Glad to Interdictor you

By MandalorianMoose, in Star Wars: Armada Fleet Builds

The idea is to use the Interdictor both offensively and defensively, holding enemy ships in place for the glads to pounce, and then protect them from the return fire. Not sure if I should drop montferrat for tractor beams on the Interdictor.

Faction: Galactic Empire

Points: 400/400

Commander: Admiral Screed

Assault Objective: Most Wanted

Defense Objective: Fleet Ambush

Navigation Objective: Intel Sweep

[ flagship ] Interdictor-class Suppression Refit (90 points)

- Admiral Screed ( 26 points)

- Interdictor ( 3 points)

- Wulff Yularen ( 7 points)

- Projection Experts ( 6 points)

- Ion Cannon Batteries ( 5 points)

- G7-X Grav Well Projector ( 2 points)

- Targeting Scrambler ( 5 points)

= 144 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Demolisher ( 10 points)

- Admiral Montferrat ( 5 points)

- Ordnance Experts ( 4 points)

- Engine Techs ( 8 points)

- Assault Proton Torpedoes ( 5 points)

= 88 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Insidious ( 3 points)

- Ordnance Experts ( 4 points)

- Engine Techs ( 8 points)

- Assault Proton Torpedoes ( 5 points)

= 76 total ship cost

Gozanti-class Cruisers (23 points)

- Suppressor ( 4 points)

- Slicer Tools ( 7 points) = 34 total ship cost

1 Darth Vader ( 21 points)

1 Soontir Fel ( 18 points)

1 TIE Interceptor Squadron ( 11 points)

1 TIE Fighter Squadron ( 8 points)

Love the darth vader/soontir fel squadrons thrown in there. I was playing around with the exact same combo last night as I think with jamming field being a thing and how many squads are going to be running around he may be worth the points for empire fleets looking to not commit to bombers.

Tweaked the list a little more, should be better in the squad game by being able to exploit Soontir's ability for a longer time. Also switched up the experimental retro to give me better use for the points throughout the game, and hopefully be able to keep insidious locked onto the rear arc of enemies in medium range.

Fleet Summary Page (397 of 400 pts) Faction: The Empire Commander: Admiral Screed (26 pts)

Flagship: (124 pts) Interdictor Suppression Refit (90 pts) Interdictor (3 pts) Wulff Yularen (7 pts) Projection Experts (6 pts) Ion Cannon Batteries (5 pts) G-8 Experimental Projector (8 pts) Targeting Scrambler (5 pts)

Fleet Ship 1: (83 pts) Gladiator I-class Star Destroyer (56 pts) Demolisher (10 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 2: (76 pts) Gladiator I-class Star Destroyer (56 pts) Insidious (3 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 3: (25 pts) Gozanti-class Cruisers (23 pts) Jamming Field (2 pts)

Squadrons (63 of 134 pts): 1x Darth Vader Tie Advanced Squadron (21 pts) 1x Sontir Fel Tie Interceptor Squadron (18 pts) 2x Tie Advanced Squadron (24 pts) Objectives: Most Wanted , Hyperspace Assault , Intel Sweep

All well and good, but are you really going to fly insidious and demolisher within 1-3 of the Interdictor? So why have you got the Interdictor?

All well and good, but are you really going to fly insidious and demolisher within 1-3 of the Interdictor? So why have you got the Interdictor?

To hold slow ships and keep them in optimal locations for demo/insidious to get shots off. I think the Interdictor will really help Insidious shine, because as of right now (at least for me) I might get 1 insidious shot off all game unless I'm hyperspacing. The Interdictor could really help keep a ships rear arc in medium range of it

All well and good, but are you really going to fly insidious and demolisher within 1-3 of the Interdictor? So why have you got the Interdictor?

To hold slow ships and keep them in optimal locations for demo/insidious to get shots off. I think the Interdictor will really help Insidious shine, because as of right now (at least for me) I might get 1 insidious shot off all game unless I'm hyperspacing. The Interdictor could really help keep a ships rear arc in medium range of it

Interesting. In which case I would really like to see a tractor beam, and also slicer tools to max out nav prevention.

All well and good, but are you really going to fly insidious and demolisher within 1-3 of the Interdictor? So why have you got the Interdictor?

