Interdictors as Carriers

By Crabbok, in Star Wars: Armada Fleet Builds

I know what you are thinking - I'm crazy for using Interdictors as carriers right?!?!

Nope. They can equip both Flight Commander and Fighter Coordination Team! I normally don't bring squadrons so what do I know? Well today I tried and it went well. Check out this List:

Interdictor Combat Refit

Admiral Motti

Flight COmmander

Fighter Coordination Team

Targeting Scrambler

Interdictor Combat Refit
Flight Commander
Fighter Coordination Team
Targeting Scrambler

Gozanti-Class Cruisers

Bomber Command Center

Gozanti-Class Cruisers

Jamming Field

Squadrons:

1X Major Rhymer

2X TIE Bomber Squadron

1X TIE Advanced Squadron

1X JumpMaster 5000

3X Firespray-31

Summary: 4 Activations, plus 8 squadrons works well for deployment and activation advantage. I hate lists that only have 3 activations because it's easy to get stuck in a bad way. The second Gozanti with only Jamming Field is useful as just a carrier, but also a great defense against squadrons that would try to come in and mess with my Fireball. And I really like Fighter Coordination team and Flight Commander working together. Very cool synergy there, and having 2 of them in a list is just fun!

Motti also really helps flotillas, as they effectively gain 25% Hull.

I have a video Batrep of a game using this list coming up tonight or tomorrow on my channel.

Good stuff Crabby.

Great Batrep, love the outside the box fleet concept.

So my thoughts;

-You have a great voice, especially in the intro where the recording was in presumably quieter space and there was less noise.

-Difficult to see the upgrades in the intro. Maybe just do a list overlay? Most folks interested in armada enough to watch a batrep probably just need a quick brief on who has what anyway.

-Your friend there paints some freaking gorgeous MC80's. Still loving that Liberty.

-Your Jumpmaster really leapt off the table to my eyes. Did you mean to paint it up to look like a Ferengi Marauder? That was the impression I got, hearted it.

-When you got closer I caught the red highlights on the Interdictor. Very nice.

Regarding the game itself;

-All ships on the rebel side vs serious fireball is a rough draw.

-As I said earlier, I love the fleet design concept. My concern would be that if you were facing a fleet that had a fighter wing of its own, that you may not have enough non squadron anti ship firepower. Motti seems like the right commander choice, although Konstantinople could probably also work.

-Home One/Liberty combo as advertised v flotillas. Pop goes the gozanti.

-I think maybe your margin should have been higher. I think you might get more points for the objective post tabling. Certainly in a tournament you could let the trc90 live and just keep wracking them up, as I think you tables him in round 4? So 2 rounds of 45 each worth far more. Something to think about, maybe.

-Glad to see you get over your dislike of squadrons and give them a whirl. I hope you enjoyed them.

Edited by Madaghmire

Thanks Madaghmire!

  • So I actually recorded a proper intro for the battle report, did an explanation of my own build and also an explanation of my opponent's build, zooming in close on all ships and upgrades in detail - However last night as I was putting the video together I was dismayed to find out that apparently my record button did not fully PRESS so I had actually started recording when I meant to turn the camera OFF. Long story short, You are right, which is why I did the shorter into at the beginning - I would normally have done a much better intro - but by the time I realized it everything had been packed away so I had to do much of it from memory.
  • Yeah his Liberty is really nice. It shows up especially good on film - looks almost electric sometimes.
  • The Jumpmaster was honestly just random for me. I have 3 rogue/villain packs and only paint 1 of each type to match it's proper paint job, so if I was flying Dengar I would have had the typical jumpaster scheme, but for the other 2 I tend to just go freestyle. Glad you liked it!
  • The Interdictor was meant to be very subtle. Thanks!
  • Against another squadron heavy build I would have tried to use my interdictors to bring them down. I'm using the 93 point version with Black/Blue antisquadron dice so that would have helped. Additionally I had one Gozanti with Jamming Field just to keep my fireball alive longer. But it's a learning process when you break away from your comfort zone!
  • I wouldn't say I'm completely over my dislike for squadrons. I generally still want to see lots of SHIPs on the board rather than squadrons, but maybe decimators will help fill that gap - they look cooler at least! I also wouldn't normally like to run quite so many - 8 was WAY more than I feel comfortable with at the moment. 4 would probably be ideal for me. 3 Firesprays and Dengar, for example, would likely be fairly solid.

Thanks for your comments!

