The interdictor

By mcworrell, in Star Wars: Armada

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)

Flight Coordinator is huge. Being able to squadron command post move and shoot (point defense) will give you extra refinement with target selection, it's amazing on Goz Carrier with Expanded Hanger bay. You have the value and reach.

Edited by Trizzo2

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 feel like most of the time my fighter games are pretty interesting. In fact, one of the most fun ones was just the other day at the DFW regionals, and we were both just running single-flavor spam squadron screens: 6 A-wings vs 9 TIE/ln. Yes, even single-type, vanilla squadron combat has depth.

I had 90-90-90-30-30 and he had VVGG.

He clustered his TIEs into 3x3-ship attack groups, deployed line abreast, forcing my A's to either spread out or leave whole TIE flights unmolested. So I flung the A-wings at the TIEs 2-on-3, each A-wing engaging the center TIE and one flanker or the other. It looked something like this:

|o| |o| |o|         |o| |o| |o|           |o| |o| |o|
   
 A       A           A       A             A       A

Every A-wing that was activated shot the center TIE of the formation, killing 2 of the 3. This allowed me to deny him swarm rerolls on his return attacks.

|o| |o| |o|         |o|     |o|           |o|     |o|
   
 A       A           A       A             A       A

The one flight on the left, where the center TIE didn't die, got locked down by the A's so that the VSD behind it broke up the formation, allowing me to push one of the three to the back of the VSD and play man-to-man defense against the other two.

I won space supremacy the following turn thanks to some fire support from the charging MC30's, losing one A-wing and putting one out of the fight with 1 hull left, but then was able to concentrate the remaining 4 in front of the VSDs to help weaken shields for the MC30's.

So, it's not always concentrated balls banging away at each other. I think the Imperial inter-squad synergies are a lot of what drives that kind of play, so I do think that, if it's not just two balls banging away at each other, the Rebels likely have the upper hand.

That is seriously cool, but doesn't make a lot of sense as I feel like you just slamming 4 or 5 Awings into one side of his line will demolish that side pretty quickly. Letting you even up the fighter count quickly, into your favor. Although, one wonders why he also deployed them so that the ties on the ends wouldnt give each other swarm....

Also at 9 ties, i think its better to have 8 and howlrunner.

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 feel like most of the time my fighter games are pretty interesting. In fact, one of the most fun ones was just the other day at the DFW regionals, and we were both just running single-flavor spam squadron screens: 6 A-wings vs 9 TIE/ln. Yes, even single-type, vanilla squadron combat has depth.

I had 90-90-90-30-30 and he had VVGG.

He clustered his TIEs into 3x3-ship attack groups, deployed line abreast, forcing my A's to either spread out or leave whole TIE flights unmolested. So I flung the A-wings at the TIEs 2-on-3, each A-wing engaging the center TIE and one flanker or the other. It looked something like this:

|o| |o| |o|         |o| |o| |o|           |o| |o| |o|
   
 A       A           A       A             A       A

Every A-wing that was activated shot the center TIE of the formation, killing 2 of the 3. This allowed me to deny him swarm rerolls on his return attacks.

|o| |o| |o|         |o|     |o|           |o|     |o|
   
 A       A           A       A             A       A

The one flight on the left, where the center TIE didn't die, got locked down by the A's so that the VSD behind it broke up the formation, allowing me to push one of the three to the back of the VSD and play man-to-man defense against the other two.

I won space supremacy the following turn thanks to some fire support from the charging MC30's, losing one A-wing and putting one out of the fight with 1 hull left, but then was able to concentrate the remaining 4 in front of the VSDs to help weaken shields for the MC30's.

So, it's not always concentrated balls banging away at each other. I think the Imperial inter-squad synergies are a lot of what drives that kind of play, so I do think that, if it's not just two balls banging away at each other, the Rebels likely have the upper hand.

