Interdictors: Best Way to Use?

By Forresto, in Star Wars: Armada

So i've gotten enough experience in this game that I want to try out the interdictor. I love the design and i'm willing to put in the work to making it effective but I heard its tricky. Looking at the upgrades and the titles I can't figure this thing out. The experimental retrofits seem nifty but that's about it. I feel this is a ship that only works when built with the right combination of upgrades.

With my play style i'm thinking of the interdictor primarily as a support ship so the combat refit maybe the way to go. Any thoughts?

Target scramblers, title, aresko (if wulff is taken) and projection experts.

First of all, it's great for campaign play. Stopping enemy ships from jumping to hyperspace can be invaluable for economic dominance.

Second: Practice maneuver! The Interdictor is great when it can double-arc someone. That's 8 dice over 2 attacks. Not bad at all.

Decide on the roll your 'dictor will play. Is it a controller (speed modifications), a healer (projectors), support (scramblers)...

There's lots of things this ship can do. But like other ships you need to kit it out to do the job you have chosen. If you try to do everything it will struggle to be good at any of them.

it's a bit of an anomaly given it has the wimpiest most noodle-armed offense ever for the cost, unless you can bring the double arc to bear

you can basically buy it for the unique upgrade slot that it brings to the table

and then you either build it for control (all the speed related upgrades as well as the obstacle scrambling thing) or as a damage soak using target scramblers and its hilarious 5 engineering, which you can further exploit with Projection Experts.

using target scramblers and projection experts lets your interdictor "soak" damage whether or not it is getting shot at

with minister tula from the Arkitten pack, it gets even more hilariously durable. Not sure if you need to pour on the extra points though, bugger is pretty pricey

Edited by ficklegreendice

Ion Cannon Batteries will give it a nice boost in offensive potential.

G8s can be fun but in a Konstantine traffic calming list they can be deadly.

Add 2-3 Q7 Tractors and Titus into the list.

Thanks for the feedback i'll have to try out the Konstantine List eventually. For now i'm going for the healer support vessel. How is this list? Now I don't own any Wave V ships or CC upgrades.

Interdictors 'Dicting

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions

[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Motti ( 24 points)
- Projection Experts ( 6 points)
- Targeting Scrambler ( 5 points)
= 128 total ship cost

Imperial II-Class Star Destroyer (120 points)
= 120 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Insidious ( 3 points)
- Ordnance Experts ( 4 points)
= 63 total ship cost

1 Dengar ( 20 points)
1 Soontir Fel ( 18 points)
1 "Howlrunner" ( 16 points)
2 TIE Advanced Squadrons ( 24 points)
1 TIE Interceptor Squadron ( 11 points)

Edited by Forresto

I'm working on a list with Demolisher (apt and ordinance experts) + Dual Combat Interdictor (1 with wulff, 1 with aresko' both with projection experts, 1 with grav shift reroute, one with scramblers). Led by motti with a dual decimator + Valen fighter wing. Objectives are blockade run, contested outpost, and navigational hazards.

Edited by jekara

Thanks for the feedback i'll have to try out the Konstantine List eventually. For now i'm going for the healer support vessel. How is this list? Now I don't own any Wave V ships or CC upgrades.

Interdictors 'Dicting

Faction: Galactic Empire

Points: 400/400

Commander: Admiral Motti

Assault Objective: Most Wanted

Defense Objective: Fire Lanes

Navigation Objective: Superior Positions

[ flagship ] Interdictor-class Combat Refit (93 points)

- Admiral Motti ( 24 points)

- Projection Experts ( 6 points)

- Targeting Scrambler ( 5 points)

= 128 total ship cost

Imperial II-Class Star Destroyer (120 points)

= 120 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Insidious ( 3 points)

- Ordnance Experts ( 4 points)

= 63 total ship cost

1 Dengar ( 20 points)

1 Soontir Fel ( 18 points)

1 "Howlrunner" ( 16 points)

2 TIE Advanced Squadrons ( 24 points)

1 TIE Interceptor Squadron ( 11 points)

That naked ISDII is making me cry inside. I think I would go for a less involved fighter screen and make sure that your ISD is putting damage out. Even if it's just Leading Shots and Intel Officers or Xi7s or something, it would probably be worth it.

