Liberty article is up

By Formynder4, in Star Wars: Armada

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Oh, and you are not much of a VSD player I believe, which means that you will have problems with this ship.

As for the rest of your points:

The squadron upgrades are mostly a wash for imperials except the one that lets you activate after you move. The intetdictor itself is a poor carrier and relegating it squadrons commands is inefficient and wasteful especially with flotilla s around.

The biggest strength is definitely the engineering value and projection experts plus targeting disruptor will be very good (the only thing so far that warrents it's cost IMO)

It's a good support ship but costing 100+ means there is not enough to support, there Is nothing special about its blocking ability except that it's a 100+ point ship that your likly sacrificing.

It pairs well with gozantis, slicer tools when your running control, repair crew when your running defensive. In fact you probably NEED slicer tools to be effective at control which again leads to the question is 150 points worth stalling 1 ship and slowing a 2nd? (That is the limit of it unless you use konstitine) but again away tarkin, ozzel, raymus, Nav officer/liaisons will all counter your abilities pretty hard and allow your opponent at least some freedom.

Generally the deployment stuff is OK, it effects how they Deploy but often if they deploy at speed 0 so what? It will take an extra turn to start fighting. Unless you have Constantine and are running 3+ tractors it doesn't matter if they start slow (assuming they even Deploy there) it is nice for minefields though.

I haven't tried the grav shift yet since its power comes from being unpredictable so it's less useful against myself but I think it will be great! Able to move obstacles directly into the path of enemy large ships and shift the station to a more beneficial spot not to mention potential objective play.

I didn't build the lists in a fleetbuiler (as they wernt updated yet for the most part) but the first one was a loaded interdictor an isd,2 gozantis and an small fighter group.

The 2nd was 2 defensive interdictir (projector experts) led by tarkin with a vsd and some fighters.

The third (last night) was 2 Interdictors plus a vsd with konstintine and control stuff (tractors etc)

I played the last 2 against 2 isd 2s (not even full lists) for testing purposes and left fighters out of it since the lists would be naturally weak to large fighter forces. Basically even with engine techs the Interdictors were unable to slow the ISDs down and flank them effectively, taking to much fire from the front of the ISDs to be effective by the time they did pass. The third game I tried splitting forces but then they couldn't put enough firepower down to destroy the isds before they died or time ran out

The first list was against 3 vsds and they did better as the interdictor was able to stallout 2 vsds until the gozantis died (they had slicers) at which point the interdictor basically became irrelevant

I agree with Clon about the Targetting Disrupters. the Interdictor is probably best as the combat retrofit and taking the disrupters, projection experts, and its title to support either a bunch of small ships (acting as a screen for the interdictor and pushing squadrons) or 1 or 2 tricked out larger ships. you could trade it for 2 ships in an MSU list, and that would make the other ships much more resilient.

Imagine that you were banking on popping that raider, but the Targetting disruptor causes you to whiff. Now you have to maneuver, but that raider is in the way. Now you land in its double arc, and they get to activate. Hello double APTs with screed.

I agree with Clon about the Targetting Disrupters. the Interdictor is probably best as the combat retrofit and taking the disrupters, projection experts, and its title to support either a bunch of small ships (acting as a screen for the interdictor and pushing squadrons) or 1 or 2 tricked out larger ships. you could trade it for 2 ships in an MSU list, and that would make the other ships much more resilient.

Imagine that you were banking on popping that raider, but the Targetting disruptor causes you to whiff. Now you have to maneuver, but that raider is in the way. Now you land in its double arc, and they get to activate. Hello double APTs with screed.

It depends. Combat refit is a must for a squadron-light list. Supression refit is nice for a second slot and more blue dice - it ends up as a pretty nice platform for NK7 or Overload pulse.

Double Interdictors are interesting. They are essentially an ISD2.

Edited by pt106

Imagine that you were banking on popping that raider, but the Targetting disruptor causes you to whiff.

Interesting question - can you use multiple targeting disruptors on the same roll?

Imagine that you were banking on popping that raider, but the Targetting disruptor causes you to whiff.

Interesting question - can you use multiple targeting disruptors on the same roll?

Where are we getting all here garenteeed 100+ point ships?

I don't see his happening all he time. In fact at 101 points we have the Interdictor Combat Retrofit with its title and Targeting Scramblers.

At 97 points we have the Suppression Retrofit with Grav Shift and Targeting Scramblers.

Remember hat you can use Targeting Scramblers to get your ships into position early on, have them block and then likely survive a turn and launch their Ordnance.

Seems good to me. That is worth it. It is a gamble but this game requires risk to get rewards.

97 points again gives you G7 and Targeting Scramblers. I really am starting to love these Scramblers.

As for use of the ship, we'll it is a medium command 2 ship. That means you can use it with Expanded Hanger Bay with Flight Coordination Team and more 3 Fire Sprays up and then activate them with Flight Commander. Which on a suppression is 101 points. Seems legit for that functionality.