Don't take this the wrong way, but the second I saw 6 A-Wings on the board I would have resigned myself to losing every fighter and just tried to avoid losing the ships supporting them. Especially if those A-Wings were being supported properly with decent AA fire.

TIE Fighters suck no matter how many or few you take. You just have to hope you have enough chaff that the wheat isn't burned.

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 feel like most of the time my fighter games are pretty interesting. In fact, one of the most fun ones was just the other day at the DFW regionals, and we were both just running single-flavor spam squadron screens: 6 A-wings vs 9 TIE/ln. Yes, even single-type, vanilla squadron combat has depth.

I had 90-90-90-30-30 and he had VVGG.

He clustered his TIEs into 3x3-ship attack groups, deployed line abreast, forcing my A's to either spread out or leave whole TIE flights unmolested. So I flung the A-wings at the TIEs 2-on-3, each A-wing engaging the center TIE and one flanker or the other. It looked something like this:

|o| |o| |o|         |o| |o| |o|           |o| |o| |o|
   
 A       A           A       A             A       A
Every A-wing that was activated shot the center TIE of the formation, killing 2 of the 3. This allowed me to deny him swarm rerolls on his return attacks.

|o| |o| |o|         |o|     |o|           |o|     |o|
   
 A       A           A       A             A       A
The one flight on the left, where the center TIE didn't die, got locked down by the A's so that the VSD behind it broke up the formation, allowing me to push one of the three to the back of the VSD and play man-to-man defense against the other two.

I won space supremacy the following turn thanks to some fire support from the charging MC30's, losing one A-wing and putting one out of the fight with 1 hull left, but then was able to concentrate the remaining 4 in front of the VSDs to help weaken shields for the MC30's.

So, it's not always concentrated balls banging away at each other. I think the Imperial inter-squad synergies are a lot of what drives that kind of play, so I do think that, if it's not just two balls banging away at each other, the Rebels likely have the upper hand.

Don't take this the wrong way, but the second I saw 6 A-Wings on the board I would have resigned myself to losing every fighter and just tried to avoid losing the ships supporting them. Especially if those A-Wings were being supported properly with decent AA fire.

TIE Fighters suck no matter how many or few you take. You just have to hope you have enough chaff that the wheat isn't burned.

Yes and no. Honestly, I likely would not of split to groups of 3. I would of had 2 groups of 4 and 5 so that I could get supporting shots and swarm.

That in an interesting setup though. Without the swarm and against counter, TIE/LN's are at a great disadvantage

Oh, and I don't think TIE Fighters are useless. They are tricky and need support to work well, usually with your ships

Can someone do me a favour please and point me to the text that says you can only fit one experimental G8 within your fleet please as I just cant find it

thanks

Edited by Ma22a

experimental_projector.png

The dot at the start is the icon for being unique.

Page 20: Learn to Play: "Unique Names: This game includes many famous characters and ships from the Star Wars universe. Each of these famous figures is represented by a card with a unique name, which is identified by a bullet (•) to the left of the name. A player cannot field two or more cards that share the same unique name."

experimental_projector.png

The dot at the start is the icon for being unique.

Page 20: Learn to Play: "Unique Names: This game includes many famous characters and ships from the Star Wars universe. Each of these famous figures is represented by a card with a unique name, which is identified by a bullet (•) to the left of the name. A player cannot field two or more cards that share the same unique name."

Thank you I completely missed that :)

Hilariously enough, the G7-X isn't unique. Two of those on the table can lock down almost the entirety of the opponent's deployment zone

Hilariously enough, the G7-X isn't unique. Two of those on the table can lock down almost the entirety of the opponent's deployment zone

Not quite but close yes. You also can't have them both in the same ship. It is in the FAQ. You would need 2 Interdictors in the fleet with them. That is 184 points for that capacity

Hilariously enough, the G7-X isn't unique. Two of those on the table can lock down almost the entirety of the opponent's deployment zone

Just remember you need 2 ships for that.

Opps, Ly got that one.

