Roles

There are many roles within an incursion. I'm sure you'll hear, "Can I get my DDD, AAA, MTAC-P, and MTAC-D in Fleet Chat please?" and you're going to be like, "What the hell is all that?" Before that question comes up, let's give you a good breakdown so you don't have to ask that question:

DPS
DPS ships are focused on dealing as much damage as possible. They utilize fast tracking, rapid firing weapons to deliver huge amounts of damage. DPS will keep their anchor at 2500m, assign their drones to the drone bunny, and fire on targets 0 - 9 in order. DPS maximize damage and fit more damage dealing modules and damage enhancing modules than other roles. Good core gunnery / missile skills recommended.

Sniper
Sniper focus on long range bombardment. Capable of destroying an enemy ship before it can MWD into range or countering enemy snipers. Snipers clear the field of ships at ranges of 150km or longer. Snipers typically fit less DPS and more electronic modules in their place. Snipers use Signal Amplifiers and Sensor Boosters to reach their 150km+ lock range. Snipers will keep their anchor at 2500m, assign their drones to the drone bunny, follow targets A - H in order, and follow DPS targets once all enemy snipers have been neutralized. Electronics Upgrades 5 and Long Range Targeting 5 recommended. These skills will minimize the slots needed to reach targeting range.

Logistics (Logi)
Logi's are one thing that no fleet can run without. Logistics repair damage that friendly ships take. Logistics are skill intensive, and require a lot of electronics skills. However, Logistic ships are the cheapest in the fleet. Basilisks with Logistics Level 5 can provide a cap transfer to the fleet. Scimitars provide tracking links to turret ships to increase fleet DPS. Both ships require Logistics 4 to fly, and 5 to make them shine. Logistics 5 allows Basilisks to transfer cap, and Scimitars to provide additional tracking links.==Anchor (AAA)== Anchors fit heavy tanks and warp into sites first. They take all initial agro, so that the logis know who to rep, and to protect ships with weaker tanks from heavy damage before logis are ready to rep. Anchors warp in first, and immediately move and target an enemy. You need to get their attention before the fleet arrives. Anchors then take the fleet to the optimal position for enemy spawns. The fleet keeps the anchor at 2500m, and the anchor flies them in the right direction. Anchors need to sit still to keep the fleet in place, sometimes with full agro. The heavy tank is useful here as well. Good core tank and engineering skills required. Recommend shield resistance compensation skills to 5. Shield Management 5 also recommended.

Drone Bunny (DDD)
The drone bunny (sometimes buddy) flies a fast locking ship with Stasis Webifiers. The fleet will assign you their drones and you will kill all small enemy ships. The DB kills all enemy frigates that are otherwise too hard for the battleships to kill quickly. The skill requirements are fairly low, and this is a good entry level fleet position. Recommend good weapon skills, good navigation skills, Propulsion Jamming 4 for T2 webs and Target Painting 4 / Signature Focusing 4 for target painters.

MTAC-P / MTAC-D
In TCRCs, CONCORD MTACs are used to prevent the Shield Transfer Control Tower from repairing the Sansha battle tower. An MTAC spawns in the CONCORD MTAC Factory when the first ship lands on grid, and every 2 mins after that. A MWD / AB T3 is recommended for picking but a MWD BS can do the job. Fast ships are needed in order to close the 90km gap from the warp in to the tower before the 2nd MTAC spawns. It is easily possible to clear a TCRC without getting the "double drop" when you get there before 2 mins, but it is extra insurance in case something goes wrong. The Picker gets to the MTAC Factory as quickly as possible. It is important to not launch drones or lock / shoot enemies as you can draw fire. When picking you will be out of logistics range for up to 1 minute. It is important not to aggress so that you are not targeted. This is also true for the Dropper. When in position the MTAC Picker will jettison an item from his cargohold in order to produce a jetcan, then open both the can and the MTAC factory and drag the MTAC into the Jetcan. MTACs are 7500m3 and are impossible to fit inside a combat ship. For this reason the dropper will fit a tractor beam. The dropper heads straight to the Shield Transfer Control Tower. Once there, he will wait for the picker to have 3 MTACs in the can. Once the picker tells him the can is full, they will tractor it to themselves and wait for the FC. Once the fleet has cleared the heavy DPS from the field, The FC will call for the droper to drop the first MTAC. The dropper will drop 1 MTAC every 1:50 until the tower is destroyed. The MTACs will keep spawning every two minutes, and the picker must continue to fill cans. The dropper will tractor new cans over and keep the drops going until the tower is destroyed. When the tower drops the Picker and Dropper will both burn back to the anchor to avoid getting stuck on structures when warping out.

Logistic's Commander (LC)
The LC is in charge of the entire Logistics squad and ensures that all Cap transfers are stable and the composition is correct. It is imperative that the LC knows what is going on, because without a stable chain, the logis will all run out of cap, the fleet will not have reps, and the fleet will slowly start to get massacred.

Tagger (TTT)
The tagger must have leadership 5 in order to fill a squad command position. When in a squad command position, you are allowed to assign tags to targets. The DPS Targets are tagged 0 - 9 and Snipers tagged A - H. Triggers are tagged J. Tagging orders vary by site.