Phoenix Home vs Interdictor

By Guest, in Star Wars: Armada

I would have to say Phoenix Home is shaping up to be way more important for the rebels than the Interdictor is for the empire.

Corellian Conflict and Hyperspace rules have something to say about this.

But for regular play, yeah, I'd agree with that.

I am not so sure about that even having a shield regent is something I would like over holding an enemy

I am not so sure about that even having a shield regent is something I would like over holding an enemy

The shield one is the weakest IMO. How often does all your ships have shields lost when you trigger it? A smart player will burn down 1 ship at a time.

I'm not really feeling it. When the Interdictor came out I had so many ideas. With Phoenix Home I am stuck in a Raymus plus Tantive rut.

I'm not really feeling it. When the Interdictor came out I had so many ideas. With Phoenix Home I am stuck in a Raymus plus Tantive rut.

I think you have to put too many points into it to make it worth taking and keeping it alive.

Phoenix Home, Asoka, Garm isn't that many points.

4 tokens = 4 uses. Round 5 refreshes.

I would just have as a chariot and which will free up a flotilla to play b wing carrier

Phoenix Home, Asoka, Garm isn't that many points.

4 tokens = 4 uses. Round 5 refreshes.

Phoenix Home doesnt receive 4 tokens from Garm. Only its command value. 2.

Well still two plus one

Phoenix Home, Asoka, Garm isn't that many points.

4 tokens = 4 uses. Round 5 refreshes.

Phoenix Home doesnt receive 4 tokens from Garm. Only its command value. 2.

Also let us not forget "All fighters follow me!" Which fixes all the rebel fighters.

Phoenix Home, Asoka, Garm isn't that many points.

4 tokens = 4 uses. Round 5 refreshes.

56+2+3+5/6+25=91 points.

I'd drop PH, so 88 points as the bare minimum to always trigger my fleet command. Almost 1/4 of my fleet for a trick... It would be good in a carrier fleet with Yavaris and an AF and maybe a flotilla. But the points add up really quick.

I'm not saying you're wrong, I just haven't put a list together where I feel comfortable fielding a Pelta knowing I can utilize it fully without the huge investment. At least with the Interdictor you get 9 hull and 4 dice on your front and side for 30sum more points.

The speed 2 kills it for me, and I don't want to drop 8 points for ET to "fix" it's glaring problem. It's a personal issue instead of a "this ship is bad, and if you think it's good you're a bad player".

In regards to the OP, I think the Interdictor is the better of the 2. It's abilities are cheap, and don't need much planning. And it has better stats.

For me outside of CC the Interdictor is to limited in use mostly to the first round. Also I find that must opponents aren't to hindered by it. Nor I really noticed much of an impact when facing it. But then again I use only Nadine since wave 3-4.

Best use im getting out of the Phoenix Home is the "All Squadrons Follow Me" card + 2 VCX and Antilles on board. Reveal squadron dial, get squadron token for next round, activate VCX via relay and go shuffle around objectives. Done 3 games with that strat so far and its starting to draw attention before my MC30s lol dunno how many tokens ive stolen or thrown into your face or thrown out of my face that way. Speed 4 VCX is usually what makes it work, as speed3 tends to fall short.

The shields card is literally the worst one of the three. Both because it costs more and it is insanely unlikely more than 1 ship is missing shields unless its turn5/6 and one of them zoomed off before dying so your opponent had to change targets.

Regardless of what card you take i think Antilles has to be glued to that ship. Otherwise it will never get a command dial for itself lol.

I'm not really feeling it. When the Interdictor came out I had so many ideas. With Phoenix Home I am stuck in a Raymus plus Tantive rut.

We call that Tantilles in Raleigh.

How good is the interdictor now?

It's perfectly fine. It's not lighting the world on fire, but the new objective cards may give it a bump up the ratings. There's lots of scope for Grav-well shenanigans in there.

I feel similar about the Pelta, though. I'm not seeing a vast array of things to do with it that are actually worthwhile. It seems limited by its own toolbox, in that it's tricks are dependant on you building your entire force around the concept.

I do want to like it, because I realllllly need to justify buying a second for more Flechette Torpedoes, but man I'm struggling...

All right, i guess i need to try to cobble together a Phoenix Home list lol

How good is the interdictor now?

Fantastic. ECM/Targeting Scrambler/Title. It can be a battle ship. Combat Rertro is how I go everything needs to be able to fight squadrons. Getting 4 shields a turn with the inbuilt defense is pure awesome.

How is the Interdictor now?