.

Edited by Amanal

Well, even if you don't Max out its gimmicky bits, it seems like a solid combat ship.

I wish I had more to say, but I think it's been said and/or I'm not good at theory crafting.

Sorry if this has been mentioned, but I posting before work and haven't read the whole thread. Did anyone else notice engineering value of 5? With projection experts this thing can send 2 shield and rebuild one the same turn. Shame it doesn't have a double support team so you could run engineering teams as well.

Hilariously enough, the G7-X isn't unique. Two of those on the table can lock down almost the entirety of the opponent's deployment zone

Not quite but close yes. You also can't have them both in the same ship. It is in the FAQ. You would need 2 Interdictors in the fleet with them. That is 184 points for that capacity

Well yes, but I see no reason at all that I would consider having two Interdictors on the field a bad thing. With ET and SW-7, it looks like a pretty solid combat ship in its own right even before you take into account the battlefield control it gives. The announcement of the ship alone was enough to get me to finally start Armada, and the preview article does not disappoint!

I'm most interested to see how they will play with the Victory, since its pitiful speed and maneuverability are its main drawbacks. With the playing field in that regard being leveled, we might actually see Victories being used as tanky little gunships instead of being relegated to carrier duties - and may even get chosen over the Demolisher in lists that run Konstantine.

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 feel like most of the time my fighter games are pretty interesting. In fact, one of the most fun ones was just the other day at the DFW regionals, and we were both just running single-flavor spam squadron screens: 6 A-wings vs 9 TIE/ln. Yes, even single-type, vanilla squadron combat has depth.

I had 90-90-90-30-30 and he had VVGG.

He clustered his TIEs into 3x3-ship attack groups, deployed line abreast, forcing my A's to either spread out or leave whole TIE flights unmolested. So I flung the A-wings at the TIEs 2-on-3, each A-wing engaging the center TIE and one flanker or the other. It looked something like this:

|o| |o| |o|         |o| |o| |o|           |o| |o| |o|
   
 A       A           A       A             A       A

Every A-wing that was activated shot the center TIE of the formation, killing 2 of the 3. This allowed me to deny him swarm rerolls on his return attacks.

|o| |o| |o|         |o|     |o|           |o|     |o|
   
 A       A           A       A             A       A

The one flight on the left, where the center TIE didn't die, got locked down by the A's so that the VSD behind it broke up the formation, allowing me to push one of the three to the back of the VSD and play man-to-man defense against the other two.

I won space supremacy the following turn thanks to some fire support from the charging MC30's, losing one A-wing and putting one out of the fight with 1 hull left, but then was able to concentrate the remaining 4 in front of the VSDs to help weaken shields for the MC30's.

So, it's not always concentrated balls banging away at each other. I think the Imperial inter-squad synergies are a lot of what drives that kind of play, so I do think that, if it's not just two balls banging away at each other, the Rebels likely have the upper hand.

Don't take this the wrong way, but the second I saw 6 A-Wings on the board I would have resigned myself to losing every fighter and just tried to avoid losing the ships supporting them. Especially if those A-Wings were being supported properly with decent AA fire.

TIE Fighters suck no matter how many or few you take. You just have to hope you have enough chaff that the wheat isn't burned.

Really? You would have resigned yourself to losing the squadron war? A-Wings are good but they're not THAT good.

Honestly I think it's more hats off to Ardaedhel here more than anything, by rights those TIE/In should have chewed through those A-Wings. Even with the jump on the TIE/Ins in that turn, every A-Wing should have taken 1.5 dmg in counter (as swarm would have still been active). Then in the squadron phase taken another 2 dmg on average (this time without swarm) from the TIE/In they were now engaged opposite with. 3.5 dmg of course isn't a real result (you'd obviously have a mix of 3 and 4) but still.

I think the idea that TIEs (and TIE/In) suck no matter how many or how few you take is one that will bite you in the ass. They're wicked lethal AA, especially when their potency is increased by the great Imperial synergies.