I got into the game for the Interdictor, and I've been working on figuring the ship out, but one thing I'm finding is it's maneuverability is just fantastic in comparison with a VSD, that extra tick makes a huge difference and the equalized firing arcs are more forgiving as far as getting a decent shot off, but you do really have to line up those double-arcs to do any real damage.

Edited by Alzer

I'd consider dropping the ISD for a VSD, rigging it as a carrier, and building a bomber wing. I'd also consider getting Wullf Yularen on that Interdictor, so that your Engineering token can stay with you.

I have my Interdictor because I love the model, and love the idea. Gameplay? Eeeeeh.

I'm really looking forward to using it in CC though. I feel like, yeah, those mechanics are more of what I want/expect from an Interdictor. I really want to use it to put together a "hunter-killer" fleet: one just dedicated to making the Rebels suffer through focused losses of their various uniques and titles.

Outside of CC, I'm going to use the Interdictor as the super-support-ship that it is. Shields for days!

Edited by Greatfrito

What's everyone's preferred ion cannon on them? Nk7 is pricey but can really be devastating for follow up shots. In the more affordable region are SW7 better than ion cannon batteries?

What's everyone's preferred ion cannon on them? Nk7 is pricey but can really be devastating for follow up shots. In the more affordable region are SW7 better than ion cannon batteries?

What's everyone's preferred ion cannon on them? Nk7 is pricey but can really be devastating for follow up shots. In the more affordable region are SW7 better than ion cannon batteries?

"What do you want to do with your Ion Cannons Today"

If you want to maximise potential Damage, then take SW7s... Everything counts as Damage, unless you want it to count as an Accuracy.

If you want to maximise effective shield damage, then take Ion Cannon Batteries - that extra shield damage cannot be Braced or Redirected.

If you want to maximise ongoing or lasting Damage, then take NK7 Ions, as they punish for Future shots, rather than in the Immediate.

If you want to maximise upgrade control, including ECMs, then take MS-1s for Cheap, and toggle those upgrades wether the enemy wants to use them or not.

I played the Interdictor twice. My first try was as speedcontroller with Konstantin, Titus and G8. I couldn´t or didn´t want to use any speedtool the whole game. It was a huge waste of Points. In my second try i put Projection Experts, Targeting Scramblers and G7 on it to support my ISD.

As supporter the Interdictor was great.

What's everyone's preferred ion cannon on them? Nk7 is pricey but can really be devastating for follow up shots. In the more affordable region are SW7 better than ion cannon batteries?

"What do you want to do with your Ion Cannons Today"

If you want to maximise potential Damage, then take SW7s... Everything counts as Damage, unless you want it to count as an Accuracy.

If you want to maximise effective shield damage, then take Ion Cannon Batteries - that extra shield damage cannot be Braced or Redirected.

If you want to maximise ongoing or lasting Damage, then take NK7 Ions, as they punish for Future shots, rather than in the Immediate.

If you want to maximise upgrade control, including ECMs, then take MS-1s for Cheap, and toggle those upgrades wether the enemy wants to use them or not.

And there is my conundrum. I've been running it as a support style ship for a Victory or ISD so any of the upgrades would fit. I tend to lean towards SW7 for making sure I'm not whiffing on any attacks, especially since I tend to run it a bit behind my heavier hitters so some of the other items aren't always as useful on a second shot. But I'd be interested in hearing if folks are finding a lot of success with some others.

My Twin Interdictor Tournament Winning List... (I'll call it that, but don't get hung up on any Awesomeness :D - It was a small, local, inconsequential tournament) Leaned on Ion Cannon Batteries, for the most part.

The additional shield damage before follow ups surprised most people, and at the same time, even if it wasn't directly doing shield damage, it was stripping Engineering Tokens from otherwise wanting-to-be-always-repairing Ships.

But even then, it was very much still a case of Double-Arcing where possible, tobring everything to bear. Occasionally, I rammed my two interdictors together, so they could both be double-arcing one side-arc of an MC80....

