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<!-- {{Incursions links}} -->
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{{incursions links}}
= Fitting principles =
+
{{eunic}}
Incursion fleets rely on good resists and buffer supported by a logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better.
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= Stepping up for the first time =
 +
= Preparations =
 +
== Ensure everyone has a solid fit ==
 +
When checking for fits, first make sure they have a proper tank. You can read more about that on the [[Vanguard Incursion fits]] page for examples, or the [[Incursion_fitting_principles#Battleship_setups|fitting principles]] page for more information, but here are two very common setups:
 +
; '''Minimum tank:
 +
: [[Image:icon_hardener_adaptive_ii.png|18px|Adaptive Invulnerability Field II]]{{co|coral|Adaptive Invulerability Field II}} 
 +
: [[Image:icon_hardener_adaptive_ii.png|18px|Adaptive Invulnerability Field II]]{{co|coral|Adaptive Invulerability Field II}}
 +
: [[image:icon_shield amplifier deadspace.png|18px|Deadspace EM Ward Amplifier]]{{co|coral|EM Ward Amplifier II}}
 +
: [[image:module icon damage control tech2.png|18px|Damage Control II]]{{co|coral|Damage Control II}}
 +
: [[image:module icon shield rig tech1.png|18px|Anti-Thermal Screen Reinforcer]]{{co|coral|Anti-Thermal Screen Reinforcer}}
 +
; Deadspace tank:
 +
: [[Image:icon_hardener_adaptive_deadspace.png|18px|Pithum B-Type Adaptive Invulnerability Field]]{{co|coral|Pith B-Type Adaptive Invulerability Field}}
 +
: [[image:module icon damage control tech2.png|18px|Damage Control II]]{{co|coral|Damage Control II}}
 +
: [[image:module icon shield rig tech1.png|18px|Anti-EM Screen Reinforcer]]{{co|coral|Anti-EM Screen Reinforcer}}
  
Once you have a good enough tank, the rest of your spare slots should be used to augment your damage potential. While there's such a thing as under-tanked, being over-tanked is not only wasteful in incursions but even dangerous if done at the cost of offence.
+
It's also important that we ensure that people have proper [[Incursion_fitting_principles#Utility_modules|utility midslots]], such as a [[image:icon_sensor_booster_ii.png|18px|Sensor Booster]] {{co|coral|Sensor Booster II}} and a [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifier}} in their mids.
 +
* [[Vanguard Incursion fits#Maelstrom|Maelstroms]] and [[Vanguard Incursion fits#Rokh|Rokhs]] fit a [[image:icon_target_painter_faction.png|18px|Target painting]]{{co|coral|Republic Fleet Target Painter}} or a second [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifier}}.
 +
* [[Vanguard Incursion fits#Nightmare|Nightmares]] and [[Vanguard Incursion fits#Machariel|Machariels]] fit a [[image:icon_target_painter_faction.png|18px|Target painting]]{{co|coral|Republic Fleet Target Painter}} and fill out the rest with [[image:icon_tracking_computer_ii.png|18px|Tracking computer]]{{co|coral|Tracking Computers}}.
 +
* [[Vanguard Incursion fits#Vindicator|Vindicators]] fit more [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifiers}} and perhaps a [[image:icon_tracking_computer_ii.png|18px|Tracking computer]]{{co|coral|Tracking Computer}}.
  
See [[Preparing for Incursions]] for more information about what skills are needed.
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== Make sure your picket is ready before undocking ==
== Omni damage and resists ==
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= While running =
The Sansha incursion rats deal damage in two ways, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types. While you can sometimes compensate for a low kinetic resist by having a higher explosive resist, or get away with lower resists due to having a small signature and high speed, generally you don't have the luxury of having resist holes in incursions.
+
== Watchlist ==
 +
{{main|Incursions_checklist#Using_the_Watch_List|Using the Watch List}}
 +
Be sure to remind everyone to add everyone in the ongrid-squad to their '''Watch List''' before starting your first site, as well as whenever someone joins the fleet while running.
  
Just as they do damage across the board, the Sansha incursion rats have omni tanks as well. The only notable exception is the '''Lirsautton Parichaya''', it's a little weaker against thermal damage and stronger against explosive damage. So contrary to missions where Amarr and Gallente weapons are somewhat limited due to their set damage types, these weapons are not hampered by resists in incursions.
+
== Priority targets for vanguards ==
 +
{{important note box|This is a '''fundamental safety aspect''' and starting out it's not recommended to deviate from this kill order, as you could easily find yourself leaving warp disrupt capable ships on grid for longer periods of time, increasing the risk of being caught should a war target show up. See [[Anatomy of Incursions#Standard tactics|Anatomy of Incursions]] for a more in-depth explanation of prioritizing targets.}} 
 +
This is a generic priority list for vanguard sites, focusing on removing both damage and warp disruption from grid as soon as possible. Remember that different fleet compositions can change who targets what, as well as various fleet command styles. This is however a solid priority to follow that accounts for our unique need of getting rid of warp disrupt capable ships in order to [[Anatomy_of_Incursions#Facilitating_a_controlled_warp-out|facilitate a controlled warp-out]] without a delay, should a war targets show up.
  
You can find out more statistics about the Sansha incursion rats on the [[Sansha's Manual]] page.
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; {{co|coral|Targets for the entire fleet}}
 
+
: These targets are for the entire fleet, as they need to die as soon as possible. It can also be beneficial to ensure that both regular and small high priority targets are killed before moving on to respective low priority targets.
== Applied DPS ==
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; {{co|coral|Regular targets}}
One of the most important aspects to realize is that whatever DPS (damage per second) your favourite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term ''"applied DPS"'' as opposed to ''"paper DPS"'' which is basically just your potential damage.
+
: These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns. The [[Roles in Incursions#Dronebunny|dronebunny]] also shoot these targets if the fleet has other ships dealing with the '''small targets''' already.
 
