The interdictor

By mcworrell, in Star Wars: Armada

The targeting scrambler is the one most likely to disrupt Demolisher. That's one hell of a nasty counter to Glads, Raisers, and MC30s.

also TRCs (during close range combat) and Nym.

So incidentally, the guy that said FCT onto station to heal squads...it isn't a maneouver, therefore no healing.

Squadrons never maneuver, they always move, and the card reads move as well.

Wow. That is a really scary ship. As a Rebel, I'm a bit worried lol

and Nym.

:(

Okay. Thought experiment time because I can't lay it out on the table right now.

Indy with Adar and FCT.

A CR90 with FCT and Flight Commander.

You start Indy at the outside edge of your deployment zone. Deploy Keyan distance 2 from there, roughly dist 5 from the table edge.

Indy activates and throws him to distance 9, then moves and FCT pushes him to distance 10.

The CR90 at speed 4 moves, FCT pushes Keyan one more to distance 10, THEN squadron commands (that is SO GOOD!!), for a final position of distance 12. That's the front edge of the opponent's deployment zone (+1 for threat range makes it 13).

Meaning with this setup Keyan can threaten pretty much anything but a small ship at the back of the deployment zone on turn 1. Nym should be able to reach basically whatever he wants to.

The only two questions are 1) can the MC80 get in FCT range after Indy-flinging Keyan, and 2) can the CR90 get into activation range?

I think the answer to both is yes, but I'd have to lay it out to see.

Here's the combo I thought as soon as I saw the Flight Commander and Fighter Coordination Team:

MC80 Command Cruiser with Independance, Adar Tallon and Fighter Coordination Team

Nebulon B Escort Fregate with Yavaris, Flight Commander and Fighter Coordination Team

Keyan (or bomber of choice)

-Activate MC80 and do a squadron Command

-Move 4 Bomber (including Keyan) up to speed 4 thanks to Independance

-Allow Keyan to be reactivated this round thanks to Tallon

-Move MC80 in medium range of Keyan and move him 1 distance thanks to Fighter Coordination Team

-Activate the Nebulon B Fregate and move in medium range of Keyan and move him 1 distance thanks to Fighter Coordination Team

-Do your squadron command after your maneuver thanks to Flight Commander

-Activate Keyan attack 2 times thanks to Yavaris, or move yet 2 more distance and attack

So Keyan moved 6 distance and attacked twice in one turn! :D

Targeting scrambler will protect the interdictor it is on, right?

Says "friendly ship" not "Another friendly ship"

Targeting scrambler will protect the interdictor it is on, right?

Says "friendly ship" not "Another friendly ship"

The pair of Interdictors with Projection Experts and Targeting Scramblers can do a lot for an ISD (or a Dominator)

So far, it seems to me that Targeting Scrambler messes with Demolisher more than anything out of Wave III or IV. It's like a reuseable mini-Lando.

So far, it seems to me that Targeting Scrambler messes with Demolisher more than anything out of Wave III or IV. It's like a reuseable mini-Lando.

So far, it seems to me that Targeting Scrambler messes with Demolisher more than anything out of Wave III or IV. It's like a reuseable mini-Lando.

Yes. It looks like a hard counter not only for a Demo but for any OE/APT fleet.

Yep.

Which is probably a good thing. I was getting a little too comfortable knocking off Star Destroyers with my MC30's anyway... ;)

Squads get a lot of improvements with waves 3 and 4, we will see how effective they are. Then the Interdictors with their great speed manipulations. I fear a bit for the speedy corvette / Mc30 lists that have minimum or no fighter cover. Too early (for me) to judge, but I hope they remain viable, and dont just have to incorporate 2 transports to stay ahead with activations.

Lets see what the Liberty brings.

So far, it seems to me that Targeting Scrambler messes with Demolisher more than anything out of Wave III or IV. It's like a reuseable mini-Lando.

Yes. It looks like a hard counter not only for a Demo but for any OE/APT fleet.

Yep.

Which is probably a good thing. I was getting a little too comfortable knocking off Star Destroyers with my MC30's anyway... ;)

Hahaha, agreed. I am looking forward to competitive fleets that aren't just multiples of the same ship/squadron. I like the idea of having a little of everything. Looks like these waves will help make that a reality.

You all are seeing the alpha strike use of FCT as too important.

Its real overpowered purpose is thus:

How often have you flown glads, corvettes or shrimps in at high speed and placed them just outside distance 1 late in the ship activation phase? Well guess what, those scary bombers are moving closer before they activate in the squadron phase.

My Rieekan, Keyan, Nym, Dash fun fest just got more fun. You cant dodge them at all now.

This is going to mix everything up in an extremely fun way. I'm really looking forward to what the next six months bring.

Not sure how I feel about the MS-1. Sure it's good against a lot of the new stuff, but how many exhaust cards do you really see on the table currently? Engine Techs and... Not much else. swm16-ms-1-ion-cannons.png

Tractor beams. Interdictor. G8s.....

Its not for the interdictor, its for everyone playing against interdictor.

In this pack for financial reasons....

Full list so far?

