It just won't die.....

By Jondavies72, in Star Wars: Armada

The ships that won't die.....Not sure yet if you can build something competitive around this missions wize...... But three motto powered interdictors, with targeting scramblers, projection experts and crew/ support to give them tokens each round, may just be the hardest nut in the game to crack. Why:

I can make you reroll your dice( well four of them a go) up to 3 times, yes that's three stackable, regenerating lando cards.... ( one of which I get to use a second time in round with title). Go on demo or mc30 try and fire off a crit..

Imps now get a lot of token generating fun as well, add in old wulfy you should be able to engine dial+ token for 8 engineering whenever you want, add in 4 shields from others projecting ships. That's laughable levels of repair.....8 shields anyone.....

I may play test a list based on this, not sure it could win big, but if you can manage the mission side, not sure you would ever loss big either.

Targeting scramblers require the attacker to be in close range to the target for the reroll to happen, that's avoidable to a degree if you know it's there.

The hull and engineering values are another story. The Interdictor is a tank. I'd like to see what one could do with MSUs and Vader, or a couple of Interdictors with well thought out squadrons built around the idea of weathering the storm while killing your opponent with a thousand paper cuts

As much as I like your concept... how are you planning to kill anything?

I prefer Tarkin for the tokens... comms net flotillas will die. And in this list that is unacceptable.

As much as I like your concept... how are you planning to kill anything?

Engine techs to get 2 arcs into position, and either High Capacity Ion Turbines or SW-7 Ion Batteries. A lot of overlooked firepower potential there for the Suppression Refit

Edited by Flavorabledeez

Engine Techs and Projection Experts?

Engine Techs and Projection Experts?

But, if the OP is set on using Projection Experts they don't have to be on every ship. With Engine Techs on one or two you could snag a ship with a tractor beam and allow the one(s) without engine techs to catch up

As much as I like your concept... how are you planning to kill anything?

It's not just the killing stuff, it's scoring points as a whole.... Maybe two of the boys with something a bit Killy like an ids 2.

Gink, your right you would not want a weak point to give away points so maybe aresko on one and Wulff on a second, if you went with a third you would just have to to work with a single banked token, unless you drop motti for tarkin.

I think tarkin is going to be a very useful guy in the next couple of waves, being able to generate nav tokens may just be a life saver......

Ooooh, Aresko, Wuluff and Tagge...

Never lose that brace either...

Ooooh, Aresko, Wuluff and Tagge...

Never lose that brace either...

You mean like this?

Fleet Summary Page (399 of 400 pts) Faction: The Empire Commander: Admiral Tagge (25 pts)

Flagship: (113 pts) Interdictor Suppression Refit (90 pts) Interdictor (3 pts) Wulff Yularen (7 pts) Projection Experts (6 pts) Targeting Scrambler (5 pts) G7-X Grav Well Projector (2 pts)

Fleet Ship 1: (107 pts) Interdictor Suppression Refit (90 pts) Aresko (7 pts) Projection Experts (6 pts) Grav Shift Reroute (2 pts) G7-X Grav Well Projector (2 pts)

Fleet Ship 2: (154 pts) Imperial II-class Star Destroyer (120 pts) Devastator (10 pts) Intel Officer (7 pts) Electronic Counter Measures (7 pts) XI7 Turbolasers (6 pts) Leading Shots (4 pts)

Squadrons (0 of 134 pts): Objectives: Advanced Gunnery , Contested Outpost , Dangerous Territory

Could also go with Mott for the extra beef, total of 35 hull with motti

Ooooh, Aresko, Wuluff and Tagge...

Never lose that brace either...

.

You mean like this?

Fleet Summary Page (399 of 400 pts) Faction: The Empire Commander: Admiral Tagge (25 pts)

Flagship: (113 pts) Interdictor Suppression Refit (90 pts) Interdictor (3 pts) Wulff Yularen (7 pts) Projection Experts (6 pts) Targeting Scrambler (5 pts) G7-X Grav Well Projector (2 pts)

Fleet Ship 1: (107 pts) Interdictor Suppression Refit (90 pts) Aresko (7 pts) Projection Experts (6 pts) Grav Shift Reroute (2 pts) G7-X Grav Well Projector (2 pts)

Fleet Ship 2: (154 pts) Imperial II-class Star Destroyer (120 pts) Devastator (10 pts) Intel Officer (7 pts) Electronic Counter Measures (7 pts) XI7 Turbolasers (6 pts) Leading Shots (4 pts)

Squadrons (0 of 134 pts): Objectives: Advanced Gunnery , Contested Outpost , Dangerous Territory

Could also go with Mott for the extra beef, total of 35 hull with motti

See so much abuse of impossibly hard ships..... I love it, I was a victim of a a moti isd that limped away from my demo in the last round of my last game in nationals with three hull, I therefore truly appreciate the strength of a ship with stamina.

