Advice for extra ships

By Rouge Five, in Star Wars: Armada

Wound up with 2 Home Ones and 2 Interdictors for Christmas. Is having two of these a good thing? Should I return extra? Thanks.

I don't know about the interdictors, but I've put two MC80's to good use before (though that was pre-wave IV.

I regret one purchase... And it was my second mc80. Now with the campaign maybe I will feel different

MC80s i know theres reasons to having 2 since i see a lot of collections with 2 of them, Interdictors...not so much. Ive heard of a duo interdictor list but i think its one of those niche lists that only works in certain metas. Or just caters to a play preference.

These two would be low down on my repeat purchases. However, MC80 would be a second buy before the Interdictor. Indeed I have two MC80s and only one Interdictor.

Don't think of it as "wound up with" think of it as "gained new opportunities for list building".

Unless there's something you don't have that you desperately want, I'd hang onto them since more options is better than no options i.e. what happens when new ships come out and suddenly 2 interdictors/mc80s with the right upgrades are an absolute powerhouse and you only have the one?

Before you open them, as nice as it is having the choice, id say 2 of those ships in a list are very rare. I'd not open and see if you can trade or resell.

Considering that the Interdictor is the only place to get Flight Commander I'd consider whether you need more than one of those. Plus it is only one of two expansions to get Fighter Coordination Team. I'd keep them both myself especially since it was a gift and extra especially if it came from a girlfriend. The best gifts are things you want but wouldn't buy yourself.

My view is that getting 2 of each ship is the optimal target number in this game. :)

Home One, the Interdictor, and now the Pelta are the only 3 expansions that I have bought only 1 of, and I don't yet see a reason to change that. So, if it were me, I would look for a chance to turn the extras of those into something else (trade, trade-ins, etc).

However, if you are planning on running the campaign and are supplying the ships for more than 1 fleet, then you may want to hang onto them. That's the only reason I would have a 2nd of either of them. That said, I will be supplying ALL of the ships for my first run through of the campaign soon, and I don't intend to get a 2nd of either of them. :D

Two interdictors certainly seems like overkill but why not? If you like the ship its pretty cool looking. If its a gift I'd say keep it. IF you bought it then i'd argue return the interdictor and get a squadron pack and an arquitens.

I kinda like Duo Interdictors. Mount both of them with that nice G-* Experimental Projector and Jerjerrod for added funness and keep the Rebel Scum where you want them.

Played my son's fleet with Reikan in it, and didn't go quite so well for him (I still lost, but, more because of Squadron Spam and Fighter Wing Defense for CC), While I destroyed a Neb B, I was able to keep it in place with one Interdictors, (After Jerjerrod's Affect to drop the ships speed from 2 to 1 the previous phase), which caused all of his ships to need to drop their speeds to effective 0 for a few turns because of overlap dealing damage to themselves. Which meant, for the last turn and half of the game, his fleet was out of position.

But again, I do agree, a Duo Interdictor fleet is Niche.

I kinda like Duo Interdictors. Mount both of them with that nice G-* Experimental Projector and Jerjerrod for added funness and keep the Rebel Scum where you want them.

Played my son's fleet with Reikan in it, and didn't go quite so well for him (I still lost, but, more because of Squadron Spam and Fighter Wing Defense for CC), While I destroyed a Neb B, I was able to keep it in place with one Interdictors, (After Jerjerrod's Affect to drop the ships speed from 2 to 1 the previous phase), which caused all of his ships to need to drop their speeds to effective 0 for a few turns because of overlap dealing damage to themselves. Which meant, for the last turn and half of the game, his fleet was out of position.

But again, I do agree, a Duo Interdictor fleet is Niche.

Alas G8s are unique.

But dual target Scramblers are fun and you can always add Q7 Tractors.

I kinda like Duo Interdictors. Mount both of them with that nice G-* Experimental Projector and Jerjerrod for added funness and keep the Rebel Scum where you want them.

