Just me, or do the gravity well effects seem...underwhelming?

By xanderf, in Star Wars: Armada

Not sure how FFG *could* have implemented the Inderdictor's abilities to tie better into the game, aside from the side employing one always getting to choose the objective (and somehow finding a way to balance that), but speaking specifically to the cards we got...

swm16_g-8_experimental_projector.pngswm16_g7_x_grav_well_projector.png

...I dunno. Granted, my experience with the game is limited, but on the face of it, these just don't seem...very compelling. Thinking about that episode of 'Rebels' with the Interdictor in it, and....nah, neither of these really work for me to capture the feel of that episode.

Am I missing something? Or did FFG just play it super safe with these upgrades?

Before this debate kicks off, I should just point out that we haven't seen two of the available Experimental Retrofit upgrades. They might be saving the really exciting ones for a later release. But I personally think these are both excellent upgrades.

What is the issue you are having?

Like many upgrades when they first come out people either think they are useless or overpowered but in the end people always find clever ways around them or how to use them.

Much of this game is movement and position and if you can mess with that it can cripple an opponents strategy and both of these do that in spades.

These are already super exciting to me. Think about how you can control your opponents deployment for fast ships! You can also use this on your own ships with someone like Ozzel.

Well, the Interdictor is meant to be a way of controlling the battlefield. In canon, it's meant to pull ships out of Hyperspace, thereby forcing a (often one-sided) battle. Can't really do that in a game where the battle is already happening. This is probably the best they could come up with that kinda matches the theme of the ship.

I think the G7 will have major impacts on missions and deployments, well worth its measly 2 point cost!

Grav Well is pretty awsome.

It slays with Yellow Objective. Maybe Fleet Ambush just got good again. They can no longer break out instantly but concevibly a couple of ships or more will be at speed 0 and will be forced to eat your first activation of Red dice or Demolisher (no defense tokens). If you deploy debris correctly and block off their side of the kill box, because they can't overlap debris during deployment, they should be in range. Grav Well improves Fire Lanes and especially Contested Outpost.

Intel Sweep is much better makes stealing a token a bit harder. It doesn't do to much for Red Objectives but Red ones are usally the most punishing/point blowout anyway.

G8 is also pretty good because it can go to 0. It makes Tractor Beam focusing more viable. Especially with Slicer Tools.

Edited by Trizzo2

X7-X is way under costed

Never pick minefields if your opponent has this upgrade

Consider that if you have both types deployed (two ships, whatever) then not only can you reduce a significant percentage of an enemy force to enter at speed zero, you can also attempt to keep one at speed zero. Dead in space with attackers in its blind spot.

I can potentially see Interdictor/bomber core builds?

The G7 will be HUGE in conjunction with VSD's especially. Deployment is so critical to those guys, dictating it will be a big deal.

If the Rebels get an interdictor, it will be awesome for MC30 fleets too for the same reason.

Grav Well is pretty awsome.

It slays with Yellow Objective. Maybe Fleet Ambush just got good again. They can no longer break out instantly but concevibly a couple of ships or more will be at speed 0 and will be forced to eat your first activation or Red dice or Demo. Grav Well improves Fire Lanes and especially Contested Outpost.

Intel Sweep is much better makes stealing a token a bit harder. It doesn't do to much for Red Objectives but Red ones are usally the most punishing.

I think this is the key. Grav wells coupled with your objectives. Gives you a reason to want to go second, if you have a plan for each of your objectives, or at least each of the ones that aren't the ones that your opponent REALLY doesn't want to take.

If it helps, there appears to be an upgrade that allows you to move obstacles around at the start of the game. The shenanigans that makes possible are absurd in the extreme, especially with Minefields and Contested Outpost.

How about multiple g7! Drop like three tokens and see a whole enemy fleet start at zero ;)

How about multiple g7! Drop like three tokens and see a whole enemy fleet start at zero ;)

Yeah, but then you're rolling with 3 Interdictors and not much else.

