Interdictor roles

By miedomeda, in Star Wars: Armada

When the Interdictor was first spoiled I was not impressed at all. A 90 point ship, 100+ with basic upgrades, that shoots 3 blues and 1 red from each ark? Err, situational I suppose.

What bugged me most was the seeming inability of the ship to fit in any "good" build because of its high cost, low damage and low squadron related potential. Having won a couple games in a row with my buddy, I decided to play a more relaxed game and test the interdictor in a fun build (list here: http://armadawarlords.hivelabs.solutions/view_list.php?token=43635&key=b2a95595e077c70b453cc7c7e00add83).

I was really pleased with the overall feel of the ship: electronic disturbance in the form of speed manipulation is quite awesome, and at the end of the game it even saved the vsd flagship from certain death by repairing its shields (only later I figured out the healing potential of PE + yularen combo, gotta try that as well).

Anyway, since that game I've been trying to build an interdictor friendly list, not even necessarily centered on speed manipulation, but haven't really succeded: I can't seem to design a fleet that includes and interdictor where, on paper, another ship wouldn't be better.

What I'm trying to figure out is how the community perceives the interdictor, what roles can it fill and, most of all, what kind of fleets are you guys playing with him.

Tank.

Tricky Tank.

Shield Giving Tank.

Tricky, Shield Giving Tank.

Edited by Drasnighta

Probably the most interesting ship I've flown so far. Doesn't put out a great deal of damage, but it does provide a massive amount of control and mitigation of the battlefield, which is something I find fantastically interesting. I absolutely love it, and often have to stop myself from arbitrarily adding it to the start of any list I'm making.

Yeah, I actually like the combat variant; it is tough, and tends to tarpit people unexpectantly. It's actually incredibly hard to kill unless you REALLY commit to nailing it in one turn, and flanking it doesn't help due to it's all around decent arcs. It's expensive, but I think it works well in a central fleet support role. Good place to put an admiral in lists with smaller "shark" style attack ships (glads and raiders).

I think people have a hard time really wrapping their heads around it, more than anything else. It is not a general purpose ship; it is not a carrier, it is not an assault ship although it can do so against particular fleets in an unsuspecting fashion (it can bowl in, and not care too much about aligning arcs due to it's all around firepower). It can sling shields in a way that makes Redemption envious. It's 117 pts for Interdictor combat, w/ Wulff, Projection Experts, G-8, and Interdictor (which works on Wulff, although that isn't too useful unless you have multiple kind of tokens; you can't spend the same type of token twice in a turn). Add an Admiral and/or High Cap Ion or something if you want. Leading Shots is not "terrible", and it's cheap, but with only two blue per arc may not be exactly awesome either...

I have had some success with this list.

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Motti ( 24 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Point-Defense Reroute ( 5 points)
- Targeting Scrambler ( 5 points)
= 143 total ship cost

Victory II-Class Star Destroyer (85 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 106 total ship cost

Victory II-Class Star Destroyer (85 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 106 total ship cost

1 "Mauler" Mithel ( 15 points)
1 Soontir Fel ( 18 points)
1 JumpMaster 5000 ( 12 points)

The vic-II are basically ISD-II with one less dice and the Interdictor is support and AA makes it super tanky list. I have also seen a guy run this list, useses the interdictor as an objective securing ship

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

Interdictor-class Suppression Refit (90 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Overload Pulse ( 8 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 115 total ship cost

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Avenger ( 5 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 178 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
= 27 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

1 Soontir Fel ( 18 points)
1 "Mauler" Mithel ( 15 points)
1 JumpMaster 5000 ( 12 points)
1 TIE Advanced Squadron ( 12 points)

it is there to pull the outpost into your deployment zone and plop a ship on it then reduce its speed to zero and sit and get all the points uses the grave well token to keep force the other player to deploy away from the station. in dangerous territory same thing just move the rocks and keep the other player deploying away from them so you can get all the points passes shield to avenger and has overload pulse to help avenger trigger more often.

Edited by xero989

In a Tarkin list with an Interdictor, a ship of your choosing can gain an absurd number of shields back in a single turn. I have outright negated broadsides on an ISD with that. Throw in Targeting Scrambler and you're looking at some serious mitigation.

I actually don't find it tanky at all... basically on par with stock vsd... but for way more points.. targeting scrambler is good but have to get close range... so you could put engine techs on, but along with your experimental retrofits you are nearing isd points... and a stock ISD it's likely as tanky as an interdictor scrambling an attack on itself... I dunno... I think I wish it had 3 squad value, or better attack dice, or better anti squad dice, or another redirect... and then I realize I'm just talking about other ships... it's best role is messing with your opponents head via g8, grav shift... second best role, saving smaller ships like glads and raiders who are at close range via scrambler

That's because we don't give you a chance to take 1 turn and repair from shieldless to full shields while tossing a damage card out at the same time..

