Blockade running - tips from pirates and blockaders?

What are your favourite blockade running ships and loadouts? Pirates and blockaders, what are the most effective tactics against you?


The recent smuggling Community Goal in Epsilon Indi has got me playing with blockade runner loadouts. Since CGs do get blockaded, traders and smugglers operating in these systems need to ensure they have defences against their attackers, who have developed effective 'high-alpha' tactics. Yet many pilots, especially in less expensive ships, do not seem to have put much effort into counter-tactics (other than switching to Solo mode or pulling the plug). Instead, they prefer to outfit their craft for a maximum of hauling capacity, putting their entire investment at risk.

Having been on all sides of the equation -- blockader, pirate and smuggler -- here are my thoughts on blockade running ships.

The most important characteristics are:
1. Evasiveness - speed and manoeuvrability keep your ship out of their sights and let you outpace them.
2. Strength - shields and armour absorb their blows while your frameshift drive loads.
3. Cargo - a good blockade runner must still carry enough goods to make it worthwhile.
4. Range - it is more profitable to make the trip in as few jumps as possible

The ideal blockade runner can avoid damage, carry decent amounts of cargo, and ideally low-wake away, or at least high-wake. Given that your attackers have hyper-specialised their craft for combat, it's generally not worth trying to fight back.

Here are some of my favourite blockade running ships with loadouts, focusing on smaller ships.

Cobra MkIII (loadout). The classic blockade runner. When you drop out of supercruise, activate silent running, drop a heat sink, and boost past your attacker and away. You will be an unresolved blip 1.5 kilometers away before they even turn around and locate you. Never bother with shields, despite the flimsy hull. This build runs very cool. The only disadvantage is the modest cargo capability.

Evasiveness: 5/5
Strength: 1/5
Cargo: 2/5
Range: 3/5


Keelback (loadout). I include this unpopular ship because your attackers are humiliated when you get away. The low cargo space means it's only appropriate for rare goods community goals. The decent-sized power plant means you can operate an OK shield with two 3A shield cell banks operating in tandem, but the weak drives mean you are a sitting duck.

Evasiveness: 1/5
Strength: 2/5
Cargo: 1/5
Range: 3/5


Type-6 (loadout). The T6 is a surprisingly tough little ship when you put a bit of effort into it. It is maneuverable and fast enough to avoid fire in the hands of a good pilot. At the cost of a few cargo spaces, you get some shield and armour - size 3 shields are inadequate, so spent the cargo space on size 4 ones. The ship is held back by its small power plant.

Evasiveness: 4/5
Strength: 2/5
Cargo: 4/5
Range: 3/5


Asp Explorer (loadout). The AspE is a decent overall blockade runner - the real standout strength is the range, but the cargo space and shield/hull strength are good too. In this configuration, it can also fire 8 torpedoes - expensive, but if you are lucky enough to come up against an unshielded FAS or FdL, that might be enough to cripple or even kill them.

Evasiveness: 3/5
Strength: 3/5
Cargo: 4/5
Range: 5/5


Type-9 (loadout). An experiment! I've never had the credits for this - would it work? Heavy shields and 2x 4A shield cell banks give it defensive strength, but with the terrible manoeuvrability, could it survive being jumped by more than one ship?

Evasiveness: 0/5
Strength: 4/5
Cargo: 5/5
Range: 1/5
 
Last edited:

Majinvash

Banned
Hi

Only 2 things to consider really.

Speed and shielded masslock.

If you go speed, you can happily blockade run a CG in a stripped down Cobra or Clipper ( Don't forget mirrored hull )

Most pirates or even gank squads will avoid grabbing these two ships, because 9 times out of 10 its 3km out before you can even bring guns to bear.

Or

Just be the biggest fish there.
Cutter is the best runner because it can low wake out of anything but another Cutter.
If its running decent shields you wont need need to pop a cell, because nothing will get it down in the 10 seconds you have from submit to low wake.

Majinvash
The Voice of Open
 
I would go for a Clipper. Best price/cargo ratio.
A Cutter is fine too but
A) it's super expensive and
B) it draws too much attention
I was once interdicted by another Cmdr in Cutter and got away with 40% off hull high waking (I admit I had a light trade Cutter outfit to optimize jump range, no weapons, weakest shield, so it went down fast...the thrill of open [wacky]).
 
Hi

Only 2 things to consider really.

Speed and shielded masslock.

