Breaking the gate camp
A planned gang went out from X-7 the other evening. We were ready for combat, as usual, and flying a heavy hitting gang. Our goal was to break a gatecamp, something prevalent in 0.0. The strategy is to place a bubble on the gate in 0.0 to catch ships trying to go in and out of a choke point. Our particular target was the camped Torrinos gate in EC-P8R. Over twenty cruisers in an eclectic gang met up and headed out on a path of wanton destruction.
It was an uneventful trip for the first hour or so as we prepared for the engagement. We had a scout on one side of the gate, to check for traps, and a scout on the 0.0 side to keep intelcurrent and up to date. Our bait was a heavily tanked cruiser and a couple of prayers. He did not think he would hold up long enough for our fleet to jump into system and warp to him, but we had faith. After all, we had a few things working for us during this particular encounter. We had excellent intelligence provided by two scouts. We had the element of surprise. We also had a psychological weapon, which would be provided by the local channel climbing by twenty ships (in an unknown fleet makeup to the hostile campers). We also had plenty of experience in this sort of engagement.
Our bait went through, warped, and became engaged. As soon as he was targeted, our fleet moved in for the kill. We jumped into system and were greeted with a hearty hello from our enemy. As we began our warp to their camp, they realized the nature of their predicament. Our scout and our bait reported the enemy was already pulling in drones and high tailing it for the gate. We arrived on their bubble just in time to catch a Blackbird, Phobos, and Megathron still making their way towards the gate. We engaged and began taking down the stranded ships as their comrades fled and left them to their doom. We heavily damaged the Phobos and Megathron before they escaped, the 70 AU warp having given them enough time to run, but the Blackbird was not as lucky. He popped. What was left were plenty of abandoned drones, leftover wrecks, a large mobile warp disruptor, and a happy local channel.
Apparently the blockade had been a constant strain on the traders and pilots in the system. They were offering us praise and thanks as we went through. We did not stick around for too long, we were not in the position to hold the gate nor did we want to. So off we went again to rearm and refit. Such a beautiful life to live in 0.0.

Enjoyable read–brings back memories of the roaming and gate camps we used to do back when I was in the Sex Panthers alliance. Fun stuff. I guess 0.0 offers a lot more opportunities for this kind of thing than low sec? Seems just as difficult to get folks to engage and have a decent fight, though.
Well, guys, clearing the Torrinos gate could be a fulltime job. Always good fun to be had there.
Kath
Clearing the Torrinos gate could certainly be a full time job. Anyone paying?
As for your question Mynxee, yes, it is more prevalant in 0.0 than in lowsec for various reasons. However, most of the camps will be along “pipe chokepoints.” This is a spot where lowsec enters a region of 0.0 through one gate (Torrinos for example).
As a trial member, I went to the eve gate and got popped on my way BACK. There is not a whole lot to see except for the gate, as well as a couple things that a noob cannot do. Anyways, why would they camp a gate that went FROM lowsec into more lowsec? btw, the journey is a “pipe” path as you say.
Gate camping is done anywhere, any time. It could be that they noticed a fair amount of traffic and no high-sec anti-pirate gangs. It could be because they were waiting for someone else. Regardless, you came, they saw, they conquered. You asked how to avoid such traps and the same rules apply, minus the bubble. However, you will be warp scrambled by a heavily sensor boosted BC/BS since they need to tank sentry guns in low-sec. That being said, never go through gates in an expensive, slow aligning, or huge vessel without a scout. In general, you can make it through low-sec camps in a Frigate or smaller.
I can’t really get into the thick of things since my wife and I are planning to hike but know your alignment time, understand that you have 30 seconds to make a decision to go to the gate or try to warp out before you decloak, assume at least one of the campers has a 24km point, try to time your warp so you have the maximum distance between you and your tackler, and if you think you can make it (one pirate on the gate and other possibly warping in but not there yet) decloak and make a break for it before your timer is up. You’ll get used to trying, but sometimes you just can’t make it out.
Also, check our proper setups on Battleclinic and Scrapheap Challenge. Since you’re a trial player, understand that low-sec is, essentially, a free for all. Pirates, anti-pirates, and PvP awaits you whether you like it or not. I suggest learning to fly in high-sec and joining a corp willing to teach you. At the very least know how to fly and how to fit your ship before you become a killmail on a forum