Using the Imperial Interdictor

By Englishpete, in Star Wars: Armada Fleet Builds

How are people finding building lists with the Interdictor?

It's a pretty tricky ship to build around, but I've been tinkering and think I have a list I actually like. I am not sold on Konstantine at all, preferring Tagge for his awesome ability and Q7's for control.

What are you all thinking and what is giving you most grief with an Interdictor list?

The list below has moderate firepower but has optimal control aspects. It's going to be tricky to master but it may just work.

The biggest threat will be large ships, but hey, you can't have your cake and eat it all the time.

(I may move Tagge to the VSD-I)

Tagge's Blockaders

Faction: Galactic Empire
Points: 399/400

Commander: General Tagge

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Minefields

Victory I-Class Star Destroyer (73 points)
- Dominator ( 12 points)
- Admiral Titus ( 2 points)
- Ordnance Experts ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- X17 Turbolasers ( 6 points)
- Assault Proton Torpedoes ( 5 points)
= 108 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Flight Commander ( 3 points)
- Expanded Hangar Bay ( 5 points)
- Slicer Tools ( 7 points)
= 42 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- General Tagge ( 25 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Phylon Q7 Tractor Beams ( 6 points)
- SW 7 Ion Batteries ( 5 points)
- G-8 Experiemental Projector ( 8 points)
- G7-X Grav Well Projector ( 2 points)
= 152 total ship cost

Gozanti-class Cruisers (23 points)
- Flight Commander ( 3 points)
- Expanded Hangar Bay ( 5 points)
= 31 total ship cost

6 TIE Interceptor Squadrons ( 66 points)

Edited by Englishpete

its all about the suppression refit to me.

the trick is to use the Interdictor to "freeze" enemy ships then blow them out of space

heres my version of a Interdictor fleet

Trying out some new stuff
Author: tenchi2a

Faction: Galactic Empire
Points: 397/400

Commander: Admiral Konstantine

Assault Objective: Precision Strike
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- Admiral Titus ( 2 points)
- Engine Techs ( 8 points)
- Phylon Q7 Tractor Beams ( 6 points)
- G7-X Grav Well Projector ( 2 points)
- G-8 Experiemental Projector ( 8 points)
= 142 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Devastator ( 10 points)
- Wing Commander ( 6 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 147 total ship cost

3 TIE Bomber Squadrons ( 27 points)
1 Major Rhymer ( 16 points)
1 Boba Fett ( 26 points)
1 Dengar ( 20 points)
1 "Mauler" Mithel ( 15 points)

Edited by tenchi2a

I like it. I would be a bit concerned about only 2 ships, but they are both solid choices and set-ups.

you could drop a couple fighters lose the extended hanger and add a assault carrier as an option

Here is a list that I have been wanting to try out:

Motti's Interdiction
Author: itzSteve

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Motti

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Minefields

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Motti ( 24 points)
- Interdictor ( 3 points)
- Overload Pulse ( 8 points)
- Targeting Scrambler ( 5 points)
- G-8 Experiemental Projector ( 8 points)
= 138 total ship cost

Victory I-Class Star Destroyer (73 points)
- Gunnery Team ( 7 points)
- Spinal Armament ( 9 points)
- Assault Proton Torpedoes ( 5 points)
= 94 total ship cost

Victory I-Class Star Destroyer (73 points)
- Gunnery Team ( 7 points)
- Spinal Armament ( 9 points)
- Assault Proton Torpedoes ( 5 points)
= 94 total ship cost

1 TIE Advanced Squadron ( 12 points)
4 TIE Interceptor Squadrons ( 44 points)
1 "Howlrunner" ( 16 points)

Card view link

Fleet created with Armada Warlords

I tried an odd list and was soundly stomped. A lesson in how long is has been since I played VSDs.

Interdictor Suppression/Interdictor/Konstantine/G8/Target Scrambler

VSD1/Q7

VSD1/Q7

Abbreviated auto-ball.

Faced an ISD/2xRaider/Screed/Overload fleet and got smoked.

The other option I am contemplating really goes to requiring all three ships and the squadrons to support each other and I think has the ability to do so. The Raider and Squadrons especially will work in tandem as a strong anti-squadron force and if needed anti-ship force for rear attacks.

