Tankerdictor

By AndySan, in Star Wars: Armada Fleet Builds

Had a kinda unique idea, looking for feedback - is this even viable? Here's the idea:

Interdictor tanks in front, while demolisher "escorts", staying slightly back to threaten whatever threatens the interdictor. Gozantis provide support, activations and squad commands for the mini fireball which is held back, again, to threaten what threatens the interdictor. Against strong squad builds the 'dictor and demo have extra anti-squadron dice, if they go for demolisher kallus is there to put extra hurt on aces. Fireball + ship anti squad dice should whittle squadrons down as long as everything doesn't hit all at once, in which case, 'dictor tanks while I pick off biggest threats.

Faction: Galactic Empire

Points: 393/400

Commander: Admiral Motti

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Minefields

Interdictor-class Combat Refit (93 points)

- Interdictor ( 3 points)

- Wulff Yularen ( 7 points)

- Engineering Team ( 5 points)

- Targeting Scrambler ( 5 points)

= 113 total ship cost

Gozanti-class Cruisers (23 points)

- Expanded Hangar Bay ( 5 points)

- Bomber Command Center ( 8 points)

= 36 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)

- Admiral Motti ( 24 points)

- Repair Crews ( 4 points)

= 51 total ship cost

Gladiator II-Class Star Destroyer (62 points)

- Demolisher ( 10 points)

- Agent Kallus ( 3 points)

- Ordnance Experts ( 4 points)

- Engine Techs ( 8 points)

- Expanded Launchers ( 13 points)

= 100 total ship cost

1 Major Rhymer ( 16 points)

2 Firespray-31s ( 36 points)

1 Dengar ( 20 points)

1 TIE Advanced Squadron ( 12 points)

1 TIE Bomber Squadron ( 9 points)

A well-rounded fleet, but if you come along some red dice heavy enemy you're done for. You'll have to take Demo in range to deal some serious damage but if Ackbar for example is in the enemy fleet, or it's heavy on TRC they Demo will be practically dead by the time it can reach the enemy ship. And teh Interdictor and three bombers most likely won't be enough to bring down what Demo left alive.

I would swap out engineering team for projection experts. 9 repair points is nice assuming you are just repairing hull but 8 is almost as good (2 hull and a shield) and the ship now can help out the Demolisher with repairs.

I would swap out engineering team for projection experts. 9 repair points is nice assuming you are just repairing hull but 8 is almost as good (2 hull and a shield) and the ship now can help out the Demolisher with repairs.

Indeed - I was mistaken thinking that eng. tokens give you points rounded down - in which case you'd essentially be getting 2 extra points instead of one. I'm no stranger to how quickly a GSD can go down in flames after it's initial "triple-tap" play, but perhaps some timely help from the interdictor with PE could make enough of a difference to keep it in the game for one more turn.

Norell - I agree that as soon as the GSD goes down there's not much punch left in the fleet. Dropping a gozanti and replacing the interdictor with an ISD may be the better play, but then it's a standard jousting list we've seen a million times before. This list is trying something different as I've been trying to build lists to capitalize on the interdictor and keep defaulting back to a Konstantine double VSD/single ISD list or a list built to support a crazy tanky ISD. I'm thinking a "tanky interdictor" build might be trying to play the 'dictor in a role that the ISD does just as well while offering much better offensive ability.