+
;{{co|coral|Small targets}}
Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See [[Turret Damage|turret damage]] or the [[Gunnery Guide|gunnery guide]] for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your theoretical bubble. Practically this means that utility modules often make or break fleets.
+
: Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for '''strategic cruisers''', [[Vindicator]]s or the [[Roles in Incursions#Dronebunny|dronebunny]] as a last resort, but if need be the entire fleet will help kill these.
 
+
{| class="wikitable" style="font-size:90%;"
We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, like '''Null L''' for blaster boats or '''Scorch L''' for pulse lasers, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.
 
 
 
== Utility modules ==
 
Utility modules refer to modules you fit that doesn't directly give you a higher dps in your favourite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.
 
{| class="wikitable" style="font-size:90%"
 
! style="background:#222222;" | [[image:icon mid slot.png|24px|Utility  midslot]] Utility medium slots
 
! style="background:#222222;" | [[image:icon hi slot.png|24px|Utility highslot]] Utility high slots
 
! style="background:#222222;" | [[image:icon drones.png|24px|Utility drones]] Utility drones
 
 
|-
 
|-
| valign="top" style="padding:4px;" | {{icon|sensor resolution|24}} '''Sensor Booster II'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_tracking_computer_i.png|24px|link=]] '''Tracking Computer II'''<br>[[image:icon_target_painter_i.png|24px|link=]] '''Phased Weapon Navigation Array ...'''
+
! style="background:#333333;" nowrap colspan="2" rowspan="2" | #
| valign="top" style="padding:4px;" | [[image:icon_shield_transporter_i.png|24px|link=]] Large S95a Remote Shield Booster<br>[[image:icon_remote_capacitor_transmitter_i.png|24px|link=]] Large 'Regard' Capacitor Transmitters<br>[[image:icon auto targeting system i.png|24px|link=]] Auto Targeting System I<br>[[image:icon_drone_link_augmentor_i.png|24px|link=]] Drone Link Augmentor I
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! style="background:#333333;" nowrap colspan="2" | Targets for the entire fleet
| valign="top" style="padding:4px;" | [[image:Icon ISIS weapon Drones.png|24px|link=]] Heavy Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Medium Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Light Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Light Armor Maintenance Bot I
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| style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | '''Reason for the priority'''<br>(see [[Sansha's Manual]] for more information)
|}
 
For vanguards we make sure we have at least one sensor booster and one web. If we have room for more midslots we primarily go for a second web first before looking into other modules. For assaults and up, once you've ensured that you have the locking range needed (potentially requires you to use a sensor booster) and fitted any required propulsion modules. For utility highslots, pick the most important one. So a capacitor transmitter if you run with Basilisks or need a cap chain and a remote shield booster if you run with Scimitars or have no need for a cap chain. Should you have the luxury of having more than one utility highslot, just bring both. If you have no use for either or lack the powergrid to fit them you could use an auto targeter for more locks, drone link augmentor for longer drone control range etc.
 
 
 
When in doubt, just follow the recommended fits on the [[Vanguard Incursion fits|Vanguard]] and [[Assault Incursion fits|Assault]] fitting pages. See [[Anatomy of Incursions]] for more information on how you can change these modules around for different tactics based on your fleet composition.
 
 
 
== Drones ==
 
Drones can be a tremendous asset, if you pick the right ones and use them intelligently. The sum of all the drones in fleet can easily amount to the equivalent of adding an extra pilot or two on grid, so it's not something to treat lightly. See [[Anatomy_of_Incursions#Utilizing_drones|utilizing drones]] for more information on how to make the most of drones.
 
 
 
When selecting drones you need to factor in how to get the best mix of microwarpdrive and orbital speeds, tracking and optimal range for the type of fleet and sites you run. Amarr drones generally provide the best mix for most situations except for headquarter sites. Below are the drones we recommend within our community.
 
{| class="wikitable" style="text-align:center;"
 
! style="background:#222222;" | Recommended drones/site
 
! style="background:#222222;" | Light drones
 
! style="background:#222222;" | Medium drones
 
! style="background:#222222;" | Heavy drones
 
! style="background:#222222;" | Sentry drones
 
|- valign="top"
 
| style="text-align:left;" | [[image:incursions vanguard icon.png|18px|Vanguard sites]] [[Incursion sites#Vanguard sites|Vanguard sites]]
 
| '''Acolyte II'''
 
| <small>{{co|grey|Not recommended}}</small>
 
| <small>{{co|grey|Not recommended}}</small>
 
| {{co|slateblue|'''Garde II'''}}<small> <ref>{{co|slateblue|(Situational)}} Unbonused sentries have considerably lower tracking and needs to operate at range or stay on cruisers..</ref></small>
 
|- valign="top"
 
| style="text-align:left;" | [[image:incursions assault icon.png|18px|Assault sites]] [[Incursion sites#Assault sites|Assault sites]]
 
| '''Acolyte II'''
 
| '''Infiltrator II'''
 
| <small>{{co|grey|Not recommended}}</small>
 
| {{co|slateblue|'''Curator II'''}}<small> <ref>{{co|slateblue|(Situational)}} In order to use '''Curator II''' drones you need to remain stationary more often than not. The extra range of curators is needed for the 35 - 65 km engagement range.</ref></small>
 
|- valign="top"
 
| style="text-align:left;" | [[image:incursions headquarter icon.png|18px|Headquarter sites]] [[Incursion sites#Headquarter sites|Headquarter sites]]<small> <ref>Drones are often put on stationary objects in headquarter sites, thus focus shifts from '''Amarr drones''' (speed and application) to '''Gallente drones''' (maximum damage).</ref></small>
 
| '''Hobgoblin II'''
 
| '''Hammerhead II'''
 
| '''Ogre II'''<small> <ref>If cost isn't an issue, '''Gecko''' or ''''Augmented' Ogre''' drones are preferred due to increased speed and better damage application.</ref></small>
 
| <small>{{co|grey|Not recommended}}</small>
 
|}
 
<small><references/></small>
 
 
 
== Rigging choice ==
 
[[image:albert_einstein.jpg|thumb|200px|[http://en.wikipedia.org/wiki/Albert_Einstein ''"It’s all relative, you might say."'']]]
 
