Fleet alterations

By NakedDex, in Star Wars: Armada Fleet Builds

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

No fully kitted out Demolisher means you're going to have a hard time getting into position, destroying your target, and getting out again without being heavily punished by squadrons. I think dropping the Interdictor for squads is probably the way to go. My Armada buddy recently beat my Yavaris list handily with a 2 Gladiator, Raider, Gozanti, Rhymer ball list. I think the archetype is viable but potentially tricky to pull off

What I've found is the Interdictor does enough to mitigate the damage between the Scrambler and Projection Experts, but that's mainly been against ships rather than squadrons. I'm no more keen on the reliance on a Demo build than I am on a Rhymerball, really. I've used the Demo a fair amount to great success, but I'm finding simply having two Glads for the price of one Demo is doing more for me in both area control, and damage output.