As much as I like your concept... how are you planning to kill anything?

The combat refit Interdictors actually have more dice than a Victory. And they are significantly more maneuverable. it won't be as hard to kill something as you think. You don't have to have an ISD to kill something.

As much as I like your concept... how are you planning to kill anything?

The combat refit Interdictors actually have more dice than a Victory. And they are significantly more maneuverable. it won't be as hard to kill something as you think. You don't have to have an ISD to kill something.

Very true, pop on leading shots to help the Reds and three of them together are ok, not Stella but ok, they also have lovely sides and very tight rear arcs( for imps).

4 shields per turn per ship. 12 shields brought back per turn.

1 Vader fueled ISD2 averages 7.5 damage before scramblers. Scramblers drop it back to around 6.5. Add in HTL and gunnery teams. 13 damage spread across two ships. No ECMs, so probably never getting that brace.

Super durable? Absolutely. Far from indestructible.

For note: I ran a projection experts, ECM, Redundant shields, engineering-stacking 2xMC80 list with a YT2400 rogue acreen in a few games. It is absolutely viable, but has a hard time against intel officers. Those MC80s absorbed something like 30 damage (post-brace tokens) each before dying.

As much as I like your concept... how are you planning to kill anything?

The combat refit Interdictors actually have more dice than a Victory. And they are significantly more maneuverable. it won't be as hard to kill something as you think. You don't have to have an ISD to kill something.

Fewer dice, if we're talking the Vic-II.

Single arc

Vic-II: 3 red, 3 blue

Combat: 2 red, 2 blue

Double arc

Vic-II: 5 red, 4 blue

Combat: 4 red, 4 blue

Rebel: angry bees. You can't run, can't fight back, can't soak that many attacks.

Imperial: Rhymer. Again, you can't soak the damage.

As much as I like your concept... how are you planning to kill anything?

The combat refit Interdictors actually have more dice than a Victory. And they are significantly more maneuverable. it won't be as hard to kill something as you think. You don't have to have an ISD to kill something.

I'm just going to talk about this one more time, since no one seems to be reading what I post.

The Interdictor has one of the most even distributions of firepower in the game, comparable to the Assault Frigate with a less prominent broadside. Given the right loadout and some smart maneuvers you should easily be able to double arc with it at medium range. The amount of blue dice the Suppression Refit can throw in this situation is more than the front arc of an ISD II (without a gunnery team). Since double arcing at medium range is what most conflicts result in, this is going to happen with frequency.

Don't overlook the Suppression Refit in regards to combat efficiency. Everyone keeps stroking the new shiny toys it has at its disposal, but when the dust settles it'll be the potential for this thing to hit harder than expected that it'll be known for.

Engine Techs and Projection Experts?

Those aren't my words. Personally, I don't really see the point in projection experts if all you plan to field are Interdictors. Just keep the engineering commands flowing.

But, if the OP is set on using Projection Experts they don't have to be on every ship. With Engine Techs on one or two you could snag a ship with a tractor beam and allow the one(s) without engine techs to catch up

Projection experts are more efficient than repairing shields, since you're spending 1 point to repair a shield on the chosen ship, instead of 2. If 1 ship is taking damage, that ship can get 4 shields repaired for the cost of 4 engineering, rather than 8. This also leaves that ship free to use its own engineering command for repairing hull damage.

Now, projection experts have this efficiency at the cost of the projecting ship's overall efficiency, but if only 1 ship is taking damage, then the lost efficiency on those other two ships don't matter. Losing 2 shields off a hull zone that's not getting shot is meaningless. If all the ships are taking damage, then the efficiency of projection experts is on par with moving shields instead of repairing them, and thus they're not really useful. Though if the damage is coming at all your ships instead of being concentrated, you're probably winning anyway.

4 shields per turn per ship. 12 shields brought back per turn.

1 Vader fueled ISD2 averages 7.5 damage before scramblers. Scramblers drop it back to around 6.5. Add in HTL and gunnery teams. 13 damage spread across two ships. No ECMs, so probably never getting that brace.

Super durable? Absolutely. Far from indestructible.

For note: I ran a projection experts, ECM, Redundant shields, engineering-stacking 2xMC80 list with a YT2400 rogue acreen in a few games. It is absolutely viable, but has a hard time against intel officers. Those MC80s absorbed something like 30 damage (post-brace tokens) each before dying.