It's very easy to dismiss the importance of the rig selection when buying a new ship. While it's usually not something a new pilot needs to worry about when getting any of the minimum fits posted on the wiki, it's extremely important for people looking to get a new ship as it heavily influences your options in terms of flexibility and utility slots (which is everything in incursions). Don't spend too much ISK on a temporary setup, either go for a cheap ''"good enough"'' setup while you're saving up for your ideal setup, or just wait until you can afford the whole setup you want in the end.
 
 
 
==== Electromagnetic or thermal rig ====
 
In general the electromagnetic rig will free up more midslots, but tends to require fancier deadspace modules to compensate for the overall lower resists. The thermal rig gives you a stronger and more flexible tank without having to rely on the high-end deadspace modules, at the cost of not being able to free up as many midslots.
 
 
 
==== Defence or offence ====
 
Going for offence means that you're limited to a single tech one resist rig in combination to your burst or collision rig, due to the high calibration cost of the tech two damage rigs. Choosing a more defensive setup will allow you to fit a tech two resist rig as well as making full use of the other two rigs. The offensive rigs are usually much cheaper than the defensive ones, but since the offensive setup usually has to up the quality of their deadspace modules to get a comparable resist profile, they're often forced to use higher tiered deadspace mods.
 
 
 
==== Flexibility vs efficiency vs cost ====
 
Given the different needs for tank and utility modules between the different type of sites, most incursion communities go for the most efficient rig setup for the kind of sites they are running. A community running vanguards exclusively often have different setups than those who run headquarters only. Communities that push for high-end fits with expensive deadspace modules usually have different rig selections too, since those stronger modules opens up for a few more options.
 
 
 
Going for the most efficient setup is of course always going to be the strongest way to do it, but sometimes you have to be practical. In our case, within our community, we factor in flexibility and cost a lot more. We want our members to be able to use the same ship for any type of site without having to resort to spending billions on faction and deadspace modules. That doesn't stop people who want to from doing it, but it does mean that some of our recommended fits will differ quite a lot from that of public communities.
 
 
 
== Faction and deadspace modules ==
 
There are many ways to use faction and deadspace modules to vastly improve the efficiency of your incursion ship. Some of these modules are cheap and might not be too much of a concern or downright required (like the '''Federation Navy Stasis Webifier'''), but others are worth quite a bit of ISK and a second thought is warranted if you consider getting them. The cost of improving your efficiency rises exponentially as well, so while the first round of upgrades might be very cost-efficient, taking it one step further will quickly put you in a position where you're literally throwing ISK away for minor improvements.
 
 
 
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot and potentially a lowslot as well. But a faction tracking computer or a sensor booster might make sense for public fleets built to compete, but for our community that is hardly a worthwhile investment.
 
 
 
== Determining a proper tank ==
 
There are a few easy ways to determine whether a tank is ok or not. Below are some key aspects that help when you're testing your ship in your favourite third-party fitting tool or if you've taken on the role of [[Roles_in_Incursions#Waitlist_manager|waitlist manager]] and need to quickly gauge whether the fit someone x up with is ok or not.
 
 
 
==== Resist holes ====
 
A lot of ships share a standard resist profile, so they share the same resist holes and have the same issues and weaknesses. Understanding what innate weaknesses a ship has is key to knowing how to best raise it to the desired high average resists mentioned above.
 
 
 
Below is a list of different resist profiles for various ship classes as well as a few specific ships with deviating profiles. The last column lists the obvious weaknesses of the class/hull, which will help you determine how to best achieve the desired resist profile. Plugging a hole is usually a simple matter of adding a resist rig or a combination of a rig and a shield amplifier, then up the resists in general by using one or two invulnerability fields.
 
{| class="wikitable" style="font-size:90%; vertical-align:middle; padding:0px; border-collapse:collapse;""
 
! style="background:#222222;" | Ship
 
! style="background:#222222;" | Base resist profile
 
! style="background:#222222;" | Comments
 
|-
 
| nowrap | Regular/faction battleships<small>&nbsp;<ref>Includes '''regular battleships''', '''navy''' and '''fleet issue battleships''' as well as '''pirate faction battleships'''.</ref></small>
 
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 
| An {{co|slateblue|EM}} hole and a weak {{co|crimson|thermal}} resist.
 
 
|-
 
|-
| nowrap | Resist bonused battleships<small>&nbsp;<ref>Like the '''Rokh''' and other ships with 4% per level resist bonuses. The values are assuming maximum skills, so the full +20% better resists.</ref></small>
+
! style="background:#222222;" nowrap | Regular targets
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]36%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]52%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
+
! style="background:#222222;" nowrap | Small targets
| Weak {{co|slateblue|EM}} and {{co|crimson|thermal}} resists, but no resist holes.
+
|- style="vertical-align:top;"
|-
+
| nowrap | 1
| Scimitar
+
| style="background:Red;" width="1" |
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
+
| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Niarja Myelen'''&nbsp;{{icon|jam|24|Jamming}}{{icon|neut|24|Energy neutralizing}}
| No resist holes.
+
| style="padding:5px;" | Because the '''Niarja Myelen''' jams and neuts.
|-
+
|- style="vertical-align:top;"
| Basilisk
+
| nowrap | 2
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]80%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
+
| style="background:Red;" width="1" |
| An {{co|slateblue|EM}} hole.
+
| style="text-align:center; padding:5px;" colspan="2" nowrap | '''Sansha's Nation Commander'''&nbsp;{{icon|point|24|Warp disrupting}}<br>'''Tama Cerebellum'''&nbsp;{{icon|point|24|Warp disrupting}}
|}
+
| style="padding:5px;" | Because the '''Sansha's Nation Commander''' does a lot of damage and warp disrupts.
<small><references/></small>
 
==== Effective shield hit points ====
 
You can judge your tank by many means, but for Incursions the best way to measure your tank is to look at '''effective shield hit points''' (ESHP), as opposed to '''damage per second repaired''' (DPS-tank) or the generic '''effective hit points''' (EHP). This is because a lot of ships have significant armour and hull hit points, so the effective hit points value can be quite misleading on a battleship with a damage control for example, as the EHP-value skyrockets compared to a ship without a damage control fitted, but very little of it applies to the actual ESHP. You also need to factor in things like speed and signature, because a smaller ship that is orbiting will be a lot harder to hit than a large, stationary ship. So don't casually compare a ship's effective shield hit points against another without taking that into your consideration.
 
