This is a relatively simple but at the same time very complex doctrine to fly and fly well.
The pros of this doctrine:
Speed & versatility is critical - (2.9K m/s base, 4.1K m/s with heat - bring drugs and lots of paste)
Shield Tanked, 2 LSE and Cruiser logi by default
2 utility high slots - can be used for neuts or nos, or missiles
main / core archetype has missiles in utility high slots
those wishing to use the utility will balance the ewar and have neuts in the high slots - look for at least 2 scrams, webs, damps, tracks and missile guidance - assuming this configuration, there will be 20 neuts in fleet.
decent damage projection into falloff
MWD is essential in this roam, minimum warp speed of 4.8au/s, please also bring sufficient amounts of ammo and ranges.
Critical mass ~15+ Aim for 20+ - anything more, and you can add additional support ships and logi as required.
Multiple Dictors & Booshers, and Logi is not mandatory - however they open up engagement opportunities.
After selecting scouts, aim for balanced EWAR, and harmonise with the following support ships:
hunting for targets, acting as scout for the fleet
combat prober specialised in combat probing with ability to warp the fleet as required
fitted with a cloak and a bubble
heavy tackle - fitted with a scram and a good tank - specialised role
MJD fit, with optional offline reps and bots
specialised role, but is optional as EWAR is significant within this fleet
dedicated cruiser logi, rep bots only - with warp speed rigs