I LEARNED TO KILL THEM QUICKLY

Every time I've flown them and placed them in front, in the heat of battle they've gone down pretty fast. Yes they take a good beating, but their defense tokens can be a real weakness.

I actually think they are best suited to be in the back, doing their control thing from range while other ships take heat. It makes destroying them very difficult when they are further back. All the while they can be projecting shields and forcing rerolls for the attacking ships.

The greatest thing about buying an interdictor is that all your b wings are now awesome!

You forgot Speedy Tank

You forgot Speedy Tank

Because I don't consider an effective Speed 3 "Speedy"

I took one to Nationals and it did pretty well.

I think you really have to build it with its role in your fleet very clear.

I took a suppression refit with G8s and targetting scrambler, backing up my fully loaded Motti ISD2. Its role was to stay at speed 2, tethered to Mottis ISD, and lay things out for Motti to eat.

G8s are definitely the star because unlike Konstantine and Phylons they are an absolute reduction. This allowed me to keep assault figates, gladiators and an opposing ISD all in Mottis kill zone long enough for him to burn them down. Target scramblers are also quite awesome.

I like the 1,1 manouver chart which means its pretty easy to juke and turn to keep in range of the ISD and to keep a clear path so you don't get focused down.

I also like that you don't need to devote commands to the grav well effects which means you can happily set nothing but "ENG". Having the ISD close by means if you are lucky/play well, nothing will live long enough to burn the interdictor down. At one point he was under attack by two Ackbar whales and a swarm of bomber command Xwings and lived to tell the tale.

I really like grav shift reroute, and definitely can see use for the combat refit, but to me the G8/target scrambler combo is the thing to go with at present.

You forgot Speedy Tank

Because I don't consider an effective Speed 3 "Speedy"

Faster than an old man speed tank.

You forgot Speedy Tank

Because I don't consider an effective Speed 3 "Speedy"

Faster than an old man speed tank.

But will it make Point Five past Lightspeed ?

Aresko on an interdictor is great

I ran a similar build in a store tourney to see how viable it was.

Konstantine, targeting scramblers, slicers, tractor beams with Interdictor, double vic, flotilla and few ace fighters.

I found that it really could hold its own. I was able to rush most of my opponents into close range to batter them in VicI front arcs whilst under the protection of targeting scramblers. Whichever ship was targeted, the targeting scramblers on the interdictor made my ships very tanky.

The interdictor itself is able to double arc really easy and anyone who has taken on cr90b's knows two blue dice salvos can be very painful. Considering overload pulse as an addition.

Overall I came third as I just didnt have an answer to a mon karren kraken list. Gunny teams, x17, spinal armanents. Kryptonite.

You forgot Speedy Tank

Because I don't consider an effective Speed 3 "Speedy"

Faster than an old man speed tank.

But will it make Point Five past Lightspeed ?

It can go Ridiculous speed but it ain't no Ludicrous speed.

For those playing with the Interdictor I found a great synergy with Comms Net and Aresko.

Put Aresko on Interdictor. Take a Comms Net floaty. If you fly the Comms next close to the Interdictor you can tap Aresko for a token and Comms Net to a different ship. It's pretty nice being able to pass one of the same token to both an Interdictor and ISD at once.

And I love my Interdictor. Currently 9-3 and have faced multiple lists. Totally agree that a big consideration is what to against large base ships given how non ECM medium can struggle to survive.

Large Base Ship Fighting Guide

There is a lot to consider...initative, activations, commands but lets focus on a few key things

I) Close the Distance

For example sake we will use an ISD II with Xi7.

Understand Distance: At Long you have a semi reliable brace combined with 8 eng. Medium is terrible because they get more damage and you get 0 options to turn it down so the GTFO out of it. Close is where you want to be for the amazing Lando-on-a-stick Targeting Scrambler. What you are aiming to do is get into Close Range and you are looking to turn hull damage rolls into shield only rolls. Never reroll reds/black if you are not taking damage to your hull. Where possible sticking to shield damage is better because repairing it is easier.

Two bad rolls out the gate for Medium Imp ship facing Xi7 is i) Acc, Red Double ii) Acc (for Brace), Acc (for Rediret). For an ISD II this leaves 6 Dice, 3 Blue/3 Red both Average Damage of 2.250 per set of 3. So I would say you are looking at 6-7 Damage on Average without Brace.

