Interdictor: yay or nay?

By Raging Celt, in Star Wars: Armada

With a new year en route I am looking at upgrading my Imperial fleet with a new capital ship and supporting elements. I am curious how Imp commanders are enjoying/ using the interdictor. Does it see field time or does itbspend time catching pesky dust?

i have some builds with it and arqs revolving aroud the new scenarios. will need to test before i commit but looks good on paper

The last time I pulled mine out was in support of two VSD-Is.

If nothing else, the Interdictor allows you to yank a contested outpost into sitting range, where you could speed 0 for a turn and rack up points.

I love it, but it can be a bit of a Marmite ship for some. I've actually trailed off using it of late, as a good buddy of mine just hates the shenanigans I can cook up with it. It's good natured hate, but I could see it becoming bad form.

Overall, it's a great ship if you're willing to play to its strengths. It's not a bruiser, but it can hold its own at medium range, and play a linchpin role in a control style list. On top of that, it can really up the survivability of its allies.

However, it's an expensive build for its firepower, and often vulnerable to fast flankers and bombers balls. You really have to plan around it in list building.

I'd certainly recommend trying it though. It is hilariously good fun at times.

The Interdictor is a versatile ship beyong its own grav well uses. That said there are more effective combat ships for the cost. With 6 engineering however, it becomes great at soaking up damage, and a factor in later stage games where it short firepower becomes key. All and all I would say she is worth considering, especially now that you can afford cheap escorts such as the new Imperial Light Cruiser.

Good to know! I play with my kids so I have to maintain some kind of balance. Thanks all for the info! Would love to hear more from folks who pilot this hunka junka.

So say one has the core set, Imp squads I and the Interdictor, and is looking to build a fleet. Is the Arquitens a logical buy? It would seem that Moff Jerjerrod and Minister Tua would work well with both the Interdictor and the Victory.

If it helps I have a feeling the new Pelta Class Frigate was supposed to offer the Rebels a similar niche advantage but through command and control.

So say one has the core set, Imp squads I and the Interdictor, and is looking to build a fleet. Is the Arquitens a logical buy? It would seem that Moff Jerjerrod and Minister Tua would work well with both the Interdictor and the Victory.

Anything you don't have is a logical buy. They all provide different advantages and new strategies. If you don't have a Gladiator for your Imps pick one up, its become a staple. Might as well start with early releases and work your way up.

I love the Interdictor for what it is and it's unique role in the Imperial fleet, but it's a tough ship to command well.

If you like doing control builds with your fleet, those Experimental Retrofits are wonderful options. No other upgrades in the game so far let you effect the battlefield the way the Experimental Retrofit upgrades can.

Outside of the Experimental Retrofit upgrades, it's Engineering value has to be one of it's best traits. Combine that with Engineering Techs and Yularen to keep an engineering token around, and that's 9 engineering value to heal up with on every engineering command spent. With that kind of regeneration, you can shrug off even some of the most brutal hits.

Just keep in mind that can get expensive fast. Once you start putting upgrades on an Interdictor, you're going to quickly end up with a ship that costs almost as much as an ISD-I, but lacks the firepower.

Disdain anyone who says the Interdictor lacks firepower. It has firepower, its just split very evenly amongst the front and sides...

Does it lack the firepower of an ISD with Gunnery Teams? Of course - What Doesn't...

But if you only have one target, double-arcing with an Interdictor puts an ISDs amount of Dice on Target, in two volleys, so its harder to use defense tokens around.

I used two to the effect of actually winning a local store tournament a few weeks ago.

And I'm statistically abysmal.

How do you build around an Interdictor's strengths? I'd really like to see a list that includes one and an explanation for the choices made to better understand how they should be used.

The Interdictor is usually a "nay" for me, but I might run it in the campaign just to keep those pesky Rebs from running away.

How do you build around an Interdictor's strengths? I'd really like to see a list that includes one and an explanation for the choices made to better understand how they should be used.

The Ex Retrofits are the reason to play. That and Projection Experts. Issue with Eng Team is you might not get into combat quick enough and doing 4 Eng worth of projection onto Arq/Demo is huge.

Targeting Scramblers are crazy good.

