Difference between revisions of "Interdictor Tactics"

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Interdictor Operations
 
Interdictor Operations
By Admiral Phobos & Braedan ©2009
+
By Admiral Phobos, Braedan & Miss Granger © 2009
 
   
 
   
  
 
==Introduction==
 
==Introduction==
 +
The dictionary gives the following definition:
  
==Concepts and Strategy==
+
''Interdict - (verb) - "to forbid or prohibit"''
  
===Traps and Guards===
+
This sums up the role of the Interdictor pretty well. The ship class fundamentally exists to prevent ships from warping. However, while this task is certainly the mainstay of their role, it is only one aspect of the ship class, which if used properly can ensure you engage an enemy on your terms.
  
===Small Gang/Large Gang===
+
==Interdictor vs. Heavy Interdictor ==
 +
While the basic concept behind different types of Interdictors may be similar (the prevention of allowing ships to warp or pulling ships out of warp), the way the two classes achieve this is quite different.
  
===Heavy Interdictor vs Interdictor===
+
Starting with the Interdictor, the ship class is based on a Destroyer hull and because of that it suffers from the same flaws as a destroyer, mainly lack of tank. They tend to be much faster than their T1 counterparts are; but they are very thin skinned due to this. Fitting flexibility comes as standard, with the high number of highslots and weapon hardpoints that is typical of the destroyer class. At least one of those highslots should always be filled with an Interdiction Sphere Launcher. This launcher is what gives the Interdictor its ability to prevent another ship warping. The probes that are launched from this ship are static and provide a sphere of 20km radius from the launch point. Depending on the skill of the pilot, it could take up to 2 minutes before being able to launch another if only a single launcher is fitted.
While the basic concept behind different types of Interdictors may be similar (The prevention of allowing ships to warp or pulling ships out of warp), the way of going about it can be quite different.
+
  
First lets start with a basic Interdictor, the Interdictor is based on a Destroyer hull and because of that it suffers from some of the same flaws as a destroyer, mainly lack of tank. Interdictors aren't much more than a flying coffin, they tend to be much faster than their T1 counterparts but they are very thin skinned due to this.  They tend to be flexible with how they are fitted and their variety of highs and weapon hardpoints give the pilot flying one a bit of flexibility in how they are fit. One of those highs at least though will always be an Interdiction Sphere Launcher.  This launcher is what gives the Interdictor its ability to negate a shis ability to warp.  The probes that are launched from this ship are static and provide a sphere of around a 20km Diameter from the launch point and depending on the skill of the pilot, it could take up to 2 minutes before being able to launch another.
+
Heavy Interdictors on the other hand are based on a Cruiser hull. They receive a specific role bonus that allows them to fit the Warp Disruption Field Generator module in a highslot. This module provides a warp disruption sphere of up to a 20km diameter (depending on pilot’s skills) which is mobile around the centre point of the Heavy Interdictor itself. This gives the pilot more flexibility in being able to move the bubble as the engagement progresses, to either catch or further entrap a ship in its area of effect.
  
Heavy Interdictors on the other hand are based on a Cruiser hull.  They can have quite formidable tanks due to their role in preventing Super-capitals from being able to warp.  While Super-caps are immune to EWAR, they are not immune to the Warp Disruption Field generator of a Heavy dictor.  The Warp Disruption field generator on a Heavy Dictor is a high slot module which when activated cycles infinitely until de-activated or the ship runs out of cap.  This module provides a warp disruption sphere of up to a 20km diameter (depending on pilots skills) which is mobile around the center point of the Heavy Dictor itself.  This gives the Heavy Dictor pilot more flexibility in being able to move the bubble as the moment needed to either catch or further entrap a ship in its area of effect.  In addition the Warp Disruption field generator can be equipped with a script. When this script is loaded the generator acts in the same manner as any Warp Disruptor, you need to have a ship targetted and then the disruptor can be focused on that target. The benefit that the Heavy Dictor gets in this regard is that it is an infinite point which cannot be negated by any # of warp core stabilizers and it also is the only warp disruptor which can prevent warping of any Super Capital (Motherships or Titans)
+
In addition, the Warp Disruption Field Generator can be equipped with a script. When loaded, this script causes the module to act in the same manner as any Warp Disruptor, in that you need to have a ship targeted before the disruptor can be focused on that target. The benefit that the Heavy Dictor gets in this regard is that the module applies an “infinite point” which cannot be negated by any number of Warp Core Stabilisers. It is thus the only module that can prevent a super-capital (Motherships or Titans) from warping, and because of this, the ship class can have formidable tanking ability. While super-capitals are immune to EWAR, they are not immune to the Warp Disruption Field Generator of a Heavy Interdictor.
 +
 