What else. Oh yea G8. Throw that and G7 or Grav Shift on a Suppression Retrofit for 100 points. Still looking good here.

Oh clontroper5, maybe it's because you did your simulations based on Imperial play but against a rebel player without Ozzel, starting at 0 can be DEATH!

OH here is an idea, pick someones Fleet Ambush start their ships at 0 and unload on them. At best Demolisher can catch 1 of them still at 0.

What else do we have. . . Ohhh your Fire Lanes with G7 and Grav Shift! (can be used for Contested Outpost as well) You can use Grav Shift to adjust the Outpost towards you (same with Dangerous Territories), and then use GM's to start your self off at 0.

What we're the issues of this ships flexibility again?

/sigh

Its like the Raider arguments all over again. People are thinking themselves into a corner and all they see is that corner. He light of a whole world is behind them bit they have refused to accept it.

I have done it to myself, in fact it happens best when I start to spiral and tilt. At that point I am nuking the situation to the point that in my mind I have gone over every option or at least the ones I think of and that's all that's on my mind.

I once had a game where I thought only of right turns. Silly right, I tilted and thought myself into right turns only without realizing it till after the game.

I conceded that game and later hated myself so much for that. Now it's an example to me, not to think myself into a corner.

What we're the issues of this ships flexibility again?

Or if you gaff grav shift+ g7 after deployment your stuck with a ship that cannot kill much of anything, it may be toughish to kill but it will not pull it's Weight damage wise and believe it or not you win games by DESTROYING your opponent

As for the Rebel player starting at speed 0=death then why do most of my rebel opponents start at speed 1?

Yes DTO MAY struggle but most rebels do fine starting slow...

Also I wouldn't use half of those loadouts to argue against the interdictor being 100+ considering that 100 and 101 are in fact 100+

For the spray thing you could instead have coruptor activate them for a similar effect at a discount of 20 points. Plus coruptor works on upto 5 squads and has more firepower

The only point you made that is really valid is that targenting scrambler is good (which I stated multiple times)

Alright, so those combinations could work very well too, and for the competition's sake, they are looking for synergy and new ideas (i.e. Combining the new toys with objective strategy). But someone would have to be ballsy enough to include fleet ambush in any fleet setup in the first place. Short of another interdictor control fleet, I don't think too many will be taking those anymore.

However, if one were to go all out in the "control" meta (I know... it's not a meta yet, technically speaking), then I think that a competitive bid on the level of sub-DeMSU would be great for forcing your opponent to choose your objectives, a bid to go second. Include a gozanti in your fleet and take most wanted. Take the G7 and fleet ambush. Grav shift dangerous territory. Free points galore, and your opponent is going to lose the game mentally before they've even chosen the objective. And there is some salvageability to going first if you can take contested outpost or dangerous territory. Some. But I think that whatever meta generates from this will want to go second in most cases since that would afford you more control over your opponent (and a lot of the upgrades really don't depend whether or not you go first).

Regardless, its not testing unless its scientific, Clon...

You have unfortunately only provided anecdotal evidence, as your terms of testing were insufficient and your sample size is very weak. Doubly so because, as you said, you tested it only vs Imperials. That's already a big scientific no-no...

I applaud you for doing what you feel needed to be done to make your decision... I mean, that's what's important to you, after all.... :D

But it makes it difficult to sell your opinion to someone else, unless you're wiling to hear things from their side as well...

I'm holding off more thoughts on the Interdictor, until I can toy around with it against a few more lists - Rebels and new stuff included...

Full agreement with Lyr here.

I'm seeing the interdictor as 1 per fleet, I'm also seeing it as something for a play style that is currently somewhat contrarian, namely, bidding for second.

You can easily stack the objective deck against the opponent in ways even one interdictor will have a terrific impact. Yeah its 100 points, but what if that interdictor wins you 100+ objective points....without killing a **** thing?

I personally plan to use the cheap version with only grav well upgrades and go second every **** time I can.

Regardless, its not testing unless its scientific, Clon...

You have unfortunately only provided anecdotal evidence, as your terms of testing were insufficient and your sample size is very weak. Doubly so because, as you said, you tested it only vs Imperials. That's already a big scientific no-no...

I applaud you for doing what you feel needed to be done to make your decision... I mean, that's what's important to you, after all.... :D

But it makes it difficult to sell your opinion to someone else, unless you're wiling to hear things from their side as well...

I'm holding off more thoughts on the Interdictor, until I can toy around with it against a few more lists - Rebels and new stuff included...

Calling me "whiny" and what not does not facilitate my listening to them.

Also so far lyr has mostlyy made blanket claims that i find to be blatantly false (except for target scrambler is good, which I agreed with multiple times)

Edited by clontroper5

But since I've done none of the fact, you'll still listen to me, right?

I'm worth listening to....