  
==== Shield hit points and resists ====
+
The '''Tama''' warp disrupts and has fairly high damage output, but is easy to kill.
While the above mentioned effective shield hit points is a good measure, it is not always practical to use on the fly. For one it doesn't really tell you if the ship has any glaring resist holes, so for practical reasons we tend to speak in more general terms -- Shield hit points and resists. It's much easier to just ask the pilot ''"How many raw shield hit points do you have?"'' and ''"What are your resists if you undock and turn on all your modules?"''. It's very easy for people to check this ingame and it tells us enough to judge whether or not the fit is ok.
+
|- style="vertical-align:top;"
 +
| nowrap | 3
 +
| style="background:OrangeRed;" width="1" |
 +
| style="padding:5px;" nowrap | '''Mara Paleo'''&nbsp;{{icon|st|24|Remote Shield Booster}}<br>'''Auga Hypophysis'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Deltole Tegmentum'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|target painter|24|Target painting}}
 +
| style="padding:5px;" nowrap | '''Schmaeel Medulla'''&nbsp;{{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}
 +
| style="padding:5px;" | The '''Mara''' is a high priority targets because it remote repairs the other ships.
  
==== Guidelines ====
+
The '''Auga''' warp disrupts, webs and is easier to kill than the '''Deltole''' that warp disrupts, target paints and neuts.
Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively high recommended level for our community. The values below are of raw shield hit points and paired average resists (EM/thermal and kinetic/explosive), values '''before boosts''' for easy comparison.
 
{|
 
| valign="middle" | [[image:Incursions_vanguard_icon.png|42px|Vanguards]]
 
| valign="middle" | [[Incursion sites#Vanguard sites|Vanguards]] ''(33k+ effective shield hit points)''<br>70% resists and at least 10,000 raw shield hit points.
 
|-
 
| valign="middle" | [[image:Incursions_assault_icon.png|42px|Assaults]]
 
| valign="middle" | [[Incursion sites#Assault sites|Assaults]] ''(40k+ effective shield hit points)''<br>70% resists and at least 12,000 raw shield hit points.
 
|-
 
| valign="middle" | [[image:Incursions_headquarter_icon.png|42px|Headquarters]]
 
| valign="middle" | [[Incursion sites#Headquarter sites|Headquarters]] ''(52k+ effective shield hit points + 100k effective hit points in total)''<br>73% resists and at least 14,000 raw shield hit points.
 
|}
 
Naturally lower shield hit points is doable if you adjust your resists accordingly. In vanguards and assaults it's also possible to drop a little lower in really good fleets. Just remember that resists are far more important than raw shield hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs. Below is a graph illustrating how damage changes with scaling resists.
 
{| class="wikitable" style="font-size:90%; cellspacing:0px; border-spacing:0; border-collapse:collapse; border:0px;"
 
! colspan="2" style="background-color:#222222;" | Resists
 
! style="background-color:#222222;" | Actual damage taken
 
|-
 
| style="background-color:#300000; padding-left:5px; padding-right:5px;" | 61% resists
 
| rowspan="7" style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:0.25em"|
 
| style="background-color:#300000; padding-left:5px; padding-right:5px;" | 30% more damage ''(39% reduction)''
 
|-
 
| style="background-color:#200000; padding-left:5px; padding-right:5px;" | 64% resists
 
| style="background-color:#200000; padding-left:5px; padding-right:5px;" | 20% more damage ''(36% reduction)''
 
|-
 
| style="background-color:#100000; padding-left:5px; padding-right:5px;" | 67% resists
 
| style="background-color:#100000; padding-left:5px; padding-right:5px;" | 10% more damage (33% reduction)
 
|-
 
| style="padding-left:5px; padding-right:5px;" | {{co|yellow|70% resists}}
 
| style="padding-left:5px; padding-right:5px;" | {{co|yellow|Baseline damage ''(30% reduction)''}}
 
|-
 
| style="background-color:#001000; padding-left:5px; padding-right:5px;" | 73% resists
 
| style="background-color:#001000; padding-left:5px; padding-right:5px;" | 10% less damage (27% reduction)
 
|-
 
| style="background-color:#002000; padding-left:5px; padding-right:5px;" | 76% resists
 
| style="background-color:#002000; padding-left:5px; padding-right:5px;" | 20% less damage (24% reduction)
 
|-
 
| style="background-color:#003000; padding-left:5px; padding-right:5px;" | 79% resists
 
| style="background-color:#003000; padding-left:5px; padding-right:5px;" | 30% less damage (21% reduction)
 
|-
 
|}
 
 
 
==== Stacking penalties and offgrid boosts ====
 
A ship with fewer modules or rigs stacking will also benefit more from boosts, thus not suffering quite as much as they might initially seem to. This of course means they also have more to lose if boosts go down, which is worth noting.
 
 
 
Further down this page you'll see examples of this with the advanced setups, if you pay attention to the normal resist profiles vs the resist profile with offgrid boosts. The EM-rig setup for vanguards for example has a deceptively low EM/thermal resist, averaging around 62% instead of the recommended 70%. This would suggest nearly +30% more damage taken from turret damage, as your resists are almost 9% lower (see the graph above). But due to less stacking penalties that setup ends up having roughly 69% average EM/thermal resists after boosts which is fairly close to the 72% of our recommended fits and will eventually only take +10% more damage from turrets, while taking torpedoes just fine.
 