Edited by Drasnighta

My Twin Interdictor Tournament Winning List... (I'll call it that, but don't get hung up on any Awesomeness :D - It was a small, local, inconsequential tournament) Leaned on Ion Cannon Batteries, for the most part.

The additional shield damage before follow ups surprised most people, and at the same time, even if it wasn't directly doing shield damage, it was stripping Engineering Tokens from otherwise wanting-to-be-always-repairing Ships.

But even then, it was very much still a case of Double-Arcing where possible, tobring everything to bear. Occasionally, I rammed my two interdictors together, so they could both be double-arcing one side-arc of an MC80....

Never touch 'dictors!

My Twin Interdictor Tournament Winning List... (I'll call it that, but don't get hung up on any Awesomeness :D - It was a small, local, inconsequential tournament) Leaned on Ion Cannon Batteries, for the most part.

The additional shield damage before follow ups surprised most people, and at the same time, even if it wasn't directly doing shield damage, it was stripping Engineering Tokens from otherwise wanting-to-be-always-repairing Ships.

But even then, it was very much still a case of Double-Arcing where possible, tobring everything to bear. Occasionally, I rammed my two interdictors together, so they could both be double-arcing one side-arc of an MC80....

How did your Interdictors survive? I found that mine got wiped out by Ackbar Mc80 within two turns literally.

Tua ECM helps, but the other one wouldn't have it.

I think first shot both brace and redirect got blocked, and second shot, brace blocked and died.

My Twin Interdictor Tournament Winning List... (I'll call it that, but don't get hung up on any Awesomeness :D - It was a small, local, inconsequential tournament) Leaned on Ion Cannon Batteries, for the most part.

The additional shield damage before follow ups surprised most people, and at the same time, even if it wasn't directly doing shield damage, it was stripping Engineering Tokens from otherwise wanting-to-be-always-repairing Ships.

But even then, it was very much still a case of Double-Arcing where possible, tobring everything to bear. Occasionally, I rammed my two interdictors together, so they could both be double-arcing one side-arc of an MC80....

How did your Interdictors survive? I found that mine got wiped out by Ackbar Mc80 within two turns literally.

Tua ECM helps, but the other one wouldn't have it.

I think first shot both brace and redirect got blocked, and second shot, brace blocked and died.

Two Supressors.

G7 / Targeting on one with Interdictor

G7 / Grav Shift on the other. With FC/FCT to boot.

75% of the Enemy Deployment zone was under G-7s, so the MC80 was starting at Speed 0.

Liberally move all of the Obstacles possible in the enemy Big-Ships way. So their choice is staying at speed 0 and camping, or attempting to speed up into Asteroids + Debris to get anywhere.

My two Interdictors were starting at Speed 2.

The first activation of the game (2 of the 3 games, I went first), I launched a Rhymer Strike which either crippled or destroyed an enemy Corvette (Speed 0 in their deployment zone, yo. It works.)

Then just keep pushing forward. They're shaped like Spear-Tips for a Reason... From Hells Heart, I stabbed at Thee. This pushed me to Close Range quickly where I can leverage Targeting Scrambler to make you reroll Reds + Blues into Delicious, Delicious ACCs and Blanks......... When you're starting them off Slow, they can't really speed up fast enough to "Kite" you.

On the FC/FCT, Turn one was Squadron... But otherwise, I pretty well banked Engi almost all the time. When I was feeling Cocky, I'd throw a Confire here or there, occasionally a follow up

That was how it worked.

3rd (and fourth) ships were a Cheap Demolisher (OE, APT, nothing else) and BCC Gozantis that could have been Naked for all the good they did.

I'm finding this true for both the Interdictor and the Pelta: they're hard to use in 400 point tournament games, but they're **** near overpowered in the Corellian Conflict campaign. The Interdictor adds fantastic utility to the Imperial fleets with regard to the Hyperspace Retreat mechanic. The extra points of later rounds also help mitigate their cost and allow you to really round them out. The Pelta scales unbelievably well when you have those extra 100 points. You don't have to make the same sacrifices to get it in there and you're spending the same cost (1 token) to affect a larger force. The moral of the story is play more CC =)

I don't have an Interdictor and I'm only getting pieces of the conversation as I learn the terms and Strategies of this new game, but I enjoyed so very much the inclusion of Melville's famous line in Drasnighta's thread above, "from hell's heart I stabbed at thee." I see by his post he won the game....also, he didn't have to complete that quote with, "with my last breath I spit at thee..." I guess that would have been more Star Trek than Star Wars though.