 +
Heavy Interdictors also have a range of highslots for fitting typical Cruiser class weapons and thus can add a reasonable amount of DPS to a fleet, however they will typically be fit for cap stability and tank as a priority.
  
 
==Basics of Warp Disruption Probes==
 
==Basics of Warp Disruption Probes==
  
Warp Disruption Probes have both some major similiraties and major differences to Mobile Warp Disruptors.
+
Warp Disruption Probes have both major similarities and major differences to Mobile Warp Disruptors.  
  
We can start with a brief description of what a Warp Disruption Probe is and how it is used.
+
Warp Disruption Probes, similarly to Mobile Warp Disruptors, are used to either pull a ship out of warp or can be launched in order to prevent a ship from warping away. Mobile Warp Disruptors however need to be deployed in space and anchored, which takes a significant amount of time depending on the size of the bubble. Warp Disruption Probes on the other hand can be launched from an Interdiction Sphere Launcher, similar to a scan probe being launched from a recon probe launcher.
First off Warp Disruption Probes, similarly to Mobile Warp Disruptors are used to either pull a ship out of warp or can be launched in order to prevent a ship from warping away. Now while Mobile Warp Disruptors need to be Anchored in space and deployed, which takes a significant amount of time depending on the size of the bubble. Warp Disruption probes can launched by Interdictors from an Interdiction Sphere Launcher, similarly to a recon probe.
+
  
Now what this does is it allows both stealthy deployment of a Warp Disruption bubble or a timely tactical deployment to either prevent warp in an offensive situation or even as a defensive maneuver in order to block a retreat.
+
This allows either stealthy deployment of a Warp Disruption bubble or a timely tactical deployment to either prevent warp in an offensive situation or even as a defensive manoeuvre in order to defend a retreat.
  
Now unlike the Warp Disruption Field generated by a HIC (Heavy Interdictor), the bubble from a Warp Disruption Probe is not mobile, it is stationary at the position of the Interdictor when the probe was launched. The bubble is a standard size (20km diameter) and lasts for a standard amount of time (60 seconds), these two variables cannot be changed via skills. The one thing that can be changed is the rate of fire with which these probes can be deployed. Standard length of time is 2 minutes and that can be reduced to an absolute minimum of 1 minute at Interdictors V.
+
Unlike the Warp Disruption Field generated by a HIC (Heavy Interdictor), the bubble from a Warp Disruption Probe is stationary at the position of the Interdictor when the probe was launched. The bubble is a standard size (20km radius) and lasts for a standard amount of time (120 seconds). These two variables cannot be changed via skills. One attribute that can be changed is the rate of fire with which warp disrupt probes can be deployed. Standard reactivation delay is 108 seconds with Interdictor I; that can be reduced to a minimum of 1 minute at Interdictors V.
  
 
==Bubble Mechanics==
 
==Bubble Mechanics==
Line 34: Line 36:
  
 
[[Bubbles_and_Warping]]
 
