Two Interdictor Screed Fleet

By Imperial Stormtrooper, in Star Wars: Armada Fleet Builds

After some testing with an Interdictor I've been thinking about a fleet that used two, here's what I came up with.

Faction: Galactic Empire

Points: 396/400

Commander: Admiral Screed

Objectives: need help here

(Flagship) Interdictor Suppression Refit (90 pts)

· G-8 Experimental Projector (8 pts)

· G7-X Grav Well Projector (2 pts)

· Interdictor (3 pts)

· NK-7 Ion Cannons (10 pts)

· Admiral Screed (26 pts)

Interdictor Combat Refit (93 pts)

· G7-X Grav Well Projector (2 pts)

· NK-7 Ion Cannons (10 pts)

Gladiator I Class (56 pts)

· Demolisher (10 pts)

· Assault Concussion Missiles (7 pts)

Gladiator I Class (56 pts)

· Assault Concussion Missiles (7 pts)

Squadrons:

2x TIE Fighter Squadrons (16 pts)

The plan is to use the grav well tokens to either funnel the enemy fleet into one area or if they deploy too close to them, they'll need to speed time accelerating. Screed will make sure the the NK-7's and ACM's always work, while the "Interdictor" slows down any ships that try to go around the Interdictors. I haven't played too much so I don't know what objectives would well with this fleet, I'm also wondering if it will be exposed the bomber fleets with only the 2 TIE squadrons.

Edited by Imperial Stormtrooper

Yeah bomber fleets are going to be a big threat to this setup since with Intel they will blow right past those ties and head straight to bombing you. Good news is that this fleet is more than capable of handling carriers, you just need to make sure that you can reach them. You might have more luck with a IG-88 or even aggressor if you could find the points, then resting on 2 ties.

Dangerous territory is a good objective when you can use G7s to keep enemies away from the obstacles or slow them down if they wish to get to them. Intel sweep can do something similar. Contested outpost or Fire Lanes can also benefit from your G7s blocking off large chunks of the deployment zones.

For a red objective probably most wanted is best but opening salvo could be fun.

As for the list I would drop NK7s for ion cannon batteries or to upgrade the fighters to Aggressors and then add ordnance experts to demolisher.

Fleet ambush could also finally be an objective that actually helps second player with two g-7s (and ideally a grav **** reroute). It would basically guarantee that turn 1 demo could pounce on something that's going speed zero

Shift is a bad word? Or did autocorrect remove the f...

I can get 1 Aggressor for the 2 TIE's I have now and I can get 1 more TIE fighter if I exchange the NK-7's for overload pulse or ion cannon batteries, thoughts?

Thanks for helping with objectives here's what I have now:

Navigation: Dangerous Territory

Defense: Contested Outpost

Assault: Most Wanted (or Advanced Gunnery?)

Fleet Ambush looks interesting, but more situational as it opens up a lot more space to cover with the G-7's, should be interesting to try. What do you all think of Advanced Gunnery for this fleet or is it not worth it since all of the ships have the same amount of dice in 3 out of 4 hull zones?

As for the list I would drop NK7s for ion cannon batteries or to upgrade the fighters to Aggressors and then add ordnance experts to demolisher.

I'm curious what experiences you have had with ion cannon batteries? I've never seen any reason to use them over overload pulse or NK-7's.