The interdictor

By mcworrell, in Star Wars: Armada

Only one more day till the Liberty preview and the start of our little Command Competition too. Yeah, I'm really liking what I'm seeing here. I really had begun to wonder if there would be any competition for the Experimental retrofit slots: there certainly is for me.

I think Cactus is right about the Chiss. I chalked it up to lighting just like Eggzavior, but that really does look like a not-Thrawn. That or the Rebels got themselves some zomblers (the pilots who zomb, naturally).

Just wondering what to make of the pony express Flight Coordinators.

Just wondering what to make of the pony express Flight Coordinators.

Just wondering what to make of the pony express Flight Coordinators.

You have me laugh every time!

Only one more day till the Liberty preview and the start of our little Command Competition too. Yeah, I'm really liking what I'm seeing here. I really had begun to wonder if there would be any competition for the Experimental retrofit slots: there certainly is for me.

I think Cactus is right about the Chiss. I chalked it up to lighting just like Eggzavior, but that really does look like a not-Thrawn. That or the Rebels got themselves some zomblers (the pilots who zomb, naturally).

Just wondering what to make of the pony express Flight Coordinators.

Kessel express?

Pretty sure there were chiss who were exiled. They were very rare in the Alliance.

Apologies if someone has already pointed this out but Flight Commander for 3 points could be devastating. For a bigger carrier (VSD/AF etc), you could use Xi7s to drill a hole through their shields and then vector all your bombers straight into the hole.

Or you could use overload pulse to exhaust their defence tokens and create major headaches for dealing with the bomber hits.

But I'm not convinced the same applies to the XI-7. After all, the opponent will know what's coming, and will likely just save his redirects for the bomber attacks. If you didn't have FC, your opponent would still likely have used his redirects against the bomber attacks. So, no difference. Same number of dice being thrown, same number of defence tokens.

Now, this has been mentioned, but not explicitly stated - the bomber squadron that really, really benefits from FC is Keyan, and specifically on Yavaris. If Yavaris's gunners are able to drop a target's shields, then Keyan's double tap can reroll, and he gets much much better. Especially with BCC around. :D

Now to take this thought to its logical conclusion, how can we get maximum firepower out of Keyan? Ginkapo mentioned using FCT and Adar to get speed 5 Keyan, and Ardaedhel has him moving across the whole board. But he's still only one fighter, and not likely to put a dent into anything on his own. Might as well use a regular B-wing.

But let's equip another ship with FC and Adar, and use it to move Keyan into attack position. Though he remains only speed 2, it gives him an opportunity to do max damage (4 with crit) if Adar's ship can take down a shield facing, giving Keyan 3 re-rolls if BCC is around. Then throw in Yavaris and Keyan potentially is dealing up to 12 damage by himself, as he will have again 3 re-rolls per attack with his two black dice.

You could trade FC for FCT on Adar's ship, which will give you a speed 3 Keyan to get into place for a double tap, at the cost of giving up those sweet re-rolls for his first attack (as those shields probably won't be down yet). Or you could add FC for the best of both worlds.

It's a lot of points invested into one squadron, but I'm excited to see what Keyan can do with a little help from his friends. :D

Edited by Maturin

Apologies if someone has already pointed this out but Flight Commander for 3 points could be devastating. For a bigger carrier (VSD/AF etc), you could use Xi7s to drill a hole through their shields and then vector all your bombers straight into the hole.

Or you could use overload pulse to exhaust their defence tokens and create major headaches for dealing with the bomber hits.

The overload pulse effect could indeed be quite significant if equipped to an ISD-II, VSD-II or MC80 Command.

But I'm not convinced the same applies to the XI-7. After all, the opponent will know what's coming, and will likely just save his redirects for the bomber attacks. If you didn't have FC, your opponent would still likely have used his redirects against the bomber attacks. So, no difference. Same number of dice being thrown, same number of defence tokens.

