Interdictor... is it really as bad as I think?

By malteme, in Star Wars: Armada

So I have a few games now with the interdictor under my belt and start to feel like it is seriously overprized. Even though I really like it's design and it sure can make some interesting plays I never felt like it is worth the prize of admission. What do you thunk, is the interdictor competitive?

I've had difficulty using it in a traditional fleet setup. I think if you are going to bring the interdictor you need to re-think how you build the entire fleet.

All of this is to say - I haven't managed to use it well yet. But I think there is a way.

So I have a few games now with the interdictor under my belt and start to feel like it is seriously overprized. Even though I really like it's design and it sure can make some interesting plays I never felt like it is worth the prize of admission. What do you thunk, is the interdictor competitive?

Won a Tournament with DoubleDictors.

Can't be TerriBad if that happened, even with my infamous "Luck".

No it's not bad at all just needs to be used differently

It's cost is terribly inefficient as a pure combat vessel. It's strength comes from, and the fleet theme must be built accordingly for:

  • Repairing and durability
  • Enemy movement control
  • Objective control

I like that it has it's place more than just a beatstick (Gladiator, MC30, etc..). There are much better choices if you need a pure fighting ship.

I couldn't get it to work, but I was also driving it like a VSD. I don't really care for the gimmicky tricks it can do with the exception of Targeting Scramblers. I don't think it is worth running a ship just to repair all game to block your opponent from getting ~100 points.

Most people say Interdictors are the last thing standing at the end of a game, but that doesn't mean they won either.

I'll give it another try later with the new objectives.

I've found it can really depend on the matchup. Against some combos, keeping your opponent slow or even stationary is very helpful. In others it is a terrible idea (See also: they have an ISD, and you do not.) Fast brawlers and skirmishers really do not like it.

Unfortunately "Entrapment Formation!" now exists and I'm really concerned for the future viability of what seems to be an already niche ship.

I've had the most fun running it as a beater ship rather than trying to do the speed control thing with it. Engine techs to keep up with the rest of your fleet, and with a double arc you are throwing the same amount of dice as an ISD front arc. Plus it's very hard to kill, and will become doubly so once tua comes out and you can guarantee usage of your brace.

The costs of the experimental upgrades are buried in the ship. So running it without at least one isn't wise.

Seriously though, Grav Shift Reroute makes the ship worth it to me. The capacity to have 1st player and make the maneuver objectives work for you is awesome.

The Support Refit is the best Blue Dice platform in the game. Ion Cannon Batteries give a really nice damage boost to the Interdictor. Try them out.

And yeah, Grav Shifts are so, so good.

I've had the most fun running it as a beater ship rather than trying to do the speed control thing with it. Engine techs to keep up with the rest of your fleet, and with a double arc you are throwing the same amount of dice as an ISD front arc. Plus it's very hard to kill, and will become doubly so once tua comes out and you can guarantee usage of your brace.

I've had the most fun running it as a beater ship rather than trying to do the speed control thing with it. Engine techs to keep up with the rest of your fleet, and with a double arc you are throwing the same amount of dice as an ISD front arc. Plus it's very hard to kill, and will become doubly so once tua comes out and you can guarantee usage of your brace.

It weakness is against smaller faster ships that it will struggle to double arc......playing him as the anvil to a group of small ship hammers ( glads, raiders) seems to work.

Edited by Jondavies72

It's not an ISD or a VSD. It is made for the Gravity Wells and they have to be used. If you are not using the Gravity Wells and are trying to use it as a damage dealing ISD tank you are going to lose. This has been a discussion since its previews and yet many players still say it doesn't work like an ISD. See the issue?

If you want an ISD or a VSD bring those ships, only bring the Interdictor if you plan on using its Gravity Wells and you build for it, otherwise you are wasting your points. It's like bringing a MC80 kitted out as a carrier without bringing any Squadrons, healthy ship not being used right.

It's not an ISD or a VSD. It is made for the Gravity Wells and they have to be used. If you are not using the Gravity Wells and are trying to use it as a damage dealing ISD tank you are going to lose. This has been a discussion since its previews and yet many players still say it doesn't work like an ISD. See the issue?

If you want an ISD or a VSD bring those ships, only bring the Interdictor if you plan on using its Gravity Wells and you build for it, otherwise you are wasting your points. It's like bringing a MC80 kitted out as a carrier without bringing any Squadrons, healthy ship not being used right.

Yep it's gravity wells (damage mitigation and battle field management), linked to its ability to manoeuvre (engine tec) into a double arc, significant hull and engineering for the ship size/price are all part of what makes it nasty.....if you fight it right. But if you don't leaver all its advantages your wasting points, just get an ISD.