[[Bubbles_and_Warping]]
 +
 +
==Concepts and Strategy==
 +
 +
There are a number of strategies that Interdictor class vessels can use to improve a gang's effectiveness. Please note, unless otherwise stated, the strategies are written and worded primarily to reflect use Interdictors rather than HIC, but they can be easily modified to use the HIC in most cases.
 +
 +
One futher comment applies to all the strategies, and indeed combat in general. It is ESSENTIAL to have good recon in surrounding systems, as a bubble trap or camp can just as easily result in the loss of your entire gang as it can result in helping to get some kills.
 +
 +
===The Classic Gate Camp===
 +
Time served and traditional, this strategy utilises Interdictors at their most basic level. Essentially, the ship sits on a gate, as close to the centre of the gate as possible. When a target comes through, or enters system from another gate, he puts the bubble up, thus hopefully preventing the target from reaching the next gate by direct warp.
 +
 +
Please note - following the Quantum Rise patch in late 2008, the stargate structures (especially Inter-Constellation or Inter-Region) are much larger in diameter, and even a perfectly placed Warp Disrupt probe or level V skilled HIC will not encapsulate all ships jumping through the gate into the camp. Thus it is often required to have more than one Interdictor vessel or to use an anchored bubble to cover an entire gate.
 +
 +
===The Drag Bubbler Camp===
 +
This technique is highly effective on pipe systems, or systems where a number of incoming gates align with a single outgoing gate, allowing bubble placement such that a ship warping from any incoming gate will be caught in the outgoing gate. Examples of these systems are Hemin (where both Jorund and Utopia gates align with RMOC, so a bubble placed in front of the RMOC gate will catch ships from both others), and KLY-KO (where 7RM is the camped gate aligning with all 3 incoming).
 +
 +
A prerequisite for this technique is to have scouts in all surrounding systems, who will alert the Interdictor camp that a target is incoming. The Interdictor will be setup in front of the target gate, around 70km off, cloaked and waiting. When the Covops scouts indicate a target is coming into the system, he will decloak, and as soon as local goes up, he will pop a bubble, get out of the bubble, and recloak (unless he is also going to act as tackler). It is however normal to have a heavy tackler sitting on the bubble catch point, e.g. Harpy with Scram, Web and Sensor Booster.
 +
 +
One point of note - while this technique will catch any ship, if you see a Battleship coming into system, move all ships off the catch point of the bubble in case the Battleship is fitted with Smartbombs.
 +
 +
===The Bait to Planet Camp===
 +
In this case, an Interdictor will sit at a planet, while a juicy bait ship sits on a gate and await targets entering a system. Again, Covops scouts in surrounding systems are useful so the fleet do not engage more than they can handle. When the target enters, the bait ship will await until he has been seen, then warp to an aligned tactical or safe toward the planet where the Interdictor awaits, at which time the Interdictor will pop a bubble. Hopefully, the target ship will warp after the target and on arrival find himself either on the edge of a bubble with a tackler engaging him, or inside a bubble (if he went into warp before the bubble was up) with 20km to travel before he can warp.
 +
 +
===The Durka Trap===
 +
Please refer to the following article to find out how to fit a Durka Battleship:
 +
 +
[[LINKAGE????]]
 +
 +
Similar to the Bait to Planet Camp above, a small fleet will sit on a gate to give the appearance of a typical small gate camp. After time, it is normal for hostile Alliances to muster a fleet to destroy a gate camp through sheer numbers, at this time the trap can be sprung. When the large fleet comes in to engage, the small camp all warp off to another gate, where an Interdictor awaits. The Interdictor will pop a bubble at this time. When recon reports the hostile fleet warping to chase, the Durka ships can warp to the bubble, and when the enemies arrive, activate their Smartbombs thus instantly destroying anything smaller than a Battlecruiser.
 +
 +
===Retreat Defence===
 +
This tactic can be used to defend your retreat when being chased by a large fleet of relatively heavy ships. Essentially, the retreating fleet get in front of the Interdictor, who warps to each gate along the route at around 20km and drops a bubble, then powers to the gate and jumps through. This will slow the advance of the chasing fleet, as they will be caught in the bubbles and thus have to slowboat to the gate. The tactic is hence of limited use against Interceptor and nano gangs, as they will often be faster than the Interdictor and be able to power through the bubbles and jump out before the Interdictor arrives at the next gate to drop a bubble.
 +
 +
NB - this tactic is only viable for Interdictors, as HICs cannot deploy a bubble and then leave system.
 +
 +
==Small Gang/Large Gang==
 +
The key difference to the use of Interdictor ships in small and large gangs applies mainly to the Interdictor as opposed to the HIC.
 +
 +
In a small group, the 100 - 200 DPS a short range damage and tank fit Interdictor can deliver may be a significant percentage of the total gang DPS, therefore it is likely the pilot will get involved in combat. In a large gang, this level of DPS will likely not be significant, therefore the Interdictor pilot can concentrate on staying mobile, and staying alive so he may drop further bubbles as the battle develops. Thus, the large gang Interdictor will likely be fitted for speed, perhaps even with two Interdiction Sphere Launchers fitted. The drawback of this fitting is the high CPU requirement for launchers, that will effectively limit the number of speed modules you can fit due to the requirement for CPU upgrade modules.
  