Now, this has been mentioned, but not explicitly stated - the bomber squadron that really, really benefits from FC is Keyan, and specifically on Yavaris. If Yavaris's gunners are able to drop a target's shields, then Keyan's double tap can reroll, and he gets much much better. Especially with BCC around. :D

Now to take this thought to its logical conclusion, how can we get maximum firepower out of Keyan? Ginkapo mentioned using FCT and Adar to get speed 5 Keyan, and Ardaedhel has him moving across the whole board. But he's still only one fighter, and not likely to put a dent into anything on his own. Might as well use a regular B-wing.

But let's equip another ship with FC and Adar, and use it to move Keyan into attack position. Though he remains only speed 2, it gives him an opportunity to do max damage (4 with crit) if Adar's ship can take down a shield facing, giving Keyan 3 re-rolls if BCC is around. Then throw in Yavaris and Keyan potentially is dealing up to 12 damage by himself, as he will have again 3 re-rolls per attack with his two black dice.

You could trade FC for FCT on Adar's ship, which will give you a speed 3 Keyan to get into place for a double tap, at the cost of giving up those sweet re-rolls for his first attack (as those shields probably won't be down yet). Or you could add FC for the best of both worlds.

It's a lot of points invested into one squadron, but I'm excited to see what Keyan can do with a little help from his friends. :D

I'm seeing tantalizing visions dancing in my head of Luke and Keyan channeling the power of the entire fleet to crush their opposition. This is glorious.

Keyan is an obvious choice but don't limit your thoughts to just him

I just feel like all of my b wing dreams are coming true in a balanced way

Sorry, I just realized you can't take FC and Adar on the same ship! Doh!

So, less likely to get 12 damage, but with FCT you still get a speed 3 Adar'd Keyan on the approach. Then hit with Yavaris for giggles.

Sorry, I just realized you can't take FC and Adar on the same ship! Doh!

So, less likely to get 12 damage, but with FCT you still get a speed 3 Adar'd Keyan on the approach. Then hit with Yavaris for giggles.

Here's a mini Keyan-delivery system I threw together on Nevetz's already updated Warlords website (hooray!):

[ flagship ] Nebulon-B Escort Frigate (57 points)

- Custom Commander ( 0 points)

- Adar Tallon ( 10 points)

- Fighter Coordination Team ( 3 points)

= 70 total ship cost

Nebulon-B Escort Frigate (57 points)

- Yavaris ( 5 points)

- Flight Commander ( 3 points)

- Fighter Coordination Team ( 3 points)

= 68 total ship cost

1 Keyan Farlander ( 20 points)

1 A-Wing Squadron ( 11 points)

1 Nym ( 21 points)

Total:190 points

Here you have the first escort Neb activate, send Keyan forward 2 and the A-wing forward 5 and take a pot shot. Neb then shoots at enemy shield facing (add Salvation for more effect), and then moves and moves Keyan another 1, hopefully bringing him into range of the target.

Then Yavaris activates, shoots, and activates Nym first to bring him up distance 3 and shoot, dropping any remaining shields and hopefully discarding a defence token. Then Keyan double taps for up to 8 damage.

Add Toryn Farr for Nym shenanigans, to taste. You could go cheaper and just have a regular Scurgg or even an A-wing for the second Yavaris-activated ship, but I thought Nym might be a fun example.

Edited by Maturin

So something interesting I figured out with Flight Commander (FC) and Fighter Coordination Team (FCT).

So if you have Intel and a squadron command, you can use FCTs to move your squadron out of engagement THEN use FCT if they are still at Medium Range.

So something interesting I figured out with Flight Commander (FC) and Fighter Coordination Team (FCT).

So if you have Intel and a squadron command, you can use FCTs to move your squadron out of engagement THEN use FCT if they are still at Medium Range.

;)

I've been thinking that there are very few squadrons that specifically benefit from Flight Commander (have to be careful with Flight Controllers around) like Keyan does. Most squadrons won't care too much if their carrier shoots first at a target of not - as I mentioned before it probably won't affect the use of defence tokens too much. All squadrons will benefit if their carrier can destroy enemy squadrons that are engaged, freeing up friendly squadrons to move via a Flight Commander and/or FCT. But the only other squad I can think of that directly benefits like Keyan does is Bossk, if his is a Ruthless Strategists Carrier that can damage him one, then activate him. It's a small effect as he's rogue though, and would likely get he benefit even without Flight Commander.