Intel Officer, Engine Techs, Tractor Beams, Adar Tallon, Sensor Team, Electronic Countermeasures, NK-7 Ion Cannons, and Wulff Yularen

Not sure how I feel about the MS-1. Sure it's good against a lot of the new stuff, but how many exhaust cards do you really see on the table currently? Engine Techs and... Not much else. swm16-ms-1-ion-cannons.png

Tractor beams. Interdictor. G8s.....

Its not for the interdictor, its for everyone playing against interdictor.

In this pack for financial reasons....

Full list so far?

Intel Officer, Engine Techs, Tractor Beams, Adar Tallon, Sensor Team, Electronic Countermeasures, NK-7 Ion Cannons, and Wulff Yularen

Targeting Scrambler, Slicer Tools, that Commandant in the Interdictor package...

Not sure how I feel about the MS-1. Sure it's good against a lot of the new stuff, but how many exhaust cards do you really see on the table currently? Engine Techs and... Not much else. swm16-ms-1-ion-cannons.png

Tractor beams. Interdictor. G8s.....

Its not for the interdictor, its for everyone playing against interdictor.

In this pack for financial reasons....

Full list so far?

Intel Officer, Engine Techs, Tractor Beams, Adar Tallon, Sensor Team, Electronic Countermeasures, NK-7 Ion Cannons, and Wulff Yularen

Targeting Scrambler, Slicer Tools, that Commandant in the Interdictor package...

Quantum Storm.

Not sure how I feel about the MS-1. Sure it's good against a lot of the new stuff, but how many exhaust cards do you really see on the table currently? Engine Techs and... Not much else. swm16-ms-1-ion-cannons.png

ECM? Adar?

Lol much too late :-D

Not sure how I feel about the MS-1. Sure it's good against a lot of the new stuff, but how many exhaust cards do you really see on the table currently? Engine Techs and... Not much else. swm16-ms-1-ion-cannons.png

ECM? Adar?

Yeah, I realized the error of my ways a few posts down from that... :)

These upgrades go a long way to slowing down a speedy Rebel Fleet.

I really like the Flight Coordination Team also, could be real useful for some B-Wings. swm16-fighter-coordination-team.png

This is actually a great counter to Rogue. It gives you a cheap opportunity to move your non-Rogues into position to be active in the squadron phase without needing the right command. Tie those Rogues up and take away a big advantage.

It's also a **** good backup plan against slicer tools hitting your carrier. You can still shift those squadrons into position to attack later.

Pair it with a Flight Commander and it may end up being a new default loadout for Yavaris.

I'm not all that sold. I don't see either upgrade as entirely necessary. I'd be all about FCT if you could move squadrons engaged by heavies, but my reading of the rules says otherwise. Even if the other squadron is heavy, you're still engaged even if they can't stop you from moving and firing otherwise. That limits the usefulness of this upgrade in my eyes. As for Flight Commander, I can rarely think of an instance where my squadrons have out paced my ships to such a degree that I need this.

I agree with your reading on the heavy thing, but disagree with your assessment of the value of these upgrades, particularly FC.

FCT is situational. It confers limited rogue on squadrons, can move them without activating them (or after activating them), it can position them for Yavaris, it can mitigate the pain of losing a squadron command to Slicer Tools without having to sacrifice that officer slot that's already in such high demand on rebel carriers.

FC, though, is amazing. Sure, I rarely have situations where my squadrons have overextended my activation range, because I fly them in accordance with my capabilities. FC isn't a patch for mistakes, it's a tool to plan to use. It dramatically increases your standoff range for initial engagement; allows Yavaris activations from outside of counter-threat range; allows you to take your anti-squadron battery shots before activating squadrons. To say nothing of silly shenanigans like my thought experiment above.

FC is Demolisher for carriers, and it's going to be a fleet-defining upgrade, at least for rebels.

That said, I agree that neither is necessary. That's a good thing. Options, options, options.

FC and FCT.....speed three Bwings or even a speed one double tap Bwing paired with yavaris ( throw in a black dice and blue die reroll from wave three and Bwings just became....... Well everything I ever wanted in a squadron.

I was going off my binder and did not have those cards in front of me.

Now. . . One of the best cards that people started talking about on page 4.

swm16-flight-commander.png

First off, love the talk about how this will work, something I don't think people have considered, is that on the rebel side, you can use CR90's to boost move a single squadron. If the Liberty has the Support Officer slot then that could be more squadrons.

Personally, I think that FCT is going to be big. It is cheap, it allows you to readjust, combined with FC's you can use a ship like Yavaris to spray squadrons and any who live can be taken down by squadrons.

Another thing to consider with all of this. These 2 cards revitalize a standard Nebulon-B Escort Frigate as a useful choice for a carrier. The 2 Blue Anti-squadron dice with Farr will be so good. On top of that, you can not shift those slower B-Wings and YT 1300's up distance 1 which is the biggest distance on the tool, and then activate them via a squadron command. So you get a full move of 3 and a quarter into distance 4.

This will allow for small flight of B-Wings while you have other squadrons being pushed by your Flotillas

I'm wondering how many FCTs I could chain together in a Neb-B Gunline list before handing them off to Yavaris....

I'm wondering how many FCTs I could chain together in a Neb-B Gunline list before handing them off to Yavaris....

You would need a cheap Commander like Dodonna or around there.

I find your lack of Garm disturbing....