Gank Gank Gank

26/01/2009

So here I am at 5 minutes to 10pm on a Saturday night. Location Sendaya, intention Ganking. It’s the Scrapheap Challenge Gank Night 13.

It’s the first time I’ve been on one of these, and I’m not really sure what to expect. All I know is that we are all supposed to be in Drakes (although other BC also allowed), and the idea is to roam through as many lowsec and 0.0 systems as possible killing everything that we find. Basically if you come back with your ship intact you’re doing it wrong.  All I’m hoping for is to survive more than the first 10 minutes of the event. 10pm arrives and there are 111 pilots in fleet with more latecomers to join no doubt. Apparently these things never set off on time.

We’re off and running at 10:25pm. Not too late I suppose. Looking around there are now about 120 ships in fleet. When we land on the first gate the blob of ships on screen looks like a force to be reckoned with.

First Gate

First Gate

On our very first jump we are presented with 5 ships on the other side camping. They must crap themselves when they see 120+ BC jump through the gate at them. The gank fleet quickly disposes of the 3 Battle Cruisers, a cruiser and a Heavy Interdictor. The engagement literally lasts about 10 seconds. Unfortunately I’m not into the run of things yet and forget to switch on my Sensor Boosters which means I fail to even get a lock on any of the ships. On the plus side I have survived the first jump of the gank night, but not everyone has made it.

We make a few more jumps and then we’re in 0.0. It’s on the next jump where we land in a bubble that I realise that I have mistaken fit a Afterburner instead of a MicroWarpdrive and I get left behind. I have to decide if I carry on and risk getting left behind every time we hit a bubble, or go back 3 jumps to buy a MWD. I decide to go back and get a MWD, but the fleet stops for no-one and I get left several jumps behind by the time I have gone back and back out into space. I’m trying to jump and warp as fast as possible to catch up. Fortunately the fleet is stopping at each gate while someone scouts ahead, so I’m only out in 0.0 on my own for 5 or 6 jumps before I catch up. I notice in local that there a few other stragglers too, so I’m not completely alone.

Whenever a fleet member drops connection they are blown away in second, before the FC has a change to shout ‘Don’t shoot!’. So far we have killed more friendlies than anything else. The pace of the fleet is also picking up as the scout gets a few systems ahead. It seems about 20% of the fleet gets left behind as they miss the fleet warp each time we jump into a new system, and we start noticing a bit of lag as we travel through system after system. Not really surprising with 120+ ships jumping at once.

1 v 120 - A Pligrim dies to overwheming odds.

1 v 120 - A Pilgrim dies to overwhelming odds.

Some info come over Team Speak that said a gang of 40+ ships are following up behind us, but the FC decides to carry on regardless. Sounds like they are all small ships. As we move through 0.0 we encounter the odd small group of ships, but it’s mostly quiet until we get blobbed by a large-ish gang of small ships. It is unclear at the time if it is the gang that was reported to us earlier. Normally a gang of BC would have no chance with killing these small ships, but due to our overwhelming numbers we managed to catch quite few of them before we get bored of chasing them and move on.

At about 23:40pm the FC calls a 5 minute break. Up until now we’ve only made a few kills, and I gather from other Gank Night veterans that still being alive this long is pretty unusual. A few jokes are made to the effect that the FC doesn’t know what he is doing if we’re not dead yet. We continue after the break but we are still yet to find any big fights, or die horribly.

We start heading towards Providence with the intention of getting CVA to get a fleet up against us. They are pretty slow to do so as we get several systems inside Providence before there is much activity in their intel channel (we have spies watching). Eventually at about 1am we get what we want, and a large mixed CVA gang appear in AY-24I. Primaries are called but I quickly realise that ships are dyeing before I get lock on them, so I order my overview by distance and lock up everything I can, closest first. It seems others are doing the same as there plenty of ships taking damage that have not been called primary.

Surprisingly I mange to survive longer than most, but eventually succumb (and lose pod) after about 13 minutes. The battle only goes on for another 2 minutes after my death. I’m not going to go through all the kill stats, as you can see the carnage on the Gank Night Killboard for yourself. I personally manage 22 kills.

From start to finish the gank night lasts for 2 hours and 47 minutes. From what I hear from other fleet members the gank going on for this long is virtually unheard of, particularly when about 80% of the original fleet were still there for the final showdown. I feel my first Scrapheap Challenge Gank Night went very well, and I found it most enjoyable. I’ll definitely be keeping an eye out for the next one.

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2 Responses to “Gank Gank Gank”

  1. Very cool article Kaya. I have been a reader of SHC for quite a while and though I wasn’t in a position to join in back then, I always wondered what the Gank Night ops were like. Now I could join in and thanks to your write up I may just see you at the next one.

    Cheers!

  2. Now that is what I call gank 😀

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