I actually really like the feel of an Interdictor force waiting on a hyperspace lane pulling ships from hyperspace and boarding them.

(Bossk is represented by a Shapeway's VT-49 and the Aggressors by Shapeway's Defenders until they hit wave 5)

Strike Force Tagge's Fist

Faction: Galactic Empire
Points: 399/400

Commander: General Tagge

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Minefields

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Admiral Titus ( 2 points)
- Phylon Q7 Tractor Beams ( 6 points)
- SW 7 Ion Batteries ( 5 points)
- G-8 Experiemental Projector ( 8 points)
- G7-X Grav Well Projector ( 2 points)
= 116 total ship cost

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- General Tagge ( 25 points)
- Relentless ( 3 points)
- Skilled First Officer ( 1 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- SW 7 Ion Batteries ( 5 points)
= 173 total ship cost

Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
= 55 total ship cost

2 Aggressor Assault Fighters ( 32 points)
1 Bossk ( 23 points)

Edited by Englishpete

I would try to find the points to put Projection Experts on the Interdictor. It works really good with Raiders

I would try to find the points to put Projection Experts on the Interdictor. It works really good with Raiders

Agreed, it's a toss up between that on the 'dictor or ECM's on the ISD-II. Testing will bare out one over the other.

This is the Interdictor list I'm most excited to try. While it lacks in anti-squadron (a staple among most of my "fun" fleets), it combines the awesome offense of three GSD's with the sweet defense that the interdoctor provides.

Fleet Summary Page (396 of 400 pts) Faction: The Empire Commander: Grand Moff Tarkin (38 pts)

Flagship: (119 pts) Interdictor Suppression Refit (90 pts)Interdictor (3 pts) Wulff Yularen (7 pts) Projection Experts (6 pts) G-8 Experimental Projector (8 pts) Targeting Scrambler (5 pts)

Fleet Ship 1: (90 pts) Gladiator I-class Star Destroyer (56 pts) Demolisher (10 pts) Intel Officer (7 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: (73 pts) Gladiator I-class Star Destroyer (56 pts) Ordnance Experts (4 pts) Engine Techs (8 pts) Assault Proton Torpedoes (5 pts)

Objectives: Most Wanted , Hyperspace Assault , Intel Sweep

I think Konstantine coming with the Interdictor is a bit of red herring.

Konstantine want to control your opponent. He asks you to take tractors and slicers to boost his power further. Then you consider the interdictor can add some useful tool to the party.

But wheres the damage? Its all well and good controlling your opponent, but spending over half your fleet points on it leaves you somewhat lacking. Konstantine doesnt need the interdictor, and is better suited to ships that are capable of hitting hard, such as ISD and VSD.

Where I see the Interdictor being great is supporting smaller ships, currently Raiders and Glads, but also Arquitens. The Interdictor is lacking firepower, the small ships are lacking robustness. The two are capable of looking after each others weakness in great synergy. I dont necessarily see Tagge being that useful in most interdictor builds as the other ships dont benefit too much, once raiders have lost the brace they are dead. Not next turn in time to get the brace back, almost immediately. Tarkin with the Interdictor is my favourite looking at it from a theory point of view.

Mandalorians fleet above is a good example (apart from the acknowledged complete lack of squads).

I think my only issue with using the Interdictor with Gladiators etc is it's speed and range to 'heal' other ships. I fly my small ships fast and furious and I think the Interdictor would inhibit that freedom.

I think my only issue with using the Interdictor with Gladiators etc is it's speed and range to 'heal' other ships. I fly my small ships fast and furious and I think the Interdictor would inhibit that freedom.

I'd agree, but we have a precedent for anchor fleets. MC80 with CR90's. And those work somehow.

I think Konstantine coming with the Interdictor is a bit of red herring.

Konstantine want to control your opponent. He asks you to take tractors and slicers to boost his power further. Then you consider the interdictor can add some useful tool to the party.

But wheres the damage? Its all well and good controlling your opponent, but spending over half your fleet points on it leaves you somewhat lacking. Konstantine doesnt need the interdictor, and is better suited to ships that are capable of hitting hard, such as ISD and VSD.