Edited by Maturin

A ship that loves both of these new squadron upgrades is Gallant Haven. Flight Commander allows the Haven to move first and then arrange its squadrons within its field of effect.

FTCs are tougher as GH can't use them, but also allow the kind of positioning needed to get the most out of GH.

A ship that loves both of these new squadron upgrades is Gallant Haven. Flight Commander allows the Haven to move first and then arrange its squadrons within its field of effect.

FTCs are tougher as GH can't use them, but also allow the kind of positioning needed to get the most out of GH.

You're right, both of these upgrades, really, allow you to mow down your squadrons with relative impunity and then rearrange them as you please. This will make organizing those multiple overlapping zones (Jan, Jamming Field, BCC, Haven , escorts, etc) way easier.

So something interesting I figured out with Flight Commander (FC) and Fighter Coordination Team (FCT).

So if you have Intel and a squadron command, you can use FCTs to move your squadron out of engagement THEN use FCT if they are still at Medium Range.

Well, you could do this without FC's at all. Move as usual with Intel and a squadron command, then use FCT's. Now, FC's would give you a chance to blast the interfering squadrons out of space with your ships first. ;)

I've been thinking that there are very few squadrons that specifically benefit from Flight Commander (have to be careful with Flight Controllers around) like Keyan does. Most squadrons won't care too much if their carrier shoots first at a target of not - as I mentioned before it probably won't affect the use of defence tokens too much. All squadrons will benefit if their carrier can destroy enemy squadrons that are engaged, freeing up friendly squadrons to move via a Flight Commander and/or FCT. But the only other squad I can think of that directly benefits like Keyan does is Bossk, if his is a Ruthless Strategists Carrier that can damage him one, then activate him. It's a small effect as he's rogue though, and would likely get he benefit even without Flight Commander.

For instance, you say I could do the same thing without FC's, we'll if the ship is not in range or like Shmitty said I want Gallant Haven positioned first, etc.

Also note the FC's state "you can" so you can still use squadron commands as normal or after you move.

Sometimes the strategic and tactical advantages outweigh the efficiency concerns

I love B-wings, and am excited are getting some tools that can really up their threat level. That said, I was already looking forward to X-wings with rerollable red Bomber die (Bomber Command Center) with a pseudo- Swarm (Toryn Farr), with or without the extra attack die from Flight Controllers. The fact that Flight Coordination Team can now give them the potential to move beyond distance 4 (and a threat range of beyond distance 5-- Luuuuuuuuuke !) is just icing on the cake. For A-wings (and Interceptors), that's a threat range of... what, distance 7.5?

I suppose the knock on the FCT upgrade is that it has no effect once the squadrons within range have been engaged. That seems to be more of a danger for dedicated bombers, though (TIE bombers in particular, which don't usually want to dogfight; Ys and maybe B's and Scurrg's too, though to a lesser extent). But if I have Xs rolling 5 dice, I'll be perfectly happy to give up a free distance 1 move and a 3 point upgrade in exchange for having the enemy come to my suped-up Xs. Same with A's with their Counter 2 , YV-666s, etc. Flight Commander's potential to have the carrier soften up enemy squadrons before I have to commit squadrons to the dogfight will only help matters. That's a nice bit of tactical flexibility there, especially for more expensive squadrons like Rogue Firesprays, YT-2400s, etc. You could use them to fight the engaging squadron, but if you don't have to (because your carrier can destroy them first), wouldn't you rather strike your choice of ship (Firesprays) or squadron (YT-2400s) instead? I mean, that's usually why those more expensive squadrons are brought, right? ( Haaaaaaaaaaaaaaaaaaaan!!!!!!!!!!!!!! ). I can also see Flight Commander being a great addition to a pocket Raider carrier, softening up enemy squadrons with two anti-squadron dice (both potentially rerollable)--and up to four if Talus or Instigator are equipped--and then activating 2-3 squadrons to clean up whatever was left in its wake.