:D

But getting back to the liberty (imperial players can take their gripes elsewhere, like to the interdictor page), I'm literally sitting down with pen and paper to write out all the possible combinations for those sweet double turbos with ions and weapons teams upgrades. I've got at least 2 different build styles going: sniper and driller. I would call it a hammer, but I consider those to be more of a black-dice type of ship. Oh the glory

But since I've done none of the fact, you'll still listen to me, right?

I'm worth listening to....

:D

:P

Seriously, if the next 3 pages are like the last 3 pages and we get more of clon saying he knows better because he played against himself in his imagination on a table and Lyr calling him a whiner, I think it's time to just

ZgwIASL.gif

What else do we have. . . Ohhh your Fire Lanes with G7 and Grav Shift! (can be used for Contested Outpost as well) You can use Grav Shift to adjust the Outpost towards you (same with Dangerous Territories), and then use GM's to start your self off at 0.

What we're the issues of this ships flexibility again?

I think that when playing your own fire lanes/contested outpost, it would be more useful to start your opponent's ships at 0 and move obstacles into their path or in front of the objectives (obstructing their LOS). It would be a somewhat boring game where you just get points while they desperately try to get to you stuck at speeds 2 and 1 (Konstantine, Q7s, etc...)

Seriously, if the next 3 pages are like the last 3 pages and we get more of clon saying he knows better because he played against himself in his imagination on a table and Lyr calling him a whiner, I think it's time to just

ZgwIASL.gif

(I'm secretly gathering all of their ideas into my secret list lab were I will Creat the ultimate list to win the competition MUHAHAHAHAHA!)

BUT WHAT DOES ANY OF THIS HAVE TO DO WITH THE LIBERTY

BUT WHAT DOES ANY OF THIS HAVE TO DO WITH THE LIBERTY

BUT WHAT DOES ANY OF THIS HAVE TO DO WITH THE LIBERTY

Beats me, my initial statement was 96 points seemed low

What we're the issues of this ships flexibility again?

what if they decide to NOT pick your fleet ambush?

Or if you gaff grav shift+ g7 after deployment your stuck with a ship that cannot kill much of anything, it may be toughish to kill but it will not pull it's Weight damage wise and believe it or not you win games by DESTROYING your opponent

As for the Rebel player starting at speed 0=death then why do most of my rebel opponents start at speed 1?

Yes DTO MAY struggle but most rebels do fine starting slow...

Also I wouldn't use half of those loadouts to argue against the interdictor being 100+ considering that 100 and 101 are in fact 100+

For the spray thing you could instead have coruptor activate them for a similar effect at a discount of 20 points. Plus coruptor works on upto 5 squads and has more firepower

The only point you made that is really valid is that targenting scrambler is good (which I stated multiple times)

DtO likely won't care. It usually starts at 2 and being all small ships means that they can stay out of range easier than medium or large ships.

Kill much? Are you sure? It's got a good arc, can easily double arc with a navigate command, it is 8 dice in 2 attacks and maybe YOU are spoiled by too many dice with the Clonisher but those of us who don't use Ackbar, and other such boosters know the power of 4 dice. When those dice are as reliable as blue dice you can be very consistent.

Sure half of them are 100 points, oh no! What will I ever. . . Oh well? Honestly I don't care becuase the tactical advantage and the ability to utterly frustrate the Clonisher makes its worth it every day of the week.

Sure, you can use Corrupter. Go ahead, go right ahead with weaker turns and an engineering value that makes survival easier.

I am sorry clontroper5 but honestly, the fact that you disregard the basic scientific method of conducting research just makes me disregard your results. You are not showing us any info beyond your own testing which we know nothing about other than it is you playing it and you utterly disregarded the Rebels even though you are now crying how the Liberty is OP.

What else do we have. . . Ohhh your Fire Lanes with G7 and Grav Shift! (can be used for Contested Outpost as well) You can use Grav Shift to adjust the Outpost towards you (same with Dangerous Territories), and then use GM's to start your self off at 0.

What we're the issues of this ships flexibility again?

I think that when playing your own fire lanes/contested outpost, it would be more useful to start your opponent's ships at 0 and move obstacles into their path or in front of the objectives (obstructing their LOS). It would be a somewhat boring game where you just get points while they desperately try to get to you stuck at speeds 2 and 1 (Konstantine, Q7s, etc...)

So it depends on who your opponents Commander is. If you are facing Rieekan you want to slow engagement till late game so that you can kill something and not lose much in response.

The Grav Well token happens before fleet deployment so they don't have to deploy near it however it will limit how they deploy and could even split them up.

And getting back to other combos of weapons upgrades that are cool, Devastator with SW7 and XX9 is not as good as a Mon Karen star cruiser with Veteran Gunners, SW7, XX9, and Xi7 (for less cost, too), but it's still pretty darn good.

And getting back to other combos of weapons upgrades that are cool, Devastator with SW7 and XX9 is not as good as a Mon Karen star cruiser with Veteran Gunners, SW7, XX9, and Xi7 (for less cost, too), but it's still pretty darn good.

Now, Veteran Gunners and leading shots will be fun