  
= Battleship setups =
+
The '''Schmaeel''' warp disrupts and webs.
Below are some examples of tank setups for battleships, both the setups we use for our minimum fits as well as some advanced ones for high-end ships.
+
|- style="vertical-align:top;"
 
+
| nowrap | 4
In order to highlight the transition of each type of fit from vanguards to headquarters, each setup will not only show the vanguard fit in question, but also how it works if you take off some tank as well as what's needed to make that setup work for assaults and headquarters.
+
| style="background:Green;" width="1" |
== Minimum setup ==
+
| style="padding:5px;" nowrap | '''Romi Thalamus'''
This is the minimum skill setup that we use within our community. It is designed to cheap and flexible enough to be useful in a variety of different sites. For assaults and headquarters, we often use a '''Large Shield Extender II''' to ensure that everyone has enough buffer, even with the minimum skills we require.
+
| style="padding:5px;" nowrap | '''Renyn Meten'''&nbsp;{{icon|web|24|Webbing}}<br>'''Eystur Rhomben'''
 
+
| style="padding:5px;" | '''Romis''' pose no real threat.<br>'''Renyns''' web and do more damage than '''Eysturs'''.
This assumes our [[Preparing_for_Incursions#Damage_dealers|minimum skills]] so the {{icon|em resist|20}}EM resist can be up to '''2% higher''' with {{sk|EM Shield Compensation|V}} instead of III.
 
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
 
|-
 
! style="background:#222222;" | <small>Slots</small>
 
| style="background:#222222; text-align:center;" | '''Vanguard''' ''(less tank)''<small> <ref>In a good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.</ref></small>
 
! style="background:#222222;" | Vanguard
 
! style="background:#222222;" | Assault
 
! style="background:#222222;" | Headquarter
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
 
| nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II
 
| nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II
 
| nowrap style="vertical-align:middle;" | [[image:icon_shield_extender_ii.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II
 
| nowrap style="vertical-align:middle;" | [[image:icon_shield_extender_ii.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] {{co|crimson|Pithum C-Type EM Ward Amplifier}}<small> <ref name="upgrade">This is a necessary upgrade in order to improve overall resists for headquarter sites.</ref></small>
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
 
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Anti-Thermal Screen Reinforcer II]] {{co|crimson|Anti-Thermal Screen Reinforcer II}}<small> <ref name="upgrade"></ref>
 
|- valign="middle"
 
! style="text-align:center; background:#222222;" | [[image:icon_resists.png|24px|Normal resist profile.]]
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]65,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]65,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]69,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]74,1%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,5%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,5%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]71,9%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,1%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
 
|- valign="middle" align="center"
 
! style="background:#001000; padding:0px;" | {{icon|warfare link|24|Resist profile with warfare links active.}}
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]68,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,9%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]71,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,7%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]71,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,7%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]73,9%[[Image:icon_resist_therm.png|20px|Thermal resistance]]74,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,7%
 
<!--
 
 
 
  Overheating and neuted out ...
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
-->
 
|}
 
<small><references/></small>
 
=== Resist bonused ships ===
 
Ships like the [[Rokh]] with resist bonuses can fit slightly different due to their higher base resistances.
 
 
 
This assumes our [[Preparing_for_Incursions#Damage_dealers|minimum skills]] so the various resist can be up to '''3% higher''' with {{sk|Caldari Battleship|V}} instead of III and in the case of the headquarter fit with the EM amplifier, additional {{icon|em resist|20}}EM resist can be gained by training {{sk|EM Shield Compensation|V}}.
 
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
 
|-
 
! style="background:#222222;" | <small>Slots</small>
 
| style="background:#222222; text-align:center;" | '''Vanguard''' ''(less tank)''<small> <ref>In a good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.</ref></small>
 
! style="background:#222222;" | Vanguard
 
! style="background:#222222;" | Assault
 
! style="background:#222222;" | Headquarter
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
 
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I<br>[[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I<br>[[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I<br>[[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I<br>[[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I
 
|- valign="top"
 
! style="text-align:center; background:#222222;" | [[image:icon_resists.png|24px|Normal resist profile.]]
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]62,3%[[Image:icon_resist_therm.png|20px|Thermal resistance]]69,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,7%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,2%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]73,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,1%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,1%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]73,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,1%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,1%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]75,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]73,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,1%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,1%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#001000; padding:0px;" | {{icon|warfare link|24|Resist profile with warfare links active.}}
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]65,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,7%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,6%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]75,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]79,6%[[Image:icon_resist_exp.png|20px|Explosive resistance]]83,0%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]75,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]79,6%[[Image:icon_resist_exp.png|20px|Explosive resistance]]83,0%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]76,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]75,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]79,6%[[Image:icon_resist_exp.png|20px|Explosive resistance]]83,0%
 
<!--
 
 
 
  Resist profile with overheat & neuted out.
 
 
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
-->
 
|}
 
<small><references/></small>
 
=== Navy & Fleet Issue ships with four midslots ===
 
Ships like the [[Apocalypse Navy Issue]] and the [[Megathron Navy Issue]] with only four midslots aren't recommended for incursions, mostly due to their lack of midslots but also due to being armour based and suffering from fairly low shield hit points (and in the case of the apocalypse serious capacitor issues) which just compounds the issues of these ships. Within certain limits they can still do reasonably well in vanguards and assaults, but they are unable to do headquarter sites both from an efficiency point of view as well as due to their weak tank.
 
 
 
Navy and Fleet Issue ships have higher rig calibration points than other ships (400 points instead of the regular 350 points).
 
