Dual interdictors

By LegionOfBOOM, in Star Wars: Armada Fleet Builds

Hey all, thought I'd throw this list up for critique.

Dras and I built the foundation for the list and I'd like input on the wave 5 evolution

Decimators

Author: LegionOfBOOM86

Faction: Galactic Empire

Points: 399/400

Commander: Admiral Motti

Assault Objective: Station Assault

Defense Objective: Fighter Ambush

Navigation Objective: Navigational Hazards

Gozanti-class Cruisers (23 points)

- Comms Net ( 2 points)

= 25 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)

- Admiral Motti ( 24 points)

- Interdictor ( 3 points)

- Targeting Scrambler ( 5 points)

- G7-X Grav Well Projector ( 2 points)

= 124 total ship cost

Interdictor-class Suppression Refit (90 points)

- Flight Commander ( 3 points)

- Fighter Coordination Team ( 3 points)

- Expanded Hangar Bay ( 5 points)

- G7-X Grav Well Projector ( 2 points)

- Grav Shift Reroute ( 2 points)

= 105 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Demolisher ( 10 points)

- Ordnance Experts ( 4 points)

= 70 total ship cost

2 VT-49 Decimators ( 44 points)

1 Zertik Strom ( 15 points)

1 Major Rhymer ( 16 points)

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I am rescuing this from the 3rd Page, likely, to my compatriot's dismay.


Alright, where is your attack dice? Double arc interdictors are scary, dont get me wrong, however, there are only two of them and a weak demolisher....

Those objectives arent going to get you a big score either. I dont get it.

Evolution of the Nose-Punch.

Originally, it was Putting Damage on someone at Speed 0 with the G7s covering most of the deployment zone, and FC/FCT letting you hit them hard.

Drop a Flotilla or Severely damage a Corvette or something (or even drop an ISDs shield front completely) before anything else - and they're spending Navs to get moving, and thus, not repairing.

Why am I not happy to just deploy in the G7 dead zone?

Some 75% of your Deployment Zone is covered by G7s.

The other 25% (generally) has its advancement covered by the Obstacles you GSR'd into place.

Then the objectives (that I worked with previously - not so much what has been put here) - genreally forced you to either Start so far away that I'm reacking up benefits and bonuses (Fire Lanes, et al) before you get close, or you gamble starting in the Dead Zone and wait to see how my dice roll.

I get that, but I fly MC30s.... you cant trap me with obstacles. And to be honest, people are too scared of obstacles. 2 shield damage is pitiful.

I never came up against that sort of list, so I can't comment.

I mean. Its mostly because I'm the person who runs that list, and I was running DualInterdictor Nose Punch instead.

On the topic the attack dice, you have 3 seperate components. The pair of dictors, the demo and the decimators.

With the alpha of the decimators crippling/killing softer targets, or as noted, draining shields on harder targets, the interdictors get a bit of a hand finishing off targets. Demo just applies pressure on the speed 1 targets. Demo with just OE still needs to be respected. Your either pushed into the interdictors or deal with demo. The decimators are just their own self contained module that goes where the have the best opportunity to wreck havoc.

Objectives are of course mutable. Nav hazards is surprisingly effective for getting points. Yes 2 sheild is not much, but getting free crits from dragging asteroids just helps along the list. And then you factor in the vps that are getting scored on top of it.

Fighter ambush and station assault are the weakest objectives I feel for the list. Most Wanted is most likely a better alternative. Yellow is a bit tougher. Maybe Contested Outpost is a better alternative but unsure. I think with the above list there is not a lot of good selection in the yellow category.