Liberty article is up

By Formynder4, in Star Wars: Armada

I think any mental exercise that begins with the Interdictor going 1 on 1 with any comparably priced ship is an exercise that's doomed to a poor result due to bad premises. An Interdictor will find value based on the buffs/debuffs it applies in the context of being part of a fleet and the opportunities it denies and provides for itself and the other ships. That's exceedingly difficult to factor in using a straight-up "two ships versus one another assuming their best situation for each side" mental exercise.

Problem is the point total is already high, and those buffs/debuffs come at the cost of adding even MORE points to it's total cost. If it had started a bit lower, and then you could stack on the upgrades to bring it up to where it's at and over, then that is one thing. But as it stands, with absolutely no table experience to back it up (so I hope I am proved wrong and am just ermahgerd armchair captaining), the value of the empty experimental slot is a little high.

You know the funny thing, if ACMs trigger the basic crit. . . You could hit a ship with the ACMs crit and if they don't have a shield hey take a card so it could be face up. . .

Funnier would be XX9 triggering on both ACM shots. :Dtrollfacehan.jpg

That doesn't work. Damage dealt by ACM's is not damage dealt by the attack.

Source? Not saying you're necessarily wrong, I just would like to see if you can back it up with rules, because I don't think it's defined.

They resolve at different times. The 2 potential damage that could be dealt by by ACM's is resolved prior to totaling the damage of the attack. If it were considered damage dealt by the attack it would be subject to brace or redirect, which we know is not the case.

RRG 2:

Resolve Damage: The attacker can resolve one of its critical effects. Then the attacker determines the total damage amount. Then the defending squadron or hull zone suffers that total damage, one point at a time. ◊ If the attacker or defender is a squadron, the damage is the sum of all F icons. ◊ If the attacker and defender are ships, the damage is the sum of all (hit) and (crit) icons.

Edited by Silver Crane

I'm guessing Madine only works pre-engine techs? No adding a yaw after ET?

They resolve at different times. The 2 potential damage that could be dealt by by ACM's is resolved prior to totaling the damage of the attack. If it were considered damage dealt by the attack it would be subject to brace or redirect, which we know is not the case.

RRG 2:

Resolve Damage: The attacker can resolve one of its

critical effects. Then the attacker determines the total

damage amount. Then the defending squadron or hull

zone suffers that total damage, one point at a time.

Just to keep us on-topic over here, I'll just leave this here.

Edited by Ardaedhel

I'm guessing Madine only works pre-engine techs? No adding a yaw after ET?

Correct.

I think any mental exercise that begins with the Interdictor going 1 on 1 with any comparably priced ship is an exercise that's doomed to a poor result due to bad premises. An Interdictor will find value based on the buffs/debuffs it applies in the context of being part of a fleet and the opportunities it denies and provides for itself and the other ships. That's exceedingly difficult to factor in using a straight-up "two ships versus one another assuming their best situation for each side" mental exercise.

My instinct is to pair it with an ISD, preferably a isd 2 that can really bring the pain but your all ready looking at 300 points with just the 2 ships a admiral and moderate upgrades, that doesn't leave room for much else as it forces you to have a weak fighter force or only those 2 ships.

So can a interdictor and an ISD really beat 2 ISD's? Or 2 liberty's?

Rebels get the Easy to use Easy to master Beast

You are kidding right?

The Liberty is so wonky in the speed chart, actually having a reverse of the VSD's speed 2 chart is harsh. Sure it can have engine techs but that's not a good idea. It is also fragile as frak!

Wonky?

It has the best single maneuver chart of any large or medium ship, can make tighter turns, wider sidesteps, and is effectively speed 4. Without Madine it can out-turn any natural maneuver chart in the game at speed 3 on a Nav Command.

That's not wonky. Demolisher is now the only competitive Imperial ship for avoiding fire. That's wonky.

So can a interdictor and an ISD really beat 2 ISD's?

If the Interdictors ability means an enemy ISD can't maneuver to bring its front arc to bear, yes. An ISD is perfectly capable of going through two Enemy ISDs if its shooting at Sides and/or Rears...

An ISD is very survivable when its forcing the opponent to potentially rreroll 4 dice after its done its own dice manipulations.

There are lots of Factors to Consider.

And besides, with the lack of defensive equipment, I completely agree that an ISD may go through two Liberties... without assistance.

Because that's what they used to do with Gunnery Teams, after all.

Edited by Drasnighta

So can a interdictor and an ISD really beat 2 ISD's?

If the Interdictors ability means an enemy ISD can't maneuver to bring its front arc to bear, yes. An ISD is perfectly capable of going through two Enemy ISDs if its shooting at Sides and/or Rears...

An ISD is very survivable when its forcing the opponent to potentially rreroll 4 dice after its done its own dice manipulations.

There are lots of Factors to Consider.

And besides, with the lack of defensive equipment, I completely agree that an ISD may go through two Liberties... without assistance.

Because that's what they used to do with Gunnery Teams, after all.

Dont bother with making it that complicated.

ISD I, Interdictor with title and targeting scrambler

Vs

2x ISD I

Seems like a fair fight to me.

So can a interdictor and an ISD really beat 2 ISD's? Or 2 liberty's?

The real question is can it beat any current competitive build. I would be doubtful but who knows.

Edited by Overdawg

I was only addressing both sides... Still totally believe a tripped out ISD will go through 2 Liberties on its own, after all :D

Since crazy combos are fun, here is a thought. With Quad turbolaser cannons, nothing is preventing you from rerolling that new red die. So QTC, plus spinal, plus vet gunners. You could add home one for auto acc, but I think you have a pretty good chance, especially if you con fire. 5 red plus one for CF, then your extra for QTC. That's 7 reds out the front...just absurd! Vet gunners if you are below average (spending acc you want first). Sounds like (expensive) fun!! Plus if you are in medium your leading shots can be a little more precise with your rerolling!