 
==Situation Assessment==
 
==Situation Assessment==
 +
An essential component of flying any Interdictor class ship is recognising when you should deploy a Warp Disrupt Probe, or activate your Warp Disruption Field Generator. Obviously - when in an arranged fleet, with a designated FC, you will be TOLD when to do so, and should not do so unless told. A typical command for this will be "bubble, bubble" or similar, certainly it will be repeated to ensure clarity.
 +
 +
In a less formal "pick-up" gang, or a decentralised gang, it is less clear when a bubble should be deployed. Examples might be:
 +
 +
i) Tackled a Falcon off gate, he targets you back and prepares to jam. You should deploy the bubble only if jammed, by which time your fleet will hopefully be in warp and will thus land right next to you, not at the bubble edge.
 +
ii) Unknown ship enters through the gate you are sitting on, no scout on the other side. Clearly in this situation you should not deploy a bubble, as you don't know what backup the new pilot has awaiting to come into system and smash your fleet.
 +
iii) Known ship enters system through gate, scout on the other side. This scenario requires some though, mainly to do with the size of the gate. If it is a large gate, you are better awaiting until the target decloaks, if he is within 20km of you, drop the bubble. If not, but he is close to 20km and slow to align, then approach with MWD and pop a bubble. If he decloaks e.g. 40-50km from you there is little point in wasting a warp disrupt probe, though of course a HIC can try and catch him as the only cost is the associated Capacitor usage.
 +
 +
There are of course endless scenarios that can be debated ad infinitum, these are just a few basic examples.
  
 
==Bookmarks==
 
==Bookmarks==
 +
An Interdictor /HIC pilot will have many aligned bookmarks around his home and nearby systems, with many "pairs" to allow quick repositioning. An example:
 +
 +
|o> RMO %<Jor,Uto> @100,f <o|
 +
|o> RMO %<Jor,Uto> @ 70,b <o|
 +
 +
This identifies a typical bookmark pair, with the first point being a bubble deployment spot 100km in from of the gate, the second being 70km behind. The 70km BM has a space after the "@" so it sorts properly in numerical order. Having the pair is useful, as it means if you are at the location at the front of the gate, you can "warp to 100km" to the location behind the gate and land directly on the gate, and vice versa but "warp to 70km". It is not normal to place an Interdictor or HIC bubble any more than 70km behind a gate, as a target ship who "warps to 100km" from the gate will not be pulled into the bubble.
 +
 +
It is also useful to have a third bookmark nearby (e.g. 5,000km) which you can warp to form the gate and quickly reposition at a catch point, or just warp to in order to escape an overpowering opposing force.
 +
 +
Obviously bookmarks will not be restricted to only gates, indeed any celestial is ripe for the picking for a keen Interdictor pilot. It is therefore easy to see how a pilot may build a library of hundreds of bookmarks given that there are (N-1)! combinations of alignments in a given system, where N is the number of celestials considered.
  
 
==Communication==
 
==Communication==
 +
One of the most important skills a good Interdictor pilot must develop is good communications. There is not much worse as an FC than having your fleet of heavies warp to a gate, only to find themselves caught in a friendly bubble 100km in front of the gate that was not called, when a large HAC and Recon gang are in hot pursuit! A typical report would be:
 +
 +
"<Pilot Name>: Bubble up! Bubble up 100 in front of Utopia gate aligned with GLS station"
 +
 +
or
 +
 +
"<Pilot Name>: Bubble up! Bubble up on KLY-CO gate in X-7, Absolution on X-7 gate in KLY-CO, now coming through"
  
 
==TAMS==
 
==TAMS==
 +
<to be updated>
  
 
==Summary==
 
==Summary==
 +
All in all, the Interdictor and Heavy Interdictor Cruiser are hugely useful additions to any fleet, be it a 4 man roaming gang, a gate camp, or a 40 man battleship gank squad looking for a big fight. However, while they can certainly cause a headache for your enemy, without careful application and intelligent use they can be turned against your own fleet, easily leading to heavy losses that would have been avoided had the ship not been present.
 +
 +
The key skills you need to fly them effectively are sharp situational awareness, good communications skills, and patience. As the saying goes, "If you put up a bubble, they will come."
  
