Experiments with Obvious(?) Imperial Interdictor Synergy

By GiledPallaeon, in Star Wars: Armada Fleet Builds

So, in theory, using an Interdictor to lock down victims for Demolisher & Friends with G-8 is a good idea, if difficult to fly. Further observation says Tagge is a good admiral for this fleet, at only 1 point more than Motti, no need of Vader for rerolls, and allowing all units to be a bit more aggressive about defense tokens. The final bolt-on addition to the fleet is a fighter screen just big enough for Interdictor and Vector to move it around with a token between them. A serious Rebel fighter list will chew through the six squadrons, but they're meant to deal damage and stall for time as Interdictor locks down targets for the Gladiators. Can anyone provide a critique of either those ideas or this list based thereon?

Interdictor Suppression Refit - 90 - 139

- General Tagge - 25

- Interdictor - 3

- Flight Commander - 3

- SW-7 Ion Batteries - 5

- G-8 Experimental Projector - 8

- Targeting Scrambler - 5

Gladiator-1 Star Destroyer - 56 - 83

- Demolisher - 10

- Ordnance Experts - 4

- Engine Techs - 8

- Assault Proton Torpedoes - 5

Gladiator-1 Star Destroyer - 56 - 65

- Ordnance Experts - 4

- Assault Proton Torpedoes - 5

Gozanti Carriers - 28 - 37

- Vector - 2

- Expanded Hangar Bay - 5

- Comms Net - 2

3x TIE Advanced - 36

Sontir Fel - 18

2x TIE Interceptors - 11

How many points are you up to? Having a bid is probably important for this fleet.

​In current game state, Glad 2s would be a great help against squadrons. You could even make the second glad a glad 2 with ruthless if squadrons are a big problem. Could easily drop the SW-7s from the interdictor to fund this.

Intel officer on the demo probably helps your major strike unit.

The only issue with Tagge is your ships could easily die with all their tokens unspent let alone recovered - the game is very unforgiving at present and Admo/H9s is very common and very lethal. Motti at least works straight out of the box.