Where I see the Interdictor being great is supporting smaller ships, currently Raiders and Glads, but also Arquitens. The Interdictor is lacking firepower, the small ships are lacking robustness. The two are capable of looking after each others weakness in great synergy. I dont necessarily see Tagge being that useful in most interdictor builds as the other ships dont benefit too much, once raiders have lost the brace they are dead. Not next turn in time to get the brace back, almost immediately. Tarkin with the Interdictor is my favourite looking at it from a theory point of view.

Mandalorians fleet above is a good example (apart from the acknowledged complete lack of squads).

I would expect Vader to be good with Interdictors (better than Tarkin). I would disagree about Konstantine. ISD/Interdictor or VSD/Interdictor lists should have enough firepower and control. And you want Interdictor in Konstantine list for G8.

I think Konstantine coming with the Interdictor is a bit of red herring. Konstantine want to control your opponent. He asks you to take tractors and slicers to boost his power further. Then you consider the interdictor can add some useful tool to the party. But wheres the damage? Its all well and good controlling your opponent, but spending over half your fleet points on it leaves you somewhat lacking. Konstantine doesnt need the interdictor, and is better suited to ships that are capable of hitting hard, such as ISD and VSD. Where I see the Interdictor being great is supporting smaller ships, currently Raiders and Glads, but also Arquitens. The Interdictor is lacking firepower, the small ships are lacking robustness. The two are capable of looking after each others weakness in great synergy. I dont necessarily see Tagge being that useful in most interdictor builds as the other ships dont benefit too much, once raiders have lost the brace they are dead. Not next turn in time to get the brace back, almost immediately. Tarkin with the Interdictor is my favourite looking at it from a theory point of view. Mandalorians fleet above is a good example (apart from the acknowledged complete lack of squads).

I would expect Vader to be good with Interdictors (better than Tarkin). I would disagree about Konstantine. ISD/Interdictor or VSD/Interdictor lists should have enough firepower and control. And you want Interdictor in Konstantine list for G8.

Tarkin is more for the glads in this list to hand out navigate tokens for free engine techs, allowing the GSD's to spam other commands. This will also allow the Interdictor to spam engineering while also being able to adjust speed as needed

I think Konstantine coming with the Interdictor is a bit of red herring. Konstantine want to control your opponent. He asks you to take tractors and slicers to boost his power further. Then you consider the interdictor can add some useful tool to the party. But wheres the damage? Its all well and good controlling your opponent, but spending over half your fleet points on it leaves you somewhat lacking. Konstantine doesnt need the interdictor, and is better suited to ships that are capable of hitting hard, such as ISD and VSD. Where I see the Interdictor being great is supporting smaller ships, currently Raiders and Glads, but also Arquitens. The Interdictor is lacking firepower, the small ships are lacking robustness. The two are capable of looking after each others weakness in great synergy. I dont necessarily see Tagge being that useful in most interdictor builds as the other ships dont benefit too much, once raiders have lost the brace they are dead. Not next turn in time to get the brace back, almost immediately. Tarkin with the Interdictor is my favourite looking at it from a theory point of view. Mandalorians fleet above is a good example (apart from the acknowledged complete lack of squads).

I would expect Vader to be good with Interdictors (better than Tarkin). I would disagree about Konstantine. ISD/Interdictor or VSD/Interdictor lists should have enough firepower and control. And you want Interdictor in Konstantine list for G8.

Tarkin is more for the glads in this list to hand out navigate tokens for free engine techs, allowing the GSD's to spam other commands. This will also allow the Interdictor to spam engineering while also being able to adjust speed as needed

Agreed. I was talking about Interdictor in general.

I think my only issue with using the Interdictor with Gladiators etc is it's speed and range to 'heal' other ships. I fly my small ships fast and furious and I think the Interdictor would inhibit that freedom.

I'd agree, but we have a precedent for anchor fleets. MC80 with CR90's. And those work somehow.

I think that works as the MC-80 is all hit power and unless it is running Home One, has no real interdependence with the CR-90's. It's not an option to discount without testing though.