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
 
|-
 
! style="background:#222222;" | <small>Slots</small>
 
| style="background:#222222; text-align:center;" | '''Vanguard''' ''(less tank)''<small> <ref>In a good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.</ref></small>
 
! style="background:#222222;text-align:center;" | Vanguard
 
| style="background:#222222;text-align:center;" | '''Assault''' ''(less tank)''<small> <ref>This setup is considerably weaker than your average assault setup, even with the extra shield extender. Its considerably weaker resists means repairs are less effective.</ref></small>
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:icon shield extender ii.png|24px]] Large Shield Extender II<small> <ref>The '''Large Shield Extender II''' module is often needed in assaults for armour tanked ships to compensate for lower innate shield hit points.</ref></small>
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
 
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I<br>[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I<br>[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I<br>[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II
 
|- valign="top"
 
! style="text-align:center; background:#222222;" | [[image:icon_resists.png|24px|Normal resist profile.]]
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]60,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]65,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]69,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]74,1%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]65,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]65,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#001000; padding:0px;" | {{icon|warfare link|24|Resist profile with warfare links active.}}  
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]63,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]68,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,9%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,7%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,7%
 
<!--
 
 
 
  Resist profile with overheat & neuted out.
 
 
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
-->
 
|}
 
<small><references/></small>
 
 
 
== Advanced fits ==
 
While there are several ways to fit high-end ships for incursions, here are some frequently used variants.
 
=== Calibration ===
 
Due to the limit of calibration points, there are several combinations available. Here are some common ones.
 
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
 
|-
 
! style="background:#222222;" | <small>Slots</small>
 
! style="background:#222222;" | Offensive
 
! style="background:#222222;" | Defensive
 
! style="background:#222222;" | Warp speed
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I<br>[[image:module icon hybrid rig tech2.png|24px|Large Hybrid Burst Aerator II]] Large Hybrid Burst Aerator II<small> <ref>This should of course be a '''Energy Burst Aerator II''' for laser weapons and a '''Projectile Burst Aerator II''' for projectile weapons.</ref></small>
 
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer II<br>[[image:icon mid slot.png|24px]] Spare rig slot<br>[[image:icon mid slot.png|24px]] Spare rig slot
 
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II<br>[[image:module icon propulsion rig tech2.png|24px|Large Hyperspatial Velocity Optimizer II]] Large Hyperspatial Velocity Optimizer II<br>[[image:icon mid slot.png|24px]] Spare rig slot
 
|-
 
| style="background:#222222; text-align:center;" | '''<small>SUM</small>'''
 
| style="background:#200000; text-align:center;" | '''350/{{co|grey|350}}''' (0 points left)
 
| style="background:#002000; text-align:center;" | '''75/{{co|grey|350}}''' (275 points left)
 
| style="background:#002000; text-align:center;" | '''150/{{co|grey|350}}''' (200 points left)
 
|}
 
<small><references/></small>
 
Filling up the spare rig slots is a matter of figuring out what rig benefits you the most, based on the type of fleet compositions you run, what kind of ship you fly and if a rig can in some way help you free up a low- or midslot. If you need more range use a '''Locus Coordinator II''' rig (150 points), if you need more shield hit points use a '''Core Defense Field Extender II''' rig (75 points) and if you need more cap use either a '''Capacitor Control Circuit II''' rig (150 points) or a '''Discharge Elutriation II''' rig (150 points).
 
 
 
Just remember that any offensive rig you fit on your ship '''needs''' to be tech two, otherwise it'll end up at the end of stacking penalties and that will render it completely useless.
 
 
 
=== Thermal rig ===
 
The thermal rig setup is primarily a more defensive setup, used for even resists with the ability to really push the resists up. The downside of this setup is that you're forced to use two midslots and cannot drop down to one midslot for vanguards. Depending on what other rigs you use, you'll have enough calibration points to upgrade to a tech two anti-thermal rig further increasing your tank.
 
 
 
This assumes our [[Preparing_for_Incursions#Damage_dealers|minimum skills]] so the {{icon|em resist|20}}EM resist can be up to '''2% higher''' with {{sk|EM Shield Compensation|V}} instead of III.
 
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
 
|-
 
! style="background:#222222;" | <small>Slots</small>
 
! style="background:#222222;" | Vanguard
 
! style="background:#222222;" | Assault
 
! style="background:#222222;" | Headquarter
 
| style="background:#222222; text-align:center;" | '''Headquarter''' ''(alternative)''<small> <ref>This alternative is only suitable for ships with a high native shield hit point count like the '''Nightmare''', since it can't really push resists higher without using additional slots (at which point the other option is cheaper and more flexible).</ref></small>
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
 
| nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invuln ...<br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] Pithum C-Type EM Ward Amplifier
 
| nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invuln ...<br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] Pithum C-Type EM Ward Amplifier
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invuln ...<br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] Pithum C-Type EM Ward Amplifier
 
| nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum A-Type Adaptive Invulnerability Field]] {{co|crimson|Pithum A-Type Adaptive Invuln ...}}<small> <ref name="upgrade">This is a necessary upgrade in order to get enough resists with just one invulnerability field for headquarter sites.</ref></small><br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] {{co|crimson|Pithum A-Type EM Ward Amplifier}}<small> <ref name="upgrade"></ref></small>
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
 
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
 
|- valign="top"
 
! style="text-align:center; background:#222222;" | [[image:icon_resists.png|24px|Normal resist profile.]]
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]66,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]66,9%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]64,4%[[Image:icon_resist_exp.png|20px|Explosive resistance]]70,3%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]70,3%[[Image:icon_resist_therm.png|20px|Thermal resistance]]69,3%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]68,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]74,0%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]75,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]74,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]77,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,8%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]75,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,1%[[Image:icon_resist_exp.png|20px|Explosive resistance]]76,8%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#001000; padding:0px;" | {{icon|warfare link|24|Resist profile with warfare links active.}}
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]71,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]71,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,4%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,0%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]74,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]73,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]75,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]79,9%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]77,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]76,4%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]80,4%[[Image:icon_resist_exp.png|20px|Explosive resistance]]83,6%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]78,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]76,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]78,4%[[Image:icon_resist_exp.png|20px|Explosive resistance]]82,0%
 
<!--
 
 
 
  Resist profile with overheat & neuted out.
 