  
 
[[Category:Agony]]
 
[[Category:Agony]]

Revision as of 15:55, 27 February 2009

Interdictor Operations By Admiral Phobos, Braedan & Miss Granger © 2009


Introduction

The dictionary gives the following definition:

Interdict - (verb) - "to forbid or prohibit"

This sums up the role of the Interdictor pretty well. The ship class fundamentally exists to prevent ships from warping. However, while this task is certainly the mainstay of their role, it is only one aspect of the ship class, which if used properly can ensure you engage an enemy on your terms.

Interdictor vs. Heavy Interdictor

While the basic concept behind different types of Interdictors may be similar (the prevention of allowing ships to warp or pulling ships out of warp), the way the two classes achieve this is quite different.

Starting with the Interdictor, the ship class is based on a Destroyer hull and because of that it suffers from the same flaws as a destroyer, mainly lack of tank. They tend to be much faster than their T1 counterparts are; but they are very thin skinned due to this. Fitting flexibility comes as standard, with the high number of highslots and weapon hardpoints that is typical of the destroyer class. At least one of those highslots should always be filled with an Interdiction Sphere Launcher. This launcher is what gives the Interdictor its ability to prevent another ship warping. The probes that are launched from this ship are static and provide a sphere of 20km radius from the launch point. Depending on the skill of the pilot, it could take up to 2 minutes before being able to launch another if only a single launcher is fitted.

Heavy Interdictors on the other hand are based on a Cruiser hull. They receive a specific role bonus that allows them to fit the Warp Disruption Field Generator module in a highslot. This module provides a warp disruption sphere of up to a 20km diameter (depending on pilot’s skills) which is mobile around the centre point of the Heavy Interdictor itself. This gives the pilot more flexibility in being able to move the bubble as the engagement progresses, to either catch or further entrap a ship in its area of effect.

In addition, the Warp Disruption Field Generator can be equipped with a script. When loaded, this script causes the module to act in the same manner as any Warp Disruptor, in that you need to have a ship targeted before the disruptor can be focused on that target. The benefit that the Heavy Dictor gets in this regard is that the module applies an “infinite point” which cannot be negated by any number of Warp Core Stabilisers. It is thus the only module that can prevent a super-capital (Motherships or Titans) from warping, and because of this, the ship class can have formidable tanking ability. While super-capitals are immune to EWAR, they are not immune to the Warp Disruption Field Generator of a Heavy Interdictor.

Heavy Interdictors also have a range of highslots for fitting typical Cruiser class weapons and thus can add a reasonable amount of DPS to a fleet, however they will typically be fit for cap stability and tank as a priority.

Basics of Warp Disruption Probes

Warp Disruption Probes have both major similarities and major differences to Mobile Warp Disruptors.

Warp Disruption Probes, similarly to Mobile Warp Disruptors, are used to either pull a ship out of warp or can be launched in order to prevent a ship from warping away. Mobile Warp Disruptors however need to be deployed in space and anchored, which takes a significant amount of time depending on the size of the bubble. Warp Disruption Probes on the other hand can be launched from an Interdiction Sphere Launcher, similar to a scan probe being launched from a recon probe launcher.

This allows either stealthy deployment of a Warp Disruption bubble or a timely tactical deployment to either prevent warp in an offensive situation or even as a defensive manoeuvre in order to defend a retreat.

Unlike the Warp Disruption Field generated by a HIC (Heavy Interdictor), the bubble from a Warp Disruption Probe is stationary at the position of the Interdictor when the probe was launched. The bubble is a standard size (20km radius) and lasts for a standard amount of time (120 seconds). These two variables cannot be changed via skills. One attribute that can be changed is the rate of fire with which warp disrupt probes can be deployed. Standard reactivation delay is 108 seconds with Interdictor I; that can be reduced to a minimum of 1 minute at Interdictors V.

Bubble Mechanics

An excellent article explaining bubble mechanics already exists; please follow this link:

Bubbles_and_Warping

Concepts and Strategy

There are a number of strategies that Interdictor class vessels can use to improve a gang's effectiveness. Please note, unless otherwise stated, the strategies are written and worded primarily to reflect use Interdictors rather than HIC, but they can be easily modified to use the HIC in most cases.

