Interdictor fleet ideas

By draco193, in Star Wars: Armada Fleet Builds

I've finally acquired an Interdictor and have been trying to find a way to utilize it. My local meta tends to skew either rebel bombers or Imperials with only a couple of aces.

Commander: Admiral Motti (24 pts)

Flagship: (31 pts)

  • Gozanti-class Cruisers(23 pts)
  • Bomber Command Center (8 pts)
Fleet Ship 1: (51 pts)

  • Raider II-class Corvette(48 pts)
  • Agent Kallus (3 pts)
Fleet Ship 2: (93 pts)

  • Victory I-class Star Destroyer(73 pts)
  • Flight Controllers (6 pts)
  • Expanded Hangar Bay (5 pts)
  • Spinal Armament (9 pts)
Fleet Ship 3: (106 pts)

  • Interdictor Suppression Refit(90 pts)
  • Interdictor (3 pts)
  • Targeting Scrambler (5 pts)
  • G-8 Experimental Projector (8 pts)
Squadrons (93 of 134 pts):

  • 1x Major Rhymer Tie Bomber Squadron (16 pts)
  • 1x Tie Advanced Squadron (12 pts)
  • 6x Tie Bomber Squadron (54 pts)
  • 1x Jump master 5000(12 pts)
Objectives:

This one seems to follow a lot of builds I've seen around here on the forums, which helps add to the victories survivability and utilizes several bomber squadrons to increase damage. I've found bombers with FC tend to be able to whittle down squads pretty quickly as well. Would I need to play this fairly aggressively or could I sit back and absorb a rebel bomber strike and the try to close?

Commander: Admiral Motti (24 pts)

Flagship: (31 pts)

  • Gozanti-class Cruisers(23 pts)
  • Bomber Command Center (8 pts)
Fleet Ship 1: (125 pts)

  • Imperial I-class Star Destroyer(110 pts)
  • Flight Controllers (6 pts)
  • Expanded Hangar Bay (5 pts)
  • Boosted Comms (4 pts)
Fleet Ship 2: (106 pts)

  • Interdictor Suppression Refit(90 pts)
  • Interdictor (3 pts)
  • Targeting Scrambler (5 pts)
  • G-8 Experimental Projector (8 pts)
Squadrons (114 of 134 pts):

  • 1x Major Rhymer Tie Bomber Squadron (16 pts)
  • 2x Tie Advanced Squadron (24 pts)
  • 6x Tie Bomber Squadron (54 pts)
  • 1x Punishing One - Dengar (20 pts)
Objectives:

This list adds survivability with the ISDI but loses an activation. The bomber strike group is a bit stronger here I think with Dengar helping to eliminate squads and an extra advanced for keeping Rhymer alive early.

Any thoughts are welcomed!

I much prefer the second list. Raiders are ok but can die easily and don't make that good Flak platforms. You have a lot more survivable fighter force with a spare Tie advanced to protect Rhymer and Dengar.

The G8 is nice but my rule on speed reduction gear in a list is to never take just one of them. Admiral Konstantine, a G8 and maybe a tractor beam is a real threat but just one of those on its own is only a minor inconvenience. I would drop G8 for Grav Shift then use the spare points for Projection Experts on the interdictor.

Second for Mad Cat's analysis, except I would drop Boosted Com (an ISD is fast enough to stay within range so you don't need it) & go with a bid.

Second for Mad Cat's analysis, except I would drop Boosted Com (an ISD is fast enough to stay within range so you don't need it) & go with a bid.

If I dropped boosted Comms would it be advantageous to take leading shots with the points instead? Or is the bid more important?

I do like boosted comms, particularly with only one main carrier.

Instead you could swap 2 tie Bombers for a single Firespray and then drop expanded hangar. It frees up a squadron activation and the Firespray has Rogue just in case you loose the Gozanti mid game. In the squadron phase it can still catch up to Rhymer and fire at medium range or dive in on its own.

Bid or leading shots is tricky. I'm quite happy with your objective choices so it goes to personal taste.