Fleet setup in Incursions

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Fleet Structure in Incursions

Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves.

Also if you assign someone other than the commander to be the booster, remember that you need to reset all booster roles below that for the chain to initiate correctly. So for example, everytime you set or change a Wing Booster, revoke and reset all Squad Boosters. If you change the Fleet Booster you'll have to reset everything else, Wing Boosters first, then all Squad Boosters.

You can read more about fleet structures and leadership on the Fleet Leadership page.

Basic fleet supporting a single wing booster

Fleet structure Description
Icon down green.png
Fleet Commander (Fleet Command I needed for one wing)
Fleet (13)

Fleet Commander (empty slot)  

This is the basic fleet setup we use for our community. It offers good flexibility for additional support roles as well as convenient use of fleet functions.
  • Two potential taggers.
  • Ability to utilize the Wing Commander to warp the entire fleet.
  • Squad and Wing Commanders can invite people to fleet, in addition to the waitlist manager who's the fleet boss.
  • Booster won't automatically get boss if someone leaves.
  • Everyone gets the wing boosts.
  • Only requires one person with Wing Command II (Wing Commander) and another with Leadership V (Squad Commander of the ongrid squad).

This setup can easily be expanded by putting a secondary booster in the Fleet Command position and add more squads to transition into an assault or headquarters fleet.

Icon down green.png
Wing Commander (Wing Command II required for two squads)
Wing (13)
Wing Commander (warper and tagger)  
Icon down green.png
Squad Commander (Leadership V required)
Ongrid Squad (11)
Squad Commander (tagger)  
Fleet Boss (no leadership skills needed)
Squad Member (waitlist manager)     
Squad Members
Icon down green.png
Squad Commander (no leadership skills needed)
Offgrid Squad (2)
Squad Commander (scout/picket)  
Wing Booster (no leadership skills needed)
Squad Member (wing booster)  

Fleet supporting multiple boosters

Fleet structure Description
Icon down green.png
Fleet Commander (Fleet Command I needed for one wing) Fleet Booster (Fleet Command I needed for one wing)Fleet (25)

Fleet Commander (fleet booster)  

By having a Fleet Commander you unlock the ability to give both Fleet and Wing Boosters to most of your fleet. This example is for a Nation Consolidation Network-capable fleet, but apart from the naming the same setup applies to all fleets of this size (as long as it stays within the limits of a single ongrid wing).

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 taggers.
  • You retain the ability to utilize the 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.
    • Move the scout/hack into the main wing and remove the need for Fleet Command II.
    • Keep logistics in a squad of their own, making it possible for them to warp independently.
    • Move brawlers, snipers and strategic cruisers into separate squads.
Icon down green.png
Wing Commander (Wing Command II required for two squads)
Ongrid Wing (23)
Wing Commander (warper and tagger)  
Icon down green.png
Squad Commander (Leadership V required)
Battleship Squad (11)
Squad Commander (tagger)  
Fleet Boss (no leadership skills needed)
Squad Member (waitlist manager)     
Squad Members (snipers)
Squad Members (brawlers)
Icon down green.png
Squad Commander (Leadership V required)
Logistics/Cruiser Squad (11)
Squad Commander (tagger)
Wing Booster (no leadership skills needed)
Squad Member (wing booster)  
Squad Members (logistics)
Squad Members (cruisers)
Icon down green.png
Wing Commander (no leadership skills needed)
Offgrid Wing (1)
Wing Commander (scout/hack)  
Icon down green.png
Squad Commander (no leadership skills needed)
Offgrid Squad (1)
Squad Commander (empty slot)  

Improving fleet efficiency

Gang links and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have.

Below are lists of skills required for and the effects of gang links, stacking penalties for webs and various utility modules and their effects.

Warfare Links

Gang links, or so called "warfare links", are immensely powerful modules that improves the efficiency of ever single ship that receives their boosts. The links themselves boosts anything from armour and shield defenses, efficiency of remote repairs, electronic warfare, propulsion modules, locking ranges to reducing the signature radius of ships and making them harder to jam.

The combination of several links can create very powerful effects, like making logistics capable of operating with twice the efficiency thanks to the boosts. The combination of increased resists, reduced signature, faster cycle times etc all adds up.

Even single links can be tremendously useful, like the skirmish link boosting web range making it possible to use webs efficiently, or the information warfare link increasing locking range thus giving most snipers enough locking range without fitting a single sensor booster.

Relevant skills

Below are the skills required to become a perfect booster. The skills under Warfare Gang Links and Warfare Mindlink implants are general skills needed. If you're only going to use one implant, it's enough to train just two of the specialization skills. But if you want to go for a truly perfect booster you'll need to train all four.

Warfare Gang Links Command Ships Warfare Mindlink implants

Leadership V
Armored Warfare V
Information Warfare V
Siege Warfare V
Skirmish Warfare V
<primary> Warfare Specialist V
<secondary> Warfare Specialist V

Spaceship Command V
<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser V
<racial> Battlecruisers V
Command Ships V

Science III
Cybernetics V
<primary> Warfare Specialist V
<secondary> Warfare Specialist V

Command Ships vs Strategic Cruisers

This article is deprecated and no longer in use. There is no replacement information available.
Need to update this with the new link effects of Odyssey.

Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that the Command Ship is slightly better than Strategic Cruisers and have a much easier time fitting 6-7 links while fielding a decent tank (to ward off suicide gankers).

The following will assume you have all the relevant skills trained to V and using tech two gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant. You can read more about warfare links and the details on the warfare links page.

Type of Ship Skirmish Links Armour/Siege Links Practical effects (bonus with correct implant):
Web range Signature Resists, cycle & cap
Claymore (skirmish) +32,34%
(+48,52%)
-21,56%
(-32,34%)
+18,75%
(+28,12%)
Federation webs go from 14km to 18,5 km (20,8 km).
True Sansha webs go from 15 km to 19,9 km (22,3 km).
Meta 4 reps go from 5 sec to 4,1 sec (3,6 sec).
Tech 2 reps go from 4,5 to 3,7 sec (3,2 sec).
Damnation (armour)
Vulture (shield)
+28,13%
(+42,19%)
-18,75%
(-28,12%)
+21,56%
(+32,34%)
Federation webs go from 14km to 17,9 km (19,9 km).
True Sansha webs go from 15 km to 19,2 km (21,3 km).
Meta 4 reps go from 5 sec to 3,9 sec (3,4 sec).
Tech 2 reps go from 4,5 to 3,7 sec (3,0 sec).
Loki (skirmish) +35,2%
(+52,7%)
-23,4%
(-35,2%)
+18,75%
(+28,12%)
Federation webs go from 14 km to 18,9 km (21,4 km).
True Sansha webs go from 15 km to 20,3 km (22,9 km).
Meta 4 reps go from 5 sec to 4,1 sec (3,6 sec).
Tech 2 reps go from 4,5 to 3,7 sec (3,2 sec).
Legion (armour)
Tengu (shield)
+28,13%
(+42,19%)
-18,75%
(-28,12%)
+23,44%
(+35,16%)
Federation webs go from 14 km to 17,9 km (19,9 km).
True Sansha webs go from 15 km to 19,2 km (21,3 km).
Meta 4 reps go from 5 sec to 3,8 sec (3,2 sec).
Tech 2 reps go from 4,5 to 3,4 sec (2,9 sec).

Bonused webs and stacking

The primary percentage is from using a 60% base reduction web, like the Federation Navy Stasis Webifier and the percentages in parenthesis is for 55% base reduction webs, like the True Sansha Stasis Webifier. The parenthesis in the header is the effective rating of each new web given the stacking penalty.

Velocity bonused ships like the Vindicator or the Vigilant have a 50% stronger reduction in speed (90% and 82,5% respectively for the two faction webs).

Type of ship Effective speed for webbed targets with stacking Practical effects
First web
(100%)
Second web
(86,9%)
Third web
(57,1%)
Fourth web
(28,3%)
Fifth web
(10,6%)
Sixth web
(3,0%)
Vindicator
Vigilant
10,00%
(17,50%)
2,18%
(4,95%)
1,06%
(2,62%)
0,79%
(2,01%)
0,71%
(1,83%)
0,69%
(1,79%)
Given a base speed of 1000 m/s:
Federation reduce speed to 100, 22, 11 and 8 m/s.
True Sansha reduce speed to 175, 50, 26 and 20 m/s.
Non-bonused
ships
40,00%
(45,00%)
19,14%
(23,49%)
12,59%
(16,11%)
10,45%
(13,61%)
9,78%
(12,81%)
9,61%
(12,60%)
Given a base speed of 1000 m/s:
Federation reduce speed to 400, 191, 126 and 104 m/s.
True Sansha reduce speed to 450, 235, 161 and 136 m/s.

Tracking Links and Remote Sensor Boosters

Tracking links are extremely useful to push the range on weapons or give battleships a much needed boost to their tracking. Remote sensor boosters aren't quite as good, but can still be useful to boost a battleship's scan resolution, allowing them to actually lock frigates in time or push targeting range for snipers.

Tracking links Scripted Unscripted
Tracking speed script Optimal range script
Tracking Link II
(bonused)
+30% tracking
(+45% tracking)
+15% optimal and +30% falloff
(+22,5% optimal and +45% falloff)
+15% tracking, +7,5% optimal and +15% falloff
(+22,5% tracking, +11,25% optimal and +22,5% falloff)
Shadow Serpentis Tracking Link
Federation Navy Tracking Link
(bonused)
+35% tracking
(+52,5% tracking)
+16% optimal and +32% falloff
(+24% optimal and +48% falloff)
+17% tracking, +8% optimal and +16% falloff
(+26,5% tracking, +12% optimal and +24% falloff)
Remote sensor boosters Scripted Unscripted
Scan resolution script Targeting range script
F-23 Reciprocal Sensor Cluster Link +64% scan resolution +76% targeting range +32% scan resolution and +38% targeting range
Remote Sensor Booster II +66% scan resolution +81% targeting range +33% scan resolution and +40,5% targeting range
  • These modules suffer from stacking penalties as well, so the effect isn't necessarily as good as the numbers shown.