Targeting Scrambler Reroll Stratergy, If My Brace is ACC: I never reroll Red Dice single Hits. I reroll all Red doubles, then Blue Dice. For our ISD II they reroll any Red Double (stays the same of gets better) and then left over Blue Dice. It is not unreasonable to expect to take off 2-3 damage. What we are trying to do is bring our 6-7 down to 4-5. This allows our Front Shield to take the bulk of the hit, potentially redirect 1 to the side, so we end up taking hopefuly 0-1-2 hull pretty consistently.

Targeting Scrambler Reroll Stratergy, If My Brace isn't ACC: Reoll doubles/Blues as per usual. I will consider rerolling a Red Dice if by them potentially rolling a Double Red it does not increase the overall damage given my brace.

Targeting Scrambler Reroll Stratergy, VS 7 Single Hits with ACC Brace: It can happen. I honestly cannot say what is best. I would like to ask for some stats on the Averages when rerolling 4 Red Singles because this is my feeling on what to reroll.

Over all the idea is not to try to turn every facing down to 0. But rather play it safe and try to keep the damage on the shields. This will make the attrition war more efficent when we repair shield over hull.

II) Repair Correctly Lets assume they hit 6 Damage. We Redirect 1 that we can, take 3 to the front, Contain 2, and take 2 Hull Damage. This feels very much like an average to slightly upper amount of damage.

The most important thing to tanking in the joust is to refresh the 3 Shields to the Front and keep that Front Arc facing their strong battery. To this effect there are a couple of solid Repair Plans (assuming 8 Eng Value)

i) Sefless Interdictor: Projection Expert 2 (2eng), Restore 3 Shield (6eng) or Projection Expert 2 (2eng) Transfer 3 (3eng), Repair 1 Hull (3 Eng).

Remember to Projection Expert from Arcs not in Line of Sight. For example Project 2 from the Rear and Repair 3 Shield to the Front.

ii) Selfish Interdictor Repair 1 Hull (3eng), Restore 2 Shield 4(4 eng), Transfer 1 Shield (1eng) or Repair 4 Shield (8eng). Both of these options seek to fully restore the Front Arc Hull Zone to 3 Shield in preperation to tank another barrage.

There are plently of combinations you can use with 8 points but you want to restore that front Arc if it's taking the shots which it will be be because you are flying it correctly!

III) Combined Arms.

The Interdictor can tank but it won't last forever and it won't deal a massive amount of damage. If you are facing off against a Large ship send others with it, either flanking on a weak arc or with the Interdictor to focus fire and get effects (projection, scrambler). SW7 or Overload Pulse ups its punch whilst MS1 Ion turns off ECM/Intel Officer, two of the big boo boos when facing large ships.

IV) Nav Like a Demon

Do not underestimate the I-I Yaw. The Interdictor can 'slide' left or right naturally at Speed 2 so constantly sliding when approaching a Large Ship can set you up to fly past. At Speed 2 and a Nav Command 2 II Yaw turning towards the Large ship can flair your base out wide enough to avoid the front Arc of a Large Ship.

Edited by Trizzo2

I've seen a few people worried about the defence tokens on Interdictor. They are a bit less great than I would want them to be, but if you can space the Officer slot, this seems a wonderful ship to put Captain Needa on. Swap out a Contain token for an Evade, and your long-range suitability goes right up.

I have to admit I don't have an interdictor yet but I was surprised by the stats it has been released with. I was expecting less hull & weapons for starters.

Even at basic cost, it's up there with a combat ship when, thematically, I always saw it as more of a support ship that needed the protection of ISDs.

It's a Star Destroyer, not a Heavy Cruiser - makes sense to me. Ezra even references it as a Star Destroyer in Rebels Season 3 opening episode.

I have to admit I don't have an interdictor yet but I was surprised by the stats it has been released with. I was expecting less hull & weapons for starters.

Even at basic cost, it's up there with a combat ship when, thematically, I always saw it as more of a support ship that needed the protection of ISDs.

What!? You're surprised by the stats? Less hull and weapons? B-but you realize it's in the same price bracket as the Liberty, right?

Ok, well maybe not less weapons but certainly less hull. Seems odd that it has more hull than home one.

This is my old school pre-rebels mindset talking of course.

Home One was a refitted exploration ship. A low hull but crazy good shielding is fair.

The Interdictor appears to make use of a refitted or redesigned star destroyer hull. A design intended for combat. High hull is fine. I do think 8 would have been more reasonable for hull, but I cant say that I think 9 was wrong.

As for local tactics: Grav Shift Reroute is on essentially every Interdictor I see. The combat refit seems to see slightly more use.

Edited by Church14