I have found g-8 and constantine gave me plenty of quicksand.
Is the interdictor worth it?
It's totally not worth it... I actually have designed a service that allows people who purchased an Interdictor to get rid of it FREE OF CHARGE and EASY TO USE. All you need is a post office, my adress, and I will refund the shipping costs. Now that's going BEYOND customer expectations! ![]()
For the model alone it's worth it. The rebels Interdictor was not a design I was too keen on until I saw this model in the store. I actually think this variant may look better then the old eu one
It's totally not worth it... I actually have designed a service that allows people who purchased an Interdictor to get rid of it FREE OF CHARGE and EASY TO USE. All you need is a post office, my adress, and I will refund the shipping costs. Now that's going BEYOND customer expectations!

I have found it has been a good secondary ship supporting my VIctory SD. And I agree that if your opponent had to use NAVs all game to keep you at bay that makes it both effective and predictable. So now that you know thats the ploy, throw down more squadrons of your own to take advantage of his unused fighter cover.
I've been pondering exactly that. To me it seems there's some potential in the IntSD as a support/carrier ship.
Interdictors are not worth it if you are tacking one on to a list. It needs to be the central ship of your build, and then it's totally worth it either for movement control or tanking. It's low damage output for cost needs to be built around.
Although it may not do as much damage as some other ships it's size, it does deal it consistently.
I certainly think the Interdictor holds plenty of promise. When I first saw it I thought that it was going to be a tough ship to take down. It's got plenty of hull points, engineering points and defence tokens in addition to having all the upgrade slots necessary for a defensive build especially combined with an admiral like Motti. It's also brought plenty of movement shenanigans to the table which I'm not sure I'm looking forward to going up against as a Rebel player. It's definitely something new for the Imperial faction which can't be a bad thing IMHO.
I have managed 6 games with one now. Currently it has survived 5 of 6 games. I found Engine Techs to be a good choice on the combat retrofit as it really helps it close the range gap with the enemy and get those blue dice to the fight. My current build sees the ship playing a flanking role. It is fast enough with the techs to get around the enemy, and big enough that they can't ignore it like the Raider. Most of all though the durability is a great asset making sure it makes it into the fight. Add Wulf to get a constant supply of engineering tokens and this ship will constantly be repairing itself while being hard to pin down.
Need more games with it, but my first game went fairly well... try backing up g8, kon, tractors, with slicers.... taking their tokens, changing their speed, works really well when their next command is not a nav
Just by being there it influences their actions. Do I need a Nav? Or will I chance it and use a normal command.
And with no Meta you'll never what you'll face.
I have to say I love this ship. The joy of messing with your opponents plan and forcing them into a position to get smacked by your fleet is a lot of fun. I had a great game where my opponent played a mon Karren and independence with fighter support. I had a full supression list with two vic1's and an Interdictor with 5 squadrons of tie advanced. The ties locked down the fighters and the Vic's beat him up.
Great game and a lot of fun. I think the Interdictor will become common on the imperial side of the table, I can't wait
If he was constantly doing navigate commands to counter your movement control, then your Interdictor worked. From a certain point of view. That's turns of revealing navigate commands instead of concentrate fire commands, squadron commands, or engineering commands.
yup. intel with those bombers of yours could of prevented his awings from ever doing a thing. Assuming you could activate all your squads with a squadron command or 2.
Or just a sqaud of Interceptors to .... intercept these A-Wings and fly by with the bombers.
Ive definitely got value out of targetting scrambler.
Last weekend I got completely stomped by two interdictor lists.
The first used G8 and tractor beams to control the speed of the head on clash, allowing the interdictor and ISD2 to get the first, decisive volleys at me.
The second used grav shift to pull ALL the asteroids into the path of my Liberty and Defiance. The resulting panic and traffic pile up was a complete mess.
Lots more practice required for me, but on the positive side, was really glad to see some effective usage of the new ship.
Just for fun:
Interdictor Suppression Refit
Konstantine
Engine Techs
Targeting Scrambler
SW-7 Ion Batteries
Interdictor Suppression Refit
Engine Techs
Targeting Scrambler
SW-7 Ion Batteries
Interdictor Suppression Refit
Engine Techs
Targeting Scrambler
SW-7 Ion Batteries
Gozanti Cruiser + Whatever to taste
Gozanti Cruiser + Whatever to taste
Buying 3 interdictors... Yikes. ![]()
Don't see myself getting more than the one I already have.
My first play with the Interdictor I looked at it the same way. But after my first game I sat down and really looked at a build that would take full advantage of the other harder to counter parts of the ship. Then I came up with this build. I still working on tweaking it a little. But I did win my first match with it and have a whole new love for the Interdictor. Love making my opposition re-roll 4 die and feeding the Dominator shields really lets it pack a punch with little draw back. 10 die at close range with the ability to fish for crits with Vader and Ord Experts was insane. Spamming Engineering on both the Dominator and the Interdictor once it got into combat was awesome and made it hard for my opposition to take out the Dominator that ended the game with full shields and 3 points of hull damage, the less upgraded VSDI did not fair as good
Vader's Hand
Author: jpersons73
Faction: Galactic Empire
Points: 389/400
Commander: Darth Vader
Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions
Victory I-Class Star Destroyer (73 points)
- Dominator ( 12 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- X17 Turbolasers ( 6 points)
- Expanded Launchers ( 13 points)
= 115 total ship cost
Victory I-Class Star Destroyer (73 points)
- Admiral Titus ( 2 points)
- Ordnance Experts ( 4 points)
- X17 Turbolasers ( 6 points)
= 85 total ship cost
[ flagship ] Interdictor-class Suppression Refit (90 points)
- Darth Vader ( 36 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Grav Shift Reroute ( 2 points)
- Targeting Scrambler ( 5 points)
= 149 total ship cost
5 TIE Fighter Squadrons ( 40 points)
Buying 3 interdictors... Yikes.
Don't see myself getting more than the one I already have.
You know what's worse?
Having to buy 3 Interdictors because you're a Rebel Squadron Player who wants 3 copies of Flight Commander and Fighter Coordination Team...
(And yes, the upcoming Pelta shows the FCT, but not the FC........)
Like almost everything ffg puts out for armada and Xwing, its worth it for the model alone
Just needs a bit of color imo
Literally the exact color I was thinking off too