 
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
-->
 
|}
 
<small><references/></small>
 
 
 
=== Electromagnetic rig ===
 
The EM rig setup is primarily used to free up as many slots are possible, but requires you to spend considerably more ISK on deadspace hardeners and will still have considerably lower resists for vanguards.
 
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
 
|-
 
! style="background:#222222;" | <small>Slots</small>
 
| style="background:#222222; text-align:center;" | '''Vanguard''' ''(much less tank)''<small> <ref>In a really good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.</ref></small>
 
| style="background:#222222; text-align:center;" | '''Vanguard'''<small> <ref>This setup is considerably weaker than your average vanguard setup and relies heavily on higher applied damage to mitigate incoming damage by killing them before they get into optimal range.</ref></small>
 
! style="background:#222222;" | Assault
 
! style="background:#222222;" | Headquarter
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
 
| nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Adaptive Invulnerability Field]] Pithum B-Type Adaptive Invuln ...
 
| nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Adaptive Invulnerability Field]] Pithum B-Type Adaptive Invuln ...
 
| nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Adaptive Invulnerability Field]] Pithum B-Type Adaptive Invuln ...
 
| nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Adaptive Invulnerability Field]] {{co|crimson|Pithum B-Type Adaptive Invuln ...}}<small> <ref>This is a necessary upgrade in order to get your EM and thermal resists up to an acceptable level for headquarter sites, especially if you run with less than recommended shield hit points.</ref></small><br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Adaptive Invulnerability Field]] Pithum B-Type Adaptive Invuln ...
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
 
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I
 
|- valign="top"
 
! style="text-align:center; background:#222222;" | [[image:icon_resists.png|24px|Normal resist profile.]]
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]58,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]55,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]66,3%[[Image:icon_resist_exp.png|20px|Explosive resistance]]71,9%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]63,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]60,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]70,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]75,4%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,8%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,9%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]78,2%[[Image:icon_resist_exp.png|20px|Explosive resistance]]81,8%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]74,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]75,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]81,7%[[Image:icon_resist_exp.png|20px|Explosive resistance]]84,7%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#001000; padding:0px;" | {{icon|warfare link|24|Resist profile with warfare links active.}}
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]64,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]65,1%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]78,2%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]69,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]77,1%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,9%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]72,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]75,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]81,4%[[Image:icon_resist_exp.png|20px|Explosive resistance]]84,5%
 
! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]76,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]79,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]84,4%[[Image:icon_resist_exp.png|20px|Explosive resistance]]87,0%
 
<!--
 
 
 
  Resist profile with overheat & neuted out.
 
 
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 
-->
 
|}
 
<small><references/></small>
 
 
 
= Strategic cruisers and command ships =
 
While a lot of communities avoid strategic cruisers and command ships due to the fact that their damage output cannot match that of pirate faction battleships, we still allow them as they can easily match the efficiency of tech one battleships. As such, we welcome properly fit strategic cruisers and command ships in our community, as they are good enough for our purposes and we don't benefit from alienating people who prefer to fly smaller ships.
 
 
 
Just be sure to inform people that if they have plans to fly with public communities, they will most likely need to train into a proper battleship.
 
== Different resist profiles ==
 
One of the biggest differences fitting strategic cruisers and command ships compared to battleships is that they have a different resist profile. They are also much smaller in signature, especially the strategic cruisers, so won't need the same raw buffer of shield hit points either. As such, the solution could range from anything between a thermal and EM hardener for the '''Legion''' to a mere anti-EM rig on the '''Tengu''' or an invulnerability field for the '''Sleipnir'''.
 
{| class="wikitable" style="font-size:90%; vertical-align:middle; padding:0px; border-collapse:collapse;""
 
! style="background:#222222;" | Ship
 
! style="background:#222222;" | Base resist profile
 
! style="background:#222222;" | Comments
 
|-
 
| nowrap | Astarte / Proteus
 
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]85%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 
| An {{co|slateblue|EM}} hole.
 
|-
 
| nowrap | Legion
 
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]87,5%
 
| An {{co|slateblue|EM}} hole and weak {{co|crimson|thermal}} resists.
 
|-
 
| nowrap | Loki<small>&nbsp;<ref name="resist_subsystem">This is with the '''resist bonused''' defensive subsystem fitted.</ref></small>
 
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]80%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]52%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
 
| No resist holes.
 
|-
 
| nowrap | Sleipnir
 
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 
| No resist holes.
 
|-
 
| nowrap | Tengu<small>&nbsp;<ref name="resist_subsystem"></ref></small>
 
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]84%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
 
| Weak {{co|slateblue|EM}} resists.
 
|-
 
| nowrap | Vulture
 
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]80%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 
| An {{co|slateblue|EM}} hole.
 
 
|}
 
|}
 +
<small>&nbsp;&nbsp;&nbsp;&nbsp;<font color="red">&#9608;</font> &nbsp;'''Very high priority''' (immediate danger to the fleet)<br>&nbsp;&nbsp;&nbsp;&nbsp;<font color="orangered">&#9608;</font> &nbsp;'''High priority''' (prevents the fleet from leaving)<br>&nbsp;&nbsp;&nbsp;&nbsp;<font color="green">&#9608;</font> &nbsp;'''Low priority''' (only needed for site completion)</small>
 
<small><references/></small>
 
<small><references/></small>
 +
==== Practical examples ====
 +
Here are some examples of what you should start focusing on for the three vanguard sites, see the individual sites for more information:
 +
* When you start the [[Nation Mining Colony]], the immediate threat is the '''Mara''' {{icon|st|18|Remote Shield Booster}} and the '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} in the first room. For the remaining waves it's '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}} and '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} followed by '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} (in the last wave).
 +
* In a [[Nation Commander Outpost]] it's usually '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}} and '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} followed by '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}}. The '''Sansha's Nation Commander''' {{icon|point|18|Warp disrupting}} that spawns in the third wave needs to go first, then the usual order.
 +
* Since everything warp disrupts in the [[Override Transfer Array]], you basically through '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}}, followed by the '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} and finally the '''Deltole''' {{icon|point|18|Warp disrupting}}{{icon|neut|18|Energy neutralizing}}{{icon|target painter|18|Target painting}} for three waves then the remaining Eysturs warp off.
 +
This will take care of the immediate threat of jammers and warp disrupt capable ship, meaning you can relax knowing the hardest part of target calling is over, the rest is just finishing off the remainder of the site. See the '''individual site pages''' linked above for more information on priorities.