If you go speed, you can happily blockade run a CG in a stripped down Cobra or Clipper ( Don't forget mirrored hull )

Most pirates or even gank squads will avoid grabbing these two ships, because 9 times out of 10 its 3km out before you can even bring guns to bear.

Or

Just be the biggest fish there.
Cutter is the best runner because it can low wake out of anything but another Cutter.
If its running decent shields you wont need need to pop a cell, because nothing will get it down in the 10 seconds you have from submit to low wake.

Majinvash
The Voice of Open

Actually find myself agreeing with the 'voice of the Code',

Some damn good advice there and one of them (Clipper) is what i use.


Yea gods i'll be repping you next Maj........... ;)
 
Don't forget the Orca…

Exactly what I'm using for this right now!
Unarmed, lightweight, but A-fitted for pure speed & strong shields.
Hauling 128tons @ 436m/s.

And it's a beauty too, Black Friday paintjob.

Hmmmm, compared Price for Price, Module for Module, Weapon for Weapon, speed for speed, beauty for beauty, the Clipper is better, better looking, faster (Or as fast, depending on module loadout) , carries more AND is half the price??

Yes i'll forget the Orca.

The Orca has ONE advantage though over the clipper, it has a better Explosion ;) (Killed enough Wedding Barges to know that for sure!)
 

Philip Coutts

Volunteer Moderator
Cobra mkiii or Clipper for me. Nice and fast decent cargo space and also decent weapons if you do decide to fight.
 
With a rail gun build FDL exceeding 400 on boost then it is hard to run if the blockader is only wanting to kill. Not impossible granted but don't think a trade outfit Clipper is guaranteed to escape as some FDL builds are also mighty quick and 5 rail guns kill mighty quick.
 
A sidewinder can be the perfect CG blockade runner. Uninteresting for pirates as the cargo space is almost nonexistent. Uninteresting for killers because it's a throwaway ship - this only works if the CMDR using the Sidewinder is not an obvious noob.
A throwaway ship capable of hauling enough cargo to reach "top" 70% within a short period of time. The credits invested, even with a few ship destructions, is low while the reward is huge (compared to the credits and time invested).


And the best ship is the one that doesn't get interdicted at all ;)
 

Philip Coutts

Volunteer Moderator
The Orca is supposed to be a passenger ship, although with no passengers, it gets used for other stuff!

As for tips. Don't fly straight to the station, take a more circuitous route. Generally pirates will wait in a straight line from the star to the station.
 

Majinvash

Banned
The Orca is supposed to be a passenger ship, although with no passengers, it gets used for other stuff!

As for tips. Don't fly straight to the station, take a more circuitous route. Generally pirates will wait in a straight line from the star to the station.

Pirates sit looking at the star and wait for something to drop in and follow it from there.

Majinvash
The Voice of Open
 
With a rail gun build FDL exceeding 400 on boost then it is hard to run if the blockader is only wanting to kill. Not impossible granted but don't think a trade outfit Clipper is guaranteed to escape as some FDL builds are also mighty quick and 5 rail guns kill mighty quick.

Nothing is Guaranteed in this game, but i'd back a fleeing Clipper against a 5 Railgun FDL!...

For a start, if the Clipper submits the FDL has 10 secs to kill the target. If the clipper has good shileds and gets in an Insta boost after interdiction, then i'd say the FDL would have 2 shots at Clipper before the clipper jumps. First volley would likely take shields down, granted, but second volly would be at a distance of over 2 clicks away so guaranteeing all 5 rail shots will hit is unlikely.

If clipper pilot is good he won't flea in a straight line and will have FA off.

3rd Volley, may be possible but again it would be done at a distance of perhaps 2.5 to 3 km away, even more unlikely 5 rails will hit!

If Clipper pilot is good after losing shields he will go silent run and targeting for FDL then would be VERY hard so 2nd and 3rd volley might not even hit. 4th volley will not happen as Clipper is away.

Of course this is all IMHO, and from Experience of blockade running by me in my clipper, i lose shields yes, but i go silent and get out of it. However not sure i have come up against a 5 rail FDL before.

Of course if the Clipper pilot does not have his/her wits about them, then likely they will see the insurance screen. i suppose it depends also on loadouts on both sides.

Wanna give it a go? Your FDL v my Clipper? If you don't kill me first interdiction, i get to interdict you and kill you ;)

Fly Safe
 
Back
Top Bottom