I want to try some tractor beam shenanigans.

By polish-jack, in Star Wars: Armada Fleet Builds

Like the topic says, I want to try using tractor beams but I can't come up with anything Imperial that would be even slightly effective. If tractor beams could reduce speed to 0, denying the use of defense tokens, that would be a different story but for now they just seem fluffy to me.

Have any of you had any success with tractor beams?

They are a bit mediocre at the moment, however when Konstantine is released with the interdictor they become obscene.

They are move useful for removing nav tokens than anything else.

I've been on the receiving end of Tractor Beams, and they aren't that bad to deal with. What they are good at however, is reducing the Concentrate Fire on the small ships that are likely to spam more Navigation tokens in the critical moments. My small and medium ships would use more Navigation to counteract the effects of the Tractor Beams, and these would usually replace my CF on the small ships and Engineering on the Medium ships (AFKM2). So, their effect is to reduce the firepower of small ships by 1 and reduce the shield repairs of larger ships by 2 ;)

Not bad for 6 points, especially considering that they allow to disrupt a third target on top of 2 targets you might shoot at (or a second if you double arc).

Yes, I did and they did work for me, however you need to be able to hit a target with at least 2 of them. I can see more usage for them in Wave 3 to counter Cracken (or to complement Konstantine)

I have been playing against a list with an ISD, Demo and a Raider and some of the greatest pilots the Empire can put together in one place at one time. Slowing the ISD would be a problem for my opponent as this is his carrier and to speed up he would have to put a Navigate Command onto his dials. It also means my TRC-Nebs can slow to 1-2 and stay at long range for a turn or two longer before they drift into short range or without the anvil the hammer that is Demolisher has to make a very risky attack run.

I'll have to test it, but I think it does give me options I may not have otherwise, even slowing Demo may be worth a try as my opponent is know for putting in a Concentrate Fire on turn 3 when he does his attack. So if he does his CF he may end up out of range as he lost the token, if he does a turn 3 Maneuver Command then it saves me from a black dice. However, for slowing everything else around Demo you may impact on its ability to attack with unanswered effect.

Queue navs all day.

Also, Jaina might see some more play now for support ships for just 3 points.