In effect the isd in isolation has almost no hope of sticking significant damage onto these ships, the concentration of fire needed to bring down these ships will need to be significant and more importantly prolonged, which will be a challenge. My issue is more the viability around missions, this could be a list that gives away point after point against some missions.

As much as I like your concept... how are you planning to kill anything?

The combat refit Interdictors actually have more dice than a Victory. And they are significantly more maneuverable. it won't be as hard to kill something as you think. You don't have to have an ISD to kill something.
Agreed.

I'm just going to talk about this one more time, since no one seems to be reading what I post.

The Interdictor has one of the most even distributions of firepower in the game, comparable to the Assault Frigate with a less prominent broadside. Given the right loadout and some smart maneuvers you should easily be able to double arc with it at medium range. The amount of blue dice the Suppression Refit can throw in this situation is more than the front arc of an ISD II (without a gunnery team). Since double arcing at medium range is what most conflicts result in, this is going to happen with frequency.

Don't overlook the Suppression Refit in regards to combat efficiency. Everyone keeps stroking the new shiny toys it has at its disposal, but when the dust settles it'll be the potential for this thing to hit harder than expected that it'll be known for.

O I think they are plenty Killy for most opponents, the combination of wide front and sides with four dice each lovely, the ion slot can add a lot as well, let's not forget they could pack in three tractors for that loving embrace....

I need to experiment but I'm thing if you have agent kalus on one, the blue black anti fighter dice each has can wear down anything other than an apsolute focused bomber ball before it can get killing damaged to stick, most of the balls I run can generate 7-8 damage which are not going to do much without the capital ships coming in to exchange shots...at which point it's a question of will my 3-5 four dice arcs kill the ids before the ids and bombers can focus down and kill 2 of the vindicators.

I've had Keyan alone do 7 dmg to me in one round of shooting. And he wasn't alone at all. He had Bee buddies and his friend Mon Karren and Salvation.

I would not take a build like that with no fighter cover.

I've had Keyan alone do 7 dmg to me in one round of shooting. And he wasn't alone at all. He had Bee buddies and his friend Mon Karren and Salvation.

I would not take a build like that with no fighter cover.

You can fit about 50 points of specialist anti fighter no problems....

Yeah I saw something like this last night, it was an Interdictor, VSD and 3x Gozanti pairing that was more damage absorbent then any sponge you might find in the emperors kitchen.

There was a crazy amount of damage that was discarded.

On the Rebel side, it was an MC30, Liberty & squadrons type build. While the damage output of the Imperial side wasn't huge, it didn't need to be, with damage spread over time, and the inability for the Rebels to repair as much, in the end their ships melted away.

New Meta where art tho?

Yeah I saw something like this last night, it was an Interdictor, VSD and 3x Gozanti pairing that was more damage absorbent then any sponge you might find in the emperors kitchen.

There was a crazy amount of damage that was discarded.

On the Rebel side, it was an MC30, Liberty & squadrons type build. While the damage output of the Imperial side wasn't huge, it didn't need to be, with damage spread over time, and the inability for the Rebels to repair as much, in the end their ships melted away.

New Meta where art tho?

It's an intriguing idea. The main downside I see is that Armada is a turn-based game instead of timed like X-Wing. Turtling Soontir and chipping away at your opponent is viable in X-Wing because you get effectively unlimited turns if you play quickly. In Armada, you have to be able to do X damage over 6 turns, regardless of how well you would be able to fly and manage it over a longer game. Can this list deal out enough damage in the 4-5 turns of combat you get?

4 shields per turn per ship. 12 shields brought back per turn.

1 Vader fueled ISD2 averages 7.5 damage before scramblers. Scramblers drop it back to around 6.5. Add in HTL and gunnery teams. 13 damage spread across two ships. No ECMs, so probably never getting that brace.

Super durable? Absolutely. Far from indestructible.

For note: I ran a projection experts, ECM, Redundant shields, engineering-stacking 2xMC80 list with a YT2400 rogue acreen in a few games. It is absolutely viable, but has a hard time against intel officers. Those MC80s absorbed something like 30 damage (post-brace tokens) each before dying.

In effect the isd in isolation has almost no hope of sticking significant damage onto these ships, the concentration of fire needed to bring down these ships will need to be significant and more importantly prolonged, which will be a challenge. My issue is more the viability around missions, this could be a list that gives away point after point against some missions.

Yeah. The only point I was bringing up was that a Solo ISD can be nearly nullified. Two can bring enough damage bear to kill these guys without major issue. I did a bad job of finishing that thought.

Also, as others mentioned, squadrons wreck this fleet.

The main reason the regenerating MC80s had a chance was a 4xXwing and Jan screen to hit squadrons or go after Rhymer.

He would need to build around going second and having very well chosen objectives.