One futher comment applies to all the strategies, and indeed combat in general. It is ESSENTIAL to have good recon in surrounding systems, as a bubble trap or camp can just as easily result in the loss of your entire gang as it can result in helping to get some kills.

The Classic Gate Camp

Time served and traditional, this strategy utilises Interdictors at their most basic level. Essentially, the ship sits on a gate, as close to the centre of the gate as possible. When a target comes through, or enters system from another gate, he puts the bubble up, thus hopefully preventing the target from reaching the next gate by direct warp.

Please note - following the Quantum Rise patch in late 2008, the stargate structures (especially Inter-Constellation or Inter-Region) are much larger in diameter, and even a perfectly placed Warp Disrupt probe or level V skilled HIC will not encapsulate all ships jumping through the gate into the camp. Thus it is often required to have more than one Interdictor vessel or to use an anchored bubble to cover an entire gate.

The Drag Bubbler Camp

This technique is highly effective on pipe systems, or systems where a number of incoming gates align with a single outgoing gate, allowing bubble placement such that a ship warping from any incoming gate will be caught in the outgoing gate. Examples of these systems are Hemin (where both Jorund and Utopia gates align with RMOC, so a bubble placed in front of the RMOC gate will catch ships from both others), and KLY-KO (where 7RM is the camped gate aligning with all 3 incoming).

A prerequisite for this technique is to have scouts in all surrounding systems, who will alert the Interdictor camp that a target is incoming. The Interdictor will be setup in front of the target gate, around 70km off, cloaked and waiting. When the Covops scouts indicate a target is coming into the system, he will decloak, and as soon as local goes up, he will pop a bubble, get out of the bubble, and recloak (unless he is also going to act as tackler). It is however normal to have a heavy tackler sitting on the bubble catch point, e.g. Harpy with Scram, Web and Sensor Booster.

One point of note - while this technique will catch any ship, if you see a Battleship coming into system, move all ships off the catch point of the bubble in case the Battleship is fitted with Smartbombs.

The Bait to Planet Camp

In this case, an Interdictor will sit at a planet, while a juicy bait ship sits on a gate and await targets entering a system. Again, Covops scouts in surrounding systems are useful so the fleet do not engage more than they can handle. When the target enters, the bait ship will await until he has been seen, then warp to an aligned tactical or safe toward the planet where the Interdictor awaits, at which time the Interdictor will pop a bubble. Hopefully, the target ship will warp after the target and on arrival find himself either on the edge of a bubble with a tackler engaging him, or inside a bubble (if he went into warp before the bubble was up) with 20km to travel before he can warp.

The Durka Trap

Please refer to the following article to find out how to fit a Durka Battleship:

LINKAGE????

Similar to the Bait to Planet Camp above, a small fleet will sit on a gate to give the appearance of a typical small gate camp. After time, it is normal for hostile Alliances to muster a fleet to destroy a gate camp through sheer numbers, at this time the trap can be sprung. When the large fleet comes in to engage, the small camp all warp off to another gate, where an Interdictor awaits. The Interdictor will pop a bubble at this time. When recon reports the hostile fleet warping to chase, the Durka ships can warp to the bubble, and when the enemies arrive, activate their Smartbombs thus instantly destroying anything smaller than a Battlecruiser.

Retreat Defence

This tactic can be used to defend your retreat when being chased by a large fleet of relatively heavy ships. Essentially, the retreating fleet get in front of the Interdictor, who warps to each gate along the route at around 20km and drops a bubble, then powers to the gate and jumps through. This will slow the advance of the chasing fleet, as they will be caught in the bubbles and thus have to slowboat to the gate. The tactic is hence of limited use against Interceptor and nano gangs, as they will often be faster than the Interdictor and be able to power through the bubbles and jump out before the Interdictor arrives at the next gate to drop a bubble.

NB - this tactic is only viable for Interdictors, as HICs cannot deploy a bubble and then leave system.

Small Gang/Large Gang

The key difference to the use of Interdictor ships in small and large gangs applies mainly to the Interdictor as opposed to the HIC.