I love B-Wings and especially Keyan.

This wave (3+4) though, the challenge that I am taking on is making Scourges and Nym work.

bomber command or Toryn farr will make nym a lot better being able to reroll that blue for a crit and drop brace tokens easily

Toryn with BCC gives Nym three chances at that blue crit.

Its great. As is Dash and Keyan in this new age.

Sorry if this has been mentioned, but I posting before work and haven't read the whole thread. Did anyone else notice engineering value of 5? With projection experts this thing can send 2 shield and rebuild one the same turn. Shame it doesn't have a double support team so you could run engineering teams as well.

It was discussed when the first reveal for the wave came out. We were able to see it on the card and hoped it have the Support Team slot so it could take Projection Experts. Now that we know it can, it will be a useful ship as an all Support & Control ship.

Sorry if this has been mentioned, but I posting before work and haven't read the whole thread. Did anyone else notice engineering value of 5? With projection experts this thing can send 2 shield and rebuild one the same turn. Shame it doesn't have a double support team so you could run engineering teams as well.

It was discussed when the first reveal for the wave came out. We were able to see it on the card and hoped it have the Support Team slot so it could take Projection Experts. Now that we know it can, it will be a useful ship as an all Support & Control ship.

If you add Wulff in the officer slot and bank a repair token turn one you can get 8 repair points! So it can transfer 2 shields a turn, repair them and repair another on top of that. Add a targeting scrambler and run the ship close by 2 ISDs or 3 VSDs with Motti.

I'd like to name this design the Interdoctor. The ultimate repair and protection vessel.

So...

Apparently Armada isn't dead? :)

Seriously though the Interdictor reveal shows that the game is maturing nicely. Well done.

Also...

I'm waiting for you rebel scum to throw that crazy-@#$ Keyan/Luke over-extension bull crap so that I can quickly kill them with my superior Imperial squads. :)

I'm waiting for you rebel scum to throw that crazy-@#$ Keyan/Luke over-extension bull crap so that I can quickly kill them with my superior Imperial squads. :)

Have you not faced my Rieekan wave 3 list already? Good luck killing em.

But yeah I agree, overextending Keyan is a bad idea, how are you going to get him back again....

I'm waiting for you rebel scum to throw that crazy-@#$ Keyan/Luke over-extension bull crap so that I can quickly kill them with my superior Imperial squads. :)

Have you not faced my Rieekan wave 3 list already? Good luck killing em.

But yeah I agree, overextending Keyan is a bad idea, how are you going to get him back again....

Flight Commander alleviates that thankfully. Well, to a degree. It allows you to save a squadron that was in a bad straight, as well as put a squadron back into range.

Sorry if this has been mentioned, but I posting before work and haven't read the whole thread. Did anyone else notice engineering value of 5? With projection experts this thing can send 2 shield and rebuild one the same turn. Shame it doesn't have a double support team so you could run engineering teams as well.

It was discussed when the first reveal for the wave came out. We were able to see it on the card and hoped it have the Support Team slot so it could take Projection Experts. Now that we know it can, it will be a useful ship as an all Support & Control ship.

If you add Wulff in the officer slot and bank a repair token turn one you can get 8 repair points! So it can transfer 2 shields a turn, repair them and repair another on top of that. Add a targeting scrambler and run the ship close by 2 ISDs or 3 VSDs with Motti.

I'd like to name this design the Interdoctor. The ultimate repair and protection vessel.

That's the Interdictor build I had in mind. Add the Interdictor title so that you can use the Scrambler one more time per round. If you have still the points left, add a G-8 EP and a Tractor Beam to drop the speed of the enemy ships that come too close so that they can't flank.

Rebels are going to love Fighter Coordination Team. So cheap and they have plenty of ships that usually have unused support slots. Yavaris is really going to love them. Actually Yavaris is really going to love Flight Commander as well.