To hold slow ships and keep them in optimal locations for demo/insidious to get shots off. I think the Interdictor will really help Insidious shine, because as of right now (at least for me) I might get 1 insidious shot off all game unless I'm hyperspacing. The Interdictor could really help keep a ships rear arc in medium range of it

Interesting. In which case I would really like to see a tractor beam, and also slicer tools to max out nav prevention.

That's more what I had had originally in version one, but at the expense of the G8 and a little less squadron cover. Will definitely keep tweaking it. What would you consider removing to fit it in?

All well and good, but are you really going to fly insidious and demolisher within 1-3 of the Interdictor? So why have you got the Interdictor?

To hold slow ships and keep them in optimal locations for demo/insidious to get shots off. I think the Interdictor will really help Insidious shine, because as of right now (at least for me) I might get 1 insidious shot off all game unless I'm hyperspacing. The Interdictor could really help keep a ships rear arc in medium range of it

Interesting. In which case I would really like to see a tractor beam, and also slicer tools to max out nav prevention.

That's more what I had had originally in version one, but at the expense of the G8 and a little less squadron cover. Will definitely keep tweaking it. What would you consider removing to fit it in?

Wuluff and Protection Experts may lose out. I think there will be a lot of naving by the interdictor, so going for a Doctor build too may be that stretch too far for this fleet.

Ion Cannon batteries synergises so I would keep that. The other option would be to drop Darth down to a Tie Advanced seeing as everyone will shoot his mates first anyway now.

All well and good, but are you really going to fly insidious and demolisher within 1-3 of the Interdictor? So why have you got the Interdictor?

To hold slow ships and keep them in optimal locations for demo/insidious to get shots off. I think the Interdictor will really help Insidious shine, because as of right now (at least for me) I might get 1 insidious shot off all game unless I'm hyperspacing. The Interdictor could really help keep a ships rear arc in medium range of it

Interesting. In which case I would really like to see a tractor beam, and also slicer tools to max out nav prevention.

That's more what I had had originally in version one, but at the expense of the G8 and a little less squadron cover. Will definitely keep tweaking it. What would you consider removing to fit it in?

Wuluff and Protection Experts may lose out. I think there will be a lot of naving by the interdictor, so going for a Doctor build too may be that stretch too far for this fleet.

Ion Cannon batteries synergises so I would keep that. The other option would be to drop Darth down to a Tie Advanced seeing as everyone will shoot his mates first anyway now.

I really like the doctor idea though, that's the point of wulff with it, I can bank a token to heal with and then nav, engineering as needed. The dictor needs to keep the glads alive, as they are the primary ship killing unit of the fleet. This iteration is more vulnerable to bombers, but has much more of the speed control aspect to it.

Fleet Summary Page (397 of 400 pts) Faction: The Empire Commander: Admiral Screed (26 pts)

Flagship: (130 pts)Interdictor Suppression Refit (90 pts) Interdictor (3 pts) Wulff Yularen (7 pts) Projection Experts (6 pts) Phylon Q7 Tractor Beams (6 pts) Ion Cannon Batteries (5 pts) G-8 Experimental Projector (8 pts) Targeting Scrambler (5 pts) F

leet Ship 1: (83 pts) Gladiator I-class Star Destroyer (56 pts) Demolisher (10 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 2: (76 pts) Gladiator I-class Star Destroyer (56 pts) Insidious (3 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 3: (40 pts) Gozanti-class Cruisers (23 pts) Suppressor (4 pts) Phylon Q7 Tractor Beams (6 pts) Slicer Tools (7 pts)

Squadrons (42 of 134 pts): 1x Sontir Fel Tie Interceptor Squadron (18 pts) 2x Tie Advanced Squadron (24 pts)

I would drop tractor beams from Gozanti and bump GSD to GSD2. Potentially I might also think about replacing Demo with something else.

I would drop tractor beams from Gozanti and bump GSD to GSD2. Potentially I might also think about replacing Demo with something else.

Replace as in remove the title and use the 10 points elsewhere or replace the second glad with another ship?

I would drop tractor beams from Gozanti and bump GSD to GSD2. Potentially I might also think about replacing Demo with something else.

Replace as in remove the title and use the 10 points elsewhere or replace the second glad with another ship?

If I drop demo I can fit in a Vic 1 with spinals and APTs which then gives me the option of running Konstantine...

Its an option, although I would do Gunnery instead of APT.