In a small group, the 100 - 200 DPS a short range damage and tank fit Interdictor can deliver may be a significant percentage of the total gang DPS, therefore it is likely the pilot will get involved in combat. In a large gang, this level of DPS will likely not be significant, therefore the Interdictor pilot can concentrate on staying mobile, and staying alive so he may drop further bubbles as the battle develops. Thus, the large gang Interdictor will likely be fitted for speed, perhaps even with two Interdiction Sphere Launchers fitted. The drawback of this fitting is the high CPU requirement for launchers, that will effectively limit the number of speed modules you can fit due to the requirement for CPU upgrade modules.

Situation Assessment

An essential component of flying any Interdictor class ship is recognising when you should deploy a Warp Disrupt Probe, or activate your Warp Disruption Field Generator. Obviously - when in an arranged fleet, with a designated FC, you will be TOLD when to do so, and should not do so unless told. A typical command for this will be "bubble, bubble" or similar, certainly it will be repeated to ensure clarity.

In a less formal "pick-up" gang, or a decentralised gang, it is less clear when a bubble should be deployed. Examples might be:

i) Tackled a Falcon off gate, he targets you back and prepares to jam. You should deploy the bubble only if jammed, by which time your fleet will hopefully be in warp and will thus land right next to you, not at the bubble edge. ii) Unknown ship enters through the gate you are sitting on, no scout on the other side. Clearly in this situation you should not deploy a bubble, as you don't know what backup the new pilot has awaiting to come into system and smash your fleet. iii) Known ship enters system through gate, scout on the other side. This scenario requires some though, mainly to do with the size of the gate. If it is a large gate, you are better awaiting until the target decloaks, if he is within 20km of you, drop the bubble. If not, but he is close to 20km and slow to align, then approach with MWD and pop a bubble. If he decloaks e.g. 40-50km from you there is little point in wasting a warp disrupt probe, though of course a HIC can try and catch him as the only cost is the associated Capacitor usage.

There are of course endless scenarios that can be debated ad infinitum, these are just a few basic examples.

Bookmarks

An Interdictor /HIC pilot will have many aligned bookmarks around his home and nearby systems, with many "pairs" to allow quick repositioning. An example:

|o> RMO %<Jor,Uto> @100,f <o| |o> RMO %<Jor,Uto> @ 70,b <o|

This identifies a typical bookmark pair, with the first point being a bubble deployment spot 100km in from of the gate, the second being 70km behind. The 70km BM has a space after the "@" so it sorts properly in numerical order. Having the pair is useful, as it means if you are at the location at the front of the gate, you can "warp to 100km" to the location behind the gate and land directly on the gate, and vice versa but "warp to 70km". It is not normal to place an Interdictor or HIC bubble any more than 70km behind a gate, as a target ship who "warps to 100km" from the gate will not be pulled into the bubble.

It is also useful to have a third bookmark nearby (e.g. 5,000km) which you can warp to form the gate and quickly reposition at a catch point, or just warp to in order to escape an overpowering opposing force.

Obviously bookmarks will not be restricted to only gates, indeed any celestial is ripe for the picking for a keen Interdictor pilot. It is therefore easy to see how a pilot may build a library of hundreds of bookmarks given that there are (N-1)! combinations of alignments in a given system, where N is the number of celestials considered.

Communication

One of the most important skills a good Interdictor pilot must develop is good communications. There is not much worse as an FC than having your fleet of heavies warp to a gate, only to find themselves caught in a friendly bubble 100km in front of the gate that was not called, when a large HAC and Recon gang are in hot pursuit! A typical report would be:

"<Pilot Name>: Bubble up! Bubble up 100 in front of Utopia gate aligned with GLS station"

or

"<Pilot Name>: Bubble up! Bubble up on KLY-CO gate in X-7, Absolution on X-7 gate in KLY-CO, now coming through"

TAMS

<to be updated>

Summary

All in all, the Interdictor and Heavy Interdictor Cruiser are hugely useful additions to any fleet, be it a 4 man roaming gang, a gate camp, or a 40 man battleship gank squad looking for a big fight. However, while they can certainly cause a headache for your enemy, without careful application and intelligent use they can be turned against your own fleet, easily leading to heavy losses that would have been avoided had the ship not been present.

The key skills you need to fly them effectively are sharp situational awareness, good communications skills, and patience. As the saying goes, "If you put up a bubble, they will come."