Latest revision as of 21:28, 18 November 2019

Incursionlogosmall.png The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role.

Stepping up for the first time

Preparations

Ensure everyone has a solid fit

When checking for fits, first make sure they have a proper tank. You can read more about that on the Vanguard Incursion fits page for examples, or the fitting principles page for more information, but here are two very common setups:

Minimum tank:
Adaptive Invulnerability Field IIAdaptive Invulerability Field II
Adaptive Invulnerability Field IIAdaptive Invulerability Field II
Deadspace EM Ward AmplifierEM Ward Amplifier II
Damage Control IIDamage Control II
Anti-Thermal Screen ReinforcerAnti-Thermal Screen Reinforcer
Deadspace tank
Pithum B-Type Adaptive Invulnerability FieldPith B-Type Adaptive Invulerability Field
Damage Control IIDamage Control II
Anti-EM Screen ReinforcerAnti-EM Screen Reinforcer

It's also important that we ensure that people have proper utility midslots, such as a Sensor Booster Sensor Booster II and a WebbingFederation Navy Stasis Webifier in their mids.

  • Maelstroms and Rokhs fit a Target paintingRepublic Fleet Target Painter or a second WebbingFederation Navy Stasis Webifier.
  • Nightmares and Machariels fit a Target paintingRepublic Fleet Target Painter and fill out the rest with Tracking computerTracking Computers.
  • Vindicators fit more WebbingFederation Navy Stasis Webifiers and perhaps a Tracking computerTracking Computer.

Make sure your picket is ready before undocking

While running

Watchlist

Main article: Using the Watch List

Be sure to remind everyone to add everyone in the ongrid-squad to their Watch List before starting your first site, as well as whenever someone joins the fleet while running.

Priority targets for vanguards

This is a fundamental safety aspect and starting out it's not recommended to deviate from this kill order, as you could easily find yourself leaving warp disrupt capable ships on grid for longer periods of time, increasing the risk of being caught should a war target show up. See Anatomy of Incursions for a more in-depth explanation of prioritizing targets.

This is a generic priority list for vanguard sites, focusing on removing both damage and warp disruption from grid as soon as possible. Remember that different fleet compositions can change who targets what, as well as various fleet command styles. This is however a solid priority to follow that accounts for our unique need of getting rid of warp disrupt capable ships in order to facilitate a controlled warp-out without a delay, should a war targets show up.

Targets for the entire fleet
These targets are for the entire fleet, as they need to die as soon as possible. It can also be beneficial to ensure that both regular and small high priority targets are killed before moving on to respective low priority targets.
Regular targets
These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns. The dronebunny also shoot these targets if the fleet has other ships dealing with the small targets already.
Small targets
Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for strategic cruisers, Vindicators or the dronebunny as a last resort, but if need be the entire fleet will help kill these.
# Targets for the entire fleet Reason for the priority
(see Sansha's Manual for more information)
Regular targets Small targets
1 Niarja Myelen JammingEnergy neutralizing Because the Niarja Myelen jams and neuts.
2 Sansha's Nation Commander Warp disrupting
Tama Cerebellum Warp disrupting
Because the Sansha's Nation Commander does a lot of damage and warp disrupts.

The Tama warp disrupts and has fairly high damage output, but is easy to kill.

3 Mara Paleo Remote Shield Booster
Auga Hypophysis Warp disruptingWebbing
Deltole Tegmentum Warp disruptingEnergy neutralizingTarget painting
Schmaeel Medulla Warp disruptingWebbing The Mara is a high priority targets because it remote repairs the other ships.

The Auga warp disrupts, webs and is easier to kill than the Deltole that warp disrupts, target paints and neuts.

The Schmaeel warp disrupts and webs.

4 Romi Thalamus Renyn Meten Webbing
Eystur Rhomben
Romis pose no real threat.
Renyns web and do more damage than Eysturs.

      Very high priority (immediate danger to the fleet)
      High priority (prevents the fleet from leaving)
      Low priority (only needed for site completion)

Practical examples

Here are some examples of what you should start focusing on for the three vanguard sites, see the individual sites for more information:

  • When you start the Nation Mining Colony, the immediate threat is the Mara Remote Shield Booster and the Schmaeels Warp disruptingWebbing in the first room. For the remaining waves it's Niarjas JammingEnergy neutralizing first, then Tamas Warp disrupting and Schmaeels Warp disruptingWebbing followed by Augas Warp disruptingWebbing (in the last wave).
  • In a Nation Commander Outpost it's usually Niarjas JammingEnergy neutralizing first, then Tamas Warp disrupting and Schmaeels Warp disruptingWebbing followed by Augas Warp disruptingWebbing. The Sansha's Nation Commander Warp disrupting that spawns in the third wave needs to go first, then the usual order.
  • Since everything warp disrupts in the Override Transfer Array, you basically through Niarjas JammingEnergy neutralizing first, then Tamas Warp disrupting, followed by the Augas Warp disruptingWebbing and finally the Deltole Warp disruptingEnergy neutralizingTarget painting for three waves then the remaining Eysturs warp off.

This will take care of the immediate threat of jammers and warp disrupt capable ship, meaning you can relax knowing the hardest part of target calling is over, the rest is just finishing off the remainder of the site. See the individual site pages linked above for more information on priorities.