue|(tagger)}} | |||
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[[image:icon_wing_booster.png|16px|right|Wing Booster (no leadership skills needed)]]Squad Member {{co|slateblue|(wing booster)}} <br>Squad Members {{co|lightgreen|(logistics)}}<br>Squad Members {{co|lightgreen|(cruisers)}} | |||
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[[image:icon_down_green.png|16px|left|link=]][[image:icon_wing_commander.png|16px|right|Wing Commander (no leadership skills needed)]]'''Offgrid Wing (1)'''<br> | |||
: Wing Commander {{co|slateblue|(scout/hack)}} | |||
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[[image:icon_down_green.png|16px|left|link=]][[image:icon_squad_commander.png|16px|right|Squad Commander (no leadership skills needed)]]'''Offgrid Squad (1)''' | |||
: Squad Commander {{co|grey|(empty slot)}} | |||
|} | |} | ||