It got a bit better with Tua opening up the possibility of ECM. More meaningful, however, are the new objectives, which a red objective that will fit with manipulating the objectives, and several others that beg that possibility. There are a few others that might work out pretty well, too. I think one other to consider is not merely what the Interdictor got itself, but what it got through the presence of the Arq.

Will that be enough in the long run? Maybe. One of my favorite standby Rebel lists ran an MC80A, 3 Corvettes and Defensive squads, which I updated to 2 Corvettes+2 Flotillas with wave 4. So there's got to be an Interdictor+2Arq+2 Gozanti+Defensive Squads list out there that would work on the same principles. A Tua/ECM Interdictor is going to be darn tough to kill. Arqs are hard to one-shot, and the Gozanti are there to push defensive squads and provide activations. With the new squadrons, there's also got to be decent defensive Imperial squadron build that also provides just enough flexibility against ships.

Still, the long term probelm of the Interdictor pre-wave 5 wasn't that Interdictors kept blowing up everywhere; the ship is already requires the opponent devote considerable effort to kill it. The problem was that Interdictor lists had difficulty forcing wins into the blow-out territory. So wins that might have been 10-1 with another list, the Interdictor list won 7-4. If anything, the Interdictor helped its list avoid much more than a 7-4 loss, barring major blunders on the part of the one running the list. Solve the problem of not being able to score higher consisently, and you solve the problem of the Interdictor.

Phoenix Home

First of all, anyone who hasn't listened to the latest IFF, those guys are spot on. This is a tough ship to fit into the current Rebel meta. I think it use is more that it does some of the things that the Rebels already do differently and at a slightly lower point cost. It isn't uncommon for AFMKIIs already to be used without any dice modification, so it shouldn't be a detriment to the Pelta if it doesn't.

For the points, I'd think something like Yavaris, Pelta, max squads, certainly a Bright Hope with BCC, and then a couple more activations. That list should be doing well both on placement and on activation count, both of which can do a lot to keep the Pelta alive, if that's a concern to people.

I think another dimension of flying it well is going to come down to staying mostly at red range while forcing an opponent to fly through your squadron mass first. Then your ships finish off what's left. If a ship or two doesn't get through to shoot at your Pelta, then they'll have a hard time concentrating fire.

All squads follow me is definitely attractive in a squadron heavy list. It particularly makes Xs and Ys very mobile, and even Bs can get a move on it when paired with FCT.

Entrapment formation should be very useful with MC30s or anything that really wants to change speeds without a Nav command, though MC30s are the key that springs to mind.

Shields to Maximum might be the dud card. First, even though opponents should be focusing down a target, that's not always possible. I've certainly had multiple ships damaged on the same turn simply because of where they are positioned. I think the real key is that you want to be trading fire at red range where damage totals are lower, and you want your fleet built to throw a lot more at the opposing fleet. In practice, I've not got that to work out very well. Its just too hit/miss as an upgrade.

Pelta Assault: This is the wildcard. You really want the modification,but don't have a great way to get it. In some ways, the Pelta Assault is really just a beefier Raider with a better defensive token layout. So theoretically speaking, you really ought to be able to fly it in similar ways. One wonders if you could insert it into a Rieekan list with Engine techs and get slightly better performance than an SW-7 Corvette. In some ways, wave 5 is the expansion of "small ships that are not easy to one-shot," so there's probably a build or two out there in which the Pelta Assault ends up pretty strong.

On the whole, I think the Interdictor will make more of a comeback, and the Pelta will be around with some people getting it to work, but it ending up largely ignored.

Actually my plans for the Pelta are going to be to use the Assault version instead of the Neb-B w/ Salvation that I usually fly, because at the cost of being slower it doesn't have those horribly vulnerable sides.

Plus, if I am reading the rules right, a short range frontal attack, while expensive, with an Assault equipped with Expanded Launchers could be 6 black dice before any modification shenanigans, correct?

Edited by Aegis

Actually my plans for the Pelta are going to be to use the Assault version instead of the Neb-B w/ Salvation that I usually fly, because at the cost of being slower it doesn't have those horribly vulnerable sides.

Plus, if I am reading the rules right, a short range frontal attack, while expensive, with an Assault equipped with Expanded Launchers could be 6 black dice before any modification shenanigans, correct?

That is the other reason I feel it's way better in the long run it can easily replace a Neb-b without the special effect versus being a costly victory or cheap isd.

When did you last run a neb without a title?

In a neb swarm which you can now use a command ship pelta to control your a wings now.