Edited by Ardaedhel

Oh by God I'll try it :)

Complaining all F'ing ready...

:rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes:

Three interdictions and demolisher.

"Oh...your whole fleet is sitting perfectly still? :). "

The Interdictor title plus the G8s could be huge. You would get to slow 2 ships down by speed 1 temporarily per turn, and to a minimum of zero. Pair that with Tractor Beams on something else, and you could potentially hold 1 if not 2 enemy ships dead in the water square in the front arcs of your other ships.

Also, if you zoom in closely on the other experimental retrofits that weren't spoiled, one starts with Targeting in the name and seems to be a defensive buff for your other ships defending at close range. Tired of taking MC30 or Demolished black dice to the face? Just escort your twin ISDs with an Interdictor that buffs your close range defense. And based on the upgrade cards, it looks like it will be great for anti-squadron support, too.

I am not an imperial player, but the tactical possibilities the Interdictor will introduce are making me consider very carefully switching sides.

Also Interdictor appears to have Offensive Retro therefore it can carry Tractor Beams as well as G8. This makes focusing much for efficent with 2 procs on 1 ship.

edit- it's just will end of manouver, my bad, still good though

Edited by Trizzo2

The Interdictor title plus the G8s could be huge. You would get to slow 2 ships down by speed 1 temporarily per turn, and to a minimum of zero. Pair that with Tractor Beams on something else, and you could potentially hold 1 if not 2 enemy ships dead in the water square in the front arcs of your other ships.

Also, if you zoom in closely on the other experimental retrofits that weren't spoiled, one starts with Targeting in the name and seems to be a defensive buff for your other ships defending at close range. Tired of taking MC30 or Demolished black dice to the face? Just escort your twin ISDs with an Interdictor that buffs your close range defense. And based on the upgrade cards, it looks like it will be great for anti-squadron support, too.

I am not an imperial player, but the tactical possibilities the Interdictor will introduce are making me consider very carefully switching sides.

Yeah, I have a post on page 4ish of the Wave 4 thread fleshing out what I think it looks like that upgrade says. I'm pretty stoked about that one.

The G7 will be HUGE in conjunction with VSD's especially. Deployment is so critical to those guys, dictating it will be a big deal.

If the Rebels get an interdictor, it will be awesome for MC30 fleets too for the same reason.

Maybe I'm just bitter, but I'd love it if Interdiction stayed Imperial-only...unless Imperials get a catch-up ship so that Rebels don't inexplicably have more ship types for no particularly good reason :P

The Interdictor title plus the G8s could be huge. You would get to slow 2 ships down by speed 1 temporarily per turn, and to a minimum of zero. Pair that with Tractor Beams on something else, and you could potentially hold 1 if not 2 enemy ships dead in the water square in the front arcs of your other ships.

Also, if you zoom in closely on the other experimental retrofits that weren't spoiled, one starts with Targeting in the name and seems to be a defensive buff for your other ships defending at close range. Tired of taking MC30 or Demolished black dice to the face? Just escort your twin ISDs with an Interdictor that buffs your close range defense. And based on the upgrade cards, it looks like it will be great for anti-squadron support, too.

I am not an imperial player, but the tactical possibilities the Interdictor will introduce are making me consider very carefully switching sides.

Yeah, I have a post on page 4ish of the Wave 4 thread fleshing out what I think it looks like that upgrade says. I'm pretty stoked about that one.

I like your guess at what it says. I would tend to agree, and that's so awesome. I also forgot a use for it: escorting Demo! Sending Demo in close, especially early, can sometimes be suicide against squadrons or concentrated fire of big ships, but if the Interdictor can boost his defense and keep him alive, maybe he can pull off two triple taps. Ah the possibilities!!

Anyone else figure out that G8 can stop rams?

The jury is still out on the much fancier tractor beam. The twist up the deployment one is a big deal. Given how important deployment is and that you tend to want to use those first turns to bank command tokens for later being faced with making those Nav commands is altogether no small thing. Probably why it is one of the most expensive upgrades.