Played my son's fleet with Reikan in it, and didn't go quite so well for him (I still lost, but, more because of Squadron Spam and Fighter Wing Defense for CC), While I destroyed a Neb B, I was able to keep it in place with one Interdictors, (After Jerjerrod's Affect to drop the ships speed from 2 to 1 the previous phase), which caused all of his ships to need to drop their speeds to effective 0 for a few turns because of overlap dealing damage to themselves. Which meant, for the last turn and half of the game, his fleet was out of position.

But again, I do agree, a Duo Interdictor fleet is Niche.

G-8 is unique, so you can only field 1 of them in your fleet.

Good thing I've only ever run 1 of them so far then ;)

Extra ships? Join us in the repaint and modification forum. We'll help you out.

Considering that the Interdictor is the only place to get Flight Commander I'd consider whether you need more than one of those. Plus it is only one of two expansions to get Fighter Coordination Team. I'd keep them both myself especially since it was a gift and extra especially if it came from a girlfriend. The best gifts are things you want but wouldn't buy yourself.

all the cards are on armada warlord site you dont by a pack just for one card if u have a printer then your golden just get some hard paper

Depends if you play competitively. If you do I would keep both for the upgrade cards (Interdictor especially). If you're OK with proxying cards return the Interdictor.

However if you plan on playing a CC campaign and think you will need to supply extra ships to one or two of the players I would keep both.

MC80s are awesome in pairs. Two Dictors may work together, but you'll need a special build. Here is a quickie for example :)

Duble Dictor

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Close-Range Intel Scan
Defense Objective: Planetary Ion Cannon
Navigation Objective: Dangerous Territory


Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Engine Techs ( 8 points)
- SW 7 Ion Batteries ( 5 points)
- G-8 Experiemental Projector ( 8 points)
- Targeting Scrambler ( 5 points)
= 119 total ship cost


[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Motti ( 24 points)
- Projection Experts ( 6 points)
- SW 7 Ion Batteries ( 5 points)
- G7-X Grav Well Projector ( 2 points)
= 130 total ship cost


Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost


Arquitens-class Light Cruiser (54 points)
- Hand of Justice ( 4 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 67 total ship cost

1 Valen Rudor ( 13 points)
1 Soontir Fel ( 18 points)
1 Saber Squadron ( 12 points)
2 TIE Fighter Squadrons ( 16 points)

Why the projection experts? The way I always used them with interdictors was to reinforce the "big" target as it were, but here you don't really have one, unless I am missing a trick?

Imagine a CC list with four Interdictors...No one would move and no one would die. Six rounds of fun! *Fake estatic cheer*

Thanks for the input. They were both gifts from people who randomly picked things on my MM wishlist, without realizing other people had already gotten it for me. They were ordered from MM and I'm not super excited to pay shipping to send them back. I am open to keeping the extra Home One, but after reading everything on here, so far I am not super excited to keep an extra Interdictor. Still open to input though.

If anyone is looking for an Interdictor, I am open to selling it.

Imagine a CC list with four Interdictors...No one would move and no one would die. Six rounds of fun! *Fake estatic cheer*

A mirror match would be "funny".

Several rounds moving at a snail pace and towards the end somebody is caught at speed zero and gets absolutely nuked.

Imagine a CC list with four Interdictors...No one would move and no one would die. Six rounds of fun! *Fake estatic cheer*

A mirror match would be "funny".

Several rounds moving at a snail pace and towards the end somebody is caught at speed zero and gets absolutely nuked.

But, the Interdictor stuff only reduces it temporarily to 0 right? You can't actually force them to be a true speed 0 where they can't use defense tokens right?

If they actually did, THEN the interdictor would be worth its weight in gold.

Imagine a CC list with four Interdictors...No one would move and no one would die. Six rounds of fun! *Fake estatic cheer*

A mirror match would be "funny".

Several rounds moving at a snail pace and towards the end somebody is caught at speed zero and gets absolutely nuked.

But, the Interdictor stuff only reduces it temporarily to 0 right? You can't actually force them to be a true speed 0 where they can't use defense tokens right?

If they actually did, THEN the interdictor would be worth its weight in gold.