Well played.

I am learning....sorry for the rabbit trail marker.

I was deliberate with my Quotation :D

My Twin Interdictor Tournament Winning List... (I'll call it that, but don't get hung up on any Awesomeness :D - It was a small, local, inconsequential tournament) Leaned on Ion Cannon Batteries, for the most part.

The additional shield damage before follow ups surprised most people, and at the same time, even if it wasn't directly doing shield damage, it was stripping Engineering Tokens from otherwise wanting-to-be-always-repairing Ships.

But even then, it was very much still a case of Double-Arcing where possible, tobring everything to bear. Occasionally, I rammed my two interdictors together, so they could both be double-arcing one side-arc of an MC80....

How did your Interdictors survive? I found that mine got wiped out by Ackbar Mc80 within two turns literally.

Tua ECM helps, but the other one wouldn't have it.

I think first shot both brace and redirect got blocked, and second shot, brace blocked and died.

Two Supressors.

G7 / Targeting on one with Interdictor

G7 / Grav Shift on the other. With FC/FCT to boot.

75% of the Enemy Deployment zone was under G-7s, so the MC80 was starting at Speed 0.

Liberally move all of the Obstacles possible in the enemy Big-Ships way. So their choice is staying at speed 0 and camping, or attempting to speed up into Asteroids + Debris to get anywhere.

My two Interdictors were starting at Speed 2.

The first activation of the game (2 of the 3 games, I went first), I launched a Rhymer Strike which either crippled or destroyed an enemy Corvette (Speed 0 in their deployment zone, yo. It works.)

Then just keep pushing forward. They're shaped like Spear-Tips for a Reason... From Hells Heart, I stabbed at Thee. This pushed me to Close Range quickly where I can leverage Targeting Scrambler to make you reroll Reds + Blues into Delicious, Delicious ACCs and Blanks......... When you're starting them off Slow, they can't really speed up fast enough to "Kite" you.

On the FC/FCT, Turn one was Squadron... But otherwise, I pretty well banked Engi almost all the time. When I was feeling Cocky, I'd throw a Confire here or there, occasionally a follow up

That was how it worked.

3rd (and fourth) ships were a Cheap Demolisher (OE, APT, nothing else) and BCC Gozantis that could have been Naked for all the good they did.

Can you post the whole list please? It seems interesting

Can you post the whole list please? It seems interesting

Its currently buried in the "Article Predictions" thread. I guess around page 11...

But it was Wave 3/4 meta, and I havn't looked at it for Wave 5.

But the Core was this:

[ EMPIRE FLEET (345 points)
1 • Interdictor Suppression Refit - Flight Commander - Fighter Coordination Team - Expanded Hangar Bay - G7-X Grav Well Projector - Grav Shift Reroute - Ion Cannon Batteries (110)
2 • Interdictor Suppression Refit - G7-X Grav Well Projector - Targeting Scrambler - Ion Cannon Batteries - Interdictor (105)
3 • Gladiator I-class Star Destroyer - Ordnance Experts - Assault Proton Torpedoes (65)
4 • Gozanti-class Cruisers - Bomber Command Center (31)
5 • Major Rhymer TIE Bomber Squadron (16)
6 • TIE Bomber Squadron (9)
7 • TIE Bomber Squadron (9)

You have 55 Points to Play with... Grab an Admiral and Go.

I'd suggest if you want to boost the Bomber/Fighter game, Grab (these days), a Jumpmaster and Tempest Squadron, at the very least... Have them followup the initial strike.

Keep a Robust Bid.

As for Objectives (Just in case)... Anything you can Abuse with Flot/Grav Shift.

So Minefields, Most Wanted and Contested work.

Edited by Drasnighta