First look at using an Interdictor

By Englishpete, in Star Wars: Armada Fleet Builds

I've been tinkering around with trying to build a list with an Interdictor and this is where I am at so far. It seems to be a ship that is very hard to build around, but I guess we'll see how this one does.

Ozzel's Raiders
Author: Englishpete

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Ozzel

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Ozzel ( 20 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Engineering Team ( 5 points)
- G-8 Experiemental Projector ( 8 points)
= 133 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
= 78 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
= 68 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost

2 Firespray-31s ( 36 points)
2 TIE Interceptor Squadrons ( 22 points)

The massive repair capacity of the Interdictor is only useful if the enemy shoot it first. Most enemies will realise this and hammer the other ships until very late in the game. I would drop Engineering Team for Projection Experts turning the Interdictor into an Interdoctor design.

You can ditch bomber command centre as many enemies can tie up 2 firesprays and even if they get a shot on a ship their blue dice don't benefit as much from rerolls. Use the points for an APT/ACM on Demolisher or a second experimental refit like Targeting scrambler.

Solid ideas there :-)

I do not see the point of using the supression refit if you are only going to take one experimental slot. I also find your squadron's effectiveness dubious.

Other than that it seems solid.