Honestly it's control options aren't that fun or great. They look very tame considering what the ship would be capable of in lore.

I find they pair nicely with VSDs as each ship works well to cover the others weaknesses. They do average damage but are really for board control and support not direct attack.

The speed shenanigans (G8X+Tractors+maybe Konstantine) Interdictor build is a very matchup-dependent thing. I think this is the default people use in their first game(s) with the Interdictor. It's generally kind of underwhelming. The real power is in the Grav Shift Reroute (extremely good investment for numerous yellow and blue objectives where obstacle manipulation can be very strong) and Targeting Scramblers. The G7s are useful when you bring two Interdictors and/or you've got an open experimental retrofit slot you don't want to put Scramblers or Grav Shift in due to your fleet build. A single G7 token is annoying but manageable. 2 of them are more than twice as good as one.

​The main issue with the Interdictor is it largely works better alongside the heavier Imperial ships which haven't been meta-favored since flotilla madness became a thing. With those ships looking more appealing in wave 5 due to buffs to VSDs and ISDs and Corellian Conflict providing even more Interdictor-friendly objectives, its stock is set to improve.

Edited by Snipafist

I'm guessing that the Interdictor will not have any special impact on mechanics in the Corellian Conflict. If I'm right about that, it really will be a shame, because the Interdictor is not even supposed to be a tactical ship; it's supposed to be a strategic ship.

But anyway, back to just Armada: I agree that you need to think differently about the Interdictor than about any other ship, or ship role. I can't say that I've yet unlocked its niche, but it definitely is a tank.

I still find it somewhat entertaining that this renegade Rebel Admiral has seemingly had more success with Interdictors than most dedicated Imperials... >.>

I still find it somewhat entertaining that this renegade Rebel Admiral has seemingly had more success with Interdictors than most dedicated Imperials... >.>

You mean, as a share of all your successes?

And, I mean.... That still feeds into my point too... With my Luck, with my Games... And pow... Success.

How did you utilize them so that they covered each other with the single Scrambler and yet brought enough firepower to bear to make an impact?

At speed 2, I seldom see medium range of enemy Rebels (the only force I ever fight against) before being swarmed with 10+ squadrons.

How did you utilize them so that they covered each other with the single Scrambler and yet brought enough firepower to bear to make an impact?

At speed 2, I seldom see medium range of enemy Rebels (the only force I ever fight against) before being swarmed with 10+ squadrons.

Hyper-Aggressiveness.

The other half of it was the G7s.

Start the enemy at Speed 0.

You start at Speed 2.

Second Turn, you should basically be double-arcing with both Interdictors and Demolisher at the same time...

You might be in the midst of the Bomber Cloud, but you'll live it a turn while you trash everything.

If you've planned everything right and been lucky, you've already dropped a Flotilla or Corvette at this point..... Possibly even with the first activation of the game.

How did you utilize them so that they covered each other with the single Scrambler and yet brought enough firepower to bear to make an impact?

At speed 2, I seldom see medium range of enemy Rebels (the only force I ever fight against) before being swarmed with 10+ squadrons.

Again, you need engine techs on this bad boy if you want to use it as a combat vessel. I usually run it with engine techs, scramblers, grav shift, and then Wulff and some ion effect if I can spare the points (I forget the upgrade but the one that exhausts enemy upgrade cards can be great for dealing with Yavaris, Adar, Intel Officer, ECM for follow up shots, etc).

How did you utilize them so that they covered each other with the single Scrambler and yet brought enough firepower to bear to make an impact?

At speed 2, I seldom see medium range of enemy Rebels (the only force I ever fight against) before being swarmed with 10+ squadrons.

Hyper-Aggressiveness.

The other half of it was the G7s.

Start the enemy at Speed 0.

You start at Speed 2.

Second Turn, you should basically be double-arcing with both Interdictors and Demolisher at the same time...

You might be in the midst of the Bomber Cloud, but you'll live it a turn while you trash everything.

If you've planned everything right and been lucky, you've already dropped a Flotilla or Corvette at this point..... Possibly even with the first activation of the game.

Did not realize he was talking about your list lol. You used them in almost the exact opposite fashion as I did. That's one of the many things I love about this game, so many different ways to approach the same ship!

I even found in my 3rd game, I was using Concentrate Fire Commands on the Second Round to add to the hurt... Of course, First Round was generally Engineer / Squadron, depending on the Interdictor in question, and from 3rd round on, it was almost always Banked Engineering Commands overall... But the point was aggressiveness...