I think Targeting Scrambler would be perfect if it was defending at close to medium range. Against so many threats they will be shooting at you from long and medium range anyway. Maybe have an ISD1 that is coming straight at the enemy speed 3 and have the Interdictor behind to use this ability but for the most part I think it is way too situational to be of use.

I keep trying to come up with some nice fleets taking advantage of the Interdictor but you run out of points so fast and the fleet always has some holes somewhere.

So can a interdictor and an ISD really beat 2 ISD's? Or 2 liberty's?

The real question is can it beat any current competitive build. I would be doubtful but who knows.

hypothetical effective speed 0 demolisher sounds fun

konstantine derping around with a G8 seems like it could get really frustrating really quickly

So can a interdictor and an ISD really beat 2 ISD's? Or 2 liberty's?

The real question is can it beat any current competitive build. I would be doubtful but who knows.

hypothetical effective speed 0 demolisher sounds fun

konstantine derping around with a G8 seems like it could get really frustrating really quickly

Not with Ozzel and a navigate command or token.

So can a interdictor and an ISD really beat 2 ISD's? Or 2 liberty's?

The real question is can it beat any current competitive build. I would be doubtful but who knows.

hypothetical effective speed 0 demolisher sounds fun

konstantine derping around with a G8 seems like it could get really frustrating really quickly

Not with Ozzel and a navigate command or token.

Demolisher with Ozzel and good ole Yularen :D

Think about 2 VSDs, 1 interdictor, big fat Rhymerball and Konstantine as commander

you get the board control to bring the VSDs to bear and the interdictor abilities plus commander ability controlling enemy movement and exposing ships to that Rhymerball.

Alternately a stairstep fleet with the Interdictor, a VSD, an ISD a Demolisher and some fighter screen. Lots of very viable builds. I feel the Interdictor will be a player like me's go to- I prefer board control and going second and the abilities it brings to the table hyper-charge that sort of gameplay. If you are the type of player that like to point angry wedges at stuff and go pew pew just leave the interdictor at home :)

So can a interdictor and an ISD really beat 2 ISD's? Or 2 liberty's?

The real question is can it beat any current competitive build. I would be doubtful but who knows.

hypothetical effective speed 0 demolisher sounds fun

konstantine derping around with a G8 seems like it could get really frustrating really quickly

Not with Ozzel and a navigate command or token.

Demolisher with Ozzel and good ole Yularen :D

So can a interdictor and an ISD really beat 2 ISD's? Or 2 liberty's?

The real question is can it beat any current competitive build. I would be doubtful but who knows.

hypothetical effective speed 0 demolisher sounds fun

konstantine derping around with a G8 seems like it could get really frustrating really quickly

Not with Ozzel and a navigate command or token.

Demolisher with Ozzel and good ole Yularen :D

Sure and in a perfect world where you can build the perfect counter fleet that's greeeaaattt!!

However, if you build half your fleet points to counter a G8 Kon fleet, good luck with that liberty carrier fleet buddy!

this is the problem I have with the interdictor, it just seems like it's going to be inconsistent. Garm, ozzel and tarkin already hard counter it. Raymus and that new imperial officer and to a lesser extent Yaluran effectively counter it. These are not Fringe upgrades that are rarely used, they often are present in competitive fleets already.

this is the problem I have with the interdictor, it just seems like it's going to be inconsistent. Garm, ozzel and tarkin already hard counter it. Raymus and that new imperial officer and to a lesser extent Yaluran effectively counter it. These are not Fringe upgrades that are rarely used, they often are present in competitive fleets already.

Add tractor beams to the mix and the amount of counters is suddenly shrinking very fast.

Plus you have to have a large ship to effect isd s and mc80s with tractors

So if you are running interdictor for speed control, you should really take it with a slicer/tractor flotilla! Is that a bad thing?

If you run interdictor as a protector with targeting scrambler and projection experts, you can keep a cloud of raiders moving. You know those ships which have minimal close range defense.

The imperials are starting to have the ship synergy that rebels have enjoyed. So many options.

So can a interdictor and an ISD really beat 2 ISD's? Or 2 liberty's?

The real question is can it beat any current competitive build. I would be doubtful but who knows.

hypothetical effective speed 0 demolisher sounds fun

konstantine derping around with a G8 seems like it could get really frustrating really quickly

Not with Ozzel and a navigate command or token.

Demolisher with Ozzel and good ole Yularen :D

this is the problem I have with the interdictor, it just seems like it's going to be inconsistent. Garm, ozzel and tarkin already hard counter it. Raymus and that new imperial officer and to a lesser extent Yaluran effectively counter it. These are not Fringe upgrades that are rarely used, they often are present in competitive fleets already.

There are hard counters to just about everything in the game.

So?

The thing about hard counters is they tend to be unbalanced.

Garm, Ozzel and Tarkin are currently rarely seen. Motti and Screed are pretty busy guys tho.

Throw a few tractor beams in the fleet and the hard counters are countered and non-counter fleets are going to be that much more inconvenienced.

It's more important that new legitimate fleet archetypes are being created and old standbys are being actively challenged. The fact that the new thing isn't an "absolute" is a good thing. If Interdictors came in at 70 points everyone would be complaining about how OP they are.

Quit looking for broken things that win in all cases and enjoy the possibilities!