Now with Tua/ECM you can bring your guns to bare. Currently on holidays but have a list with Strategic/Intel Sweep, Contested Outpost, Most Wanted (but should try station assault)

But the best starting point is Tua/ECM/Scrambler/Interdictor/Hand of Justice.

My favorite Interdictor combo is Demolisher w/Montferrt, Targeting Scramblers and Projection Expert. Demo jumps into close range of a ship and Interdictor keeps it alive.

Edited by Trizzo2

The Interdictor is usually a "nay" for me, but I might run it in the campaign just to keep those pesky Rebs from running away.

I am right here with you.

My list these days usually begins with isd-2 with sw7 and Interdictior with targeting scramblers.

Wave five means I can turn that into an ISD I and tua ecms

I think the Interdictor will really start and come into its own now with Jerjerrod and Tua bringing new life to VSD's. I will be running a Combat Refit with title, Targeting Scrambler, projection Experts and Yularen along side a VSD-I tooled for combat and an anti-squadron Raider.

A couple of Defenders, Morna and a VT-49 round out the party....

Edited by Englishpete

So say one has the core set, Imp squads I and the Interdictor, and is looking to build a fleet. Is the Arquitens a logical buy? It would seem that Moff Jerjerrod and Minister Tua would work well with both the Interdictor and the Victory.

Anything you don't have is a logical buy. They all provide different advantages and new strategies. If you don't have a Gladiator for your Imps pick one up, its become a staple. Might as well start with early releases and work your way up.

Nice post, Janson!

I think I will pick up the gladiator next.

Disdain anyone who says the Interdictor lacks firepower. It has firepower, its just split very evenly amongst the front and sides...

Does it lack the firepower of an ISD with Gunnery Teams? Of course - What Doesn't...

But if you only have one target, double-arcing with an Interdictor puts an ISDs amount of Dice on Target, in two volleys, so its harder to use defense tokens around.

I used two to the effect of actually winning a local store tournament a few weeks ago.

And I'm statistically abysmal.

In my defence, I didn't say it lacked firepower. I just said it's expensive for it's firepower. You're paying for it's abilities, though, so that's perfectly acceptable. I've done enough damage with them since picking one up to have no complaints about its battery compliment, trust me.

Hehe, nothing personal man, I'm trying to sound a little... I don't know.. Evangelical.... Disdain the Unbeleavah! :D

Because I won.

That's unbelievable enough!

I'll tell you this about the interdictor... When I'm picking my objectives these days, I'm always thinking "ya, but what if he has grav shift, while I don't?"

It's pretty much only worth it if you play empire a lot if you don't then you really won't miss it. It is a support ship that can fight if needed but it support is pretty situational only typical limited to the first round.

Hehe, nothing personal man, I'm trying to sound a little... I don't know.. Evangelical.... Disdain the Unbeleavah! :D

Because I won.

That's unbelievable enough!

As someone who regularly has statistically impossibly bad dice rolls in X-wing whenever I stray from my "how can I avoid relying on dice" list building strategy, I can totally empathise. It's probably the reason I latched on to Screed in Armada; I love anything that can guarantee an effect on target.

It's pretty much only worth it if you play empire a lot if you don't then you really won't miss it. It is a support ship that can fight if needed but it support is pretty situational only typical limited to the first round.

If you're only getting round one use from the 'dictor, you're doing it wrong. Seriously, that ship can carry the weight of an ISD on it's shoulders right up to turn 6.

Edited by NakedDex

This fleet loves it :)

Faction: Galactic Empire
Points: 395/400

Commander: Admiral Ozzel

Assault Objective: Opening Salvo
Defense Objective: Planetary Ion Cannon
Navigation Objective: Dangerous Territory


Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 75 total ship cost


Arquitens-class Command Cruiser (59 points)
- Captain Needa ( 2 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 75 total ship cost


Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
= 55 total ship cost


[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Ozzel ( 20 points)
- Interdictor ( 3 points)
- G-8 Experiemental Projector ( 8 points)
- Targeting Scrambler ( 5 points)
= 126 total ship cost


1 TIE Defender Squadron ( 16 points)
1 Morna Kee ( 27 points)
1 Maarek Steele ( 21 points)

Card view link