Very interesting build and as a player that loves the Squadron part of the game I have to say this build has peaked my interest in the Interdictor as a flight deck. While I tend not to worry about going first or second I tend to max out my points as much as I can. So I am looking at trying the following build. Gives me the chance of using TS 3x and that could be big in keeping the Interedictor's a live. I could drop one Bomber command vut think it could be good to at least fish for crits on one reroll

Interdictor Flight Deck

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Precision Strike
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory

[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Motti ( 24 points)
- Interdictor ( 3 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Targeting Scrambler ( 5 points)
= 131 total ship cost

Interdictor-class Combat Refit (93 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Targeting Scrambler ( 5 points)
= 104 total ship cost

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

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

1 Major Rhymer ( 16 points)
1 JumpMaster 5000 ( 12 points)
1 TIE Advanced Squadron ( 12 points)
2 Firespray-31s ( 36 points)
3 TIE Bomber Squadrons ( 27 points)

It's not bad... I was talking it over with dras and it sounds promising... I think it's probably worth trying with glads as well

Faction: Galactic Empire

Points: 390/400

Commander: Admiral Ozzel

Assault Objective: Most Wanted

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

Gladiator I-Class Star Destroyer (56 points)

- Demolisher ( 10 points)

- Ordnance Experts ( 4 points)

- Engine Techs ( 8 points)

- Assault Proton Torpedoes ( 5 points)

= 83 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Ruthless Strategists ( 4 points)

- Fighter Coordination Team ( 3 points)

= 63 total ship cost

[ flagship ] Gladiator I-Class Star Destroyer (56 points)

- Admiral Ozzel ( 20 points)

- Fighter Coordination Team ( 3 points)

= 79 total ship cost

Gozanti-class Cruisers (23 points)

- Vector ( 2 points)

- Veteran Captain ( 3 points)

- Expanded Hangar Bay ( 5 points)

- Bomber Command Center ( 8 points)

= 41 total ship cost

1 Major Rhymer ( 16 points)

4 Firespray-31s ( 72 points)

2 TIE Advanced Squadrons ( 24 points)

1 JumpMaster 5000 ( 12 points

Moving the sprays up with the glads and pushing out ryhmer with escorts, then vectoring in the sprays/Intel with the final activation... bcc makes sure the sprays get every last damage because honestly, if you don't blow up a ship after the first activation second round, I'd consider the whole build a waste... I think that the chances of blowing up a small base ship are decent enough though to give it a shot... problem may come up in the deployment phase, if they deploy in such a way that you won't have the range for all your squadrons... superior positions helps with that... contested outpost does as well to a degree... as first player I'd be looking to take their outpost or Intel sweep... one weakness are the ships black dice against scrambler, but squadrons can shore that up... might need a bigger bid as well, as you likely want to go first... Maybe make an advanced into a TIE or something...

I dunno, could go well

Are you feeling ok Sky? Yoj just put ruthless strategist on a glad I.

Are you feeling ok Sky? Yoj just put ruthless strategist on a glad I.

Just put it the table assuming the following

1st player, I got to setup everything directly across from a small base ship, target was yvaris at distance 3 from edge, speed 1, guarded by 3x wings at distance 2 from yvaris front edge...

I activated glads and sent out ryhmer advance, then Intel advance, while moving 2 sprays distance 1 with each activation... initial setup of squads was 8888 if that makes any sense... with sprays in the back... after ryhmer Intel and advanced had engaged x's I activated yvaris shooting double blue aa at all of them along with double tapping all x wings... ryhmer survived everything else dead... I later realized ryhmer should have been target, not Intel, but then the way it would usually play out, intel was useless and that a third advance was better, still enabling ryhmer to live... moved yvaris speed 1,fct's turned off by ryhmer... vectors out sprays almost not needing title speed 4... shoot all 4 at front arc using tokens as best as possible, sprays having bcc... got one hull damage... assumed no squads would engage sprays fit the rest if the round, activated 3 sprays with vector and finished off yvaris beginning round 2

What did it all mean??? JACK SQUAT! but everyone is napping and I'm enjoying some tea so I thought I'd use my time wisely... so instead of catching up on chores, preparing dinner, or writing a nice thank you card to FFG, I hashed this all out instead...

Honestly there is potential, but A LOT has to go right... Maybe the reward is there though... glhf

Edited by SkyCake

I'd be very concerned about facing a fleet with even a average squadron fighting ability. They should insta-gib the JumpMaster and now your entire ball is locked down for the entire game and won't win many squadron battles.