Flight Commander also offers some interesting tactical options with Jamming Field (for a total cost of 5 points). I'd initially struggled to see much use for it -- if I have lots of squadrons, why would I want to stay at distance 2 and neuter my own attack odds, and if I have very few squadrons, why would I want to spend points on that sort of an upgrade -- but that changes if I can activate squadrons after the ship with Jamming Field maneuvers. Instead of just accepting the fact that all squadrons within the Jamming Field have neutered attacks, I can keep my squadrons within the field to reduce incoming anti-squadron fire, then activate my squadrons after I've moved the Jamming Field flotilla out of range to another position--maybe to cover squadrons that have already activated? If the Jamming Field can be staggered with Gallant Haven (which also could benefit from Flight Commander), that's quite a bit of defensive cover for your squadrons (even more if Jan is there), with the option of avoiding any loss of offensive firepower. Add some Speed 4+, 5 dice pseudo- Swarm X-wings, or Speed 6+, 4 dice pseudo- Swarm A-wings... or heck, even speed 3+, 4 dice pseudo- Swarm B-wings, and those are hearty squadrons, with decent-to-otherworldly threat range, and great-to-otherworldly anti-ship firepower, that the opponent will have to deal with sooner rather than later... definitely sooner if you have FCTs.

All told, very excited about these upgrades for the squadron game. Which, just as a matter of personal preference, is by far my favorite thematic part of Armada. ;)

Oh, and, uh, the Interdictor looks great too! :D Though I did find it odd that there's only one unique title for it (at least previewed so far... though the article seemed to suggest that they'd previewed all the cards, so...).

Edited by Rythbryt

Love this ship. The ability to control the board through obstacle and speed manipulation is just fantastic. Yeah, its not the best ship in terms of the numbers, but I'll take two of them. Feels like I'm playing a blue control deck in MtG.

If there's one complaint about the set, its that there is only one title.

Edited by Kubernes

No love for Scrambler? Welcome back to frontline combat VSD. Between Projection Expert, Grav Effects, Admiral you've got a two ship combo that can tank a lot! Tank the red dice and flip those accucecy down that shred VSD up close. Motti for 11 hull Indic or 10-14 VSD/ISD or Tarkin for an efficient Shield Repair approach.

Suppressor and VIC II + Admirial looking at you.

Edited by Trizzo2

No love for Scrambler? Welcome back to frontline combat VSD. Between Projection Expert, Grav Effects, Admiral you've got a two ship combo that can tank a lot! Tank the red dice and flip those accucecy down that shred VSD up close. Motti for 11 hull Indic or 10-14 VSD/ISD or Tarkin for an efficient Shield Repair approach.

Suppressor and VIC II + Admirial looking at you.

No love for Scrambler? Welcome back to frontline combat VSD. Between Projection Expert, Grav Effects, Admiral you've got a two ship combo that can tank a lot! Tank the red dice and flip those accucecy down that shred VSD up close. Motti for 11 hull Indic or 10-14 VSD/ISD or Tarkin for an efficient Shield Repair approach.

Suppressor and VIC II + Admirial looking at you.

It is an interesting effect. I know I am working on VSD It's atm and seeing where that leads me.

I love that new Admiral two-medium ships can effect a large, really awesome effect to pull into or out of range, especially as G-8 Experimental gets around the size restriction as well.

How does everyone's fighter vs fighter fights work out?

All I see nowadays is one giant furball. Which is really not that interesting.

I would really like to see things that incentivise fighters to split into attack groups and stuff. Instead of just, hey who has the bigger ball of stuff.

(Of course it spreads out more vs 2die AA but still)

I see fighter groups a lot

Some split off to hold back the enemy groups some continue the bombing run

Now that the Interdictor has been revealed fully I can now play this out! Mwuhahahaha!!!