I ran this list a couple of times. It's actually done rather well, but a combination of good rolls, decent positioning, and lucky match-ups meant I never really had a testing time against squadron archetypes like Yavaris or Rhymerballs. Any small squadrons I have met have been dealt with fairly easily by having the Glad II over the Glad I, and the pair of Raiders.
It does a shocking amount of damage in a short space of time (ISD pulled to no shields and 3 hull in a turn, thanks to just the two Raiders, comes to mind), but I'm seeing more squadron use of late and I'm thinking it needs to lose the Interdictor for a ball of my own, if for nothing else than to shield them.
Obj: Advanced Gunnery, Fleet Ambush, Dangerous Territory.
Interdictor Suppression Refit (Flag) - Interdictor title, Wulff Yularen, Projection Experts, G-8, Targeting Scramblers, Admiral Screed.
Glad II - Assault Concussion Missiles, Ordnance Experts.
Glad II - Assault Concussion Missiles, Ordnance Experts.
Raider I - Assault Concussion Missiles.
Raider I - Assault Concussion Missiles.
Total: 393.
The Interdictor is sitting at 119 points, so dropping him could let me pick up a Gozanti and a ball of my own, or just a full on Rhymerball to match the punch of the list.
I think I need the Gozer for the activation, but am I wrong on that? Is there more value on putting the house on squadrons, a small group and a Gozanti (or even another Raider?), or maybe just ditching the Interdictor for a very light ISD/VSD? I've thought about ditching it for another Glad and distributing some Engine Techs, or even dropping in a full Demo.
Edited by NakedDex