What's the point of the Interdictor Combat retrofit?

By mad mandolorian, in Star Wars: Armada

i mean serisuly it's 3 points more expencive , has far fewer upgrade slots, and inly improvement is 1 black anti fighter.

shure it replaces a blue die with a red die but that's Only better at long range and worse everywhere else

Am i missing something big?

Vader.

If you were only planning to use one experimental retrofit slot, the Combat Refit is 3 points well spent. I've used it thus and it did better than expected. However, ​I personally feel like the main reason to bring an Interdictor over other ships is the experimental retrofit upgrades and so it's fairly rare for me to use the Combat Refit version when my Interdictor hits the table as I'd prefer 2 experimentals over 1.

On a side note, if the Combat Refit version swapped its ion cannon slot for a turbolaser slot, I think you'd see more interest in the poor guy.

As Biggs already stated - Vader is a big reason. Also 1 red die is useless vs ships with evade. 2 reds can produce some damage.

Also, I feel that Combat Interdictor is a perfect lifeboat for the admiral in a squadron-light fleet.

I think the Combat Version has its role in CC.

Its durable and if you manage to double arc a ship, you have quite the same firepower as a VSD II (one red less but easier to archive) - and you still could add targeting scramblers for extra tankness.

And you prevent the rebels from escaping your wrath!

Edited by TheRealStarkiller

I think the Combat Version has its role in CC.

This for sure! I was SO CLOSE to getting the combat variant in my CC campaigns. I really wanted it for the Anti-squadron more than anything. In the end, however, I've decided that Grav Shift and Targeting Scramblers are too good to only choose one.

I think the Combat Version has its role in CC.

Its durable and if you manage to double arc a ship, you have quite the same firepower as a VSD II (one red less but easier to archive) - and you still could add targeting scramblers for extra tankness.

And you prevent the rebels from escaping your wrath!

The question then is "what does it do that the Suppressor Refit does not that makes it particularly good in CC?"

​I do like the standard Suppressor Refit double-arcing, particularly with SW7s or Ion Batteries. The Combat Refit doesn't seen to be an improvement there due to less blue dice.

When I used the Combat Refit I did appreciate the ability to impact the enemy at longer range earlier, though. And the fact that the ion slot didn't seem to want to be filled so much due to less blue dice, but that's silver-lining logic, haha.

I think the Combat Version has its role in CC.

Its durable and if you manage to double arc a ship, you have quite the same firepower as a VSD II (one red less but easier to archive) - and you still could add targeting scramblers for extra tankness.

And you prevent the rebels from escaping your wrath!

The question then is "what does it do that the Suppressor Refit does not that makes it particularly good in CC?"

​I do like the standard Suppressor Refit double-arcing, particularly with SW7s or Ion Batteries. The Combat Refit doesn't seen to be an improvement there due to less blue dice.

When I used the Combat Refit I did appreciate the ability to impact the enemy at longer range earlier, though. And the fact that the ion slot didn't seem to want to be filled so much due to less blue dice, but that's silver-lining logic, haha.

Its the 1 red die is nothing - 2 red die can do some initial damage thinking.

And hey, if you have Screed and Overload Pulse on that thing - you are going to need only one blie die and a blank red to discard ;)

I think the Combat Version has its role in CC.

This for sure! I was SO CLOSE to getting the combat variant in my CC campaigns. I really wanted it for the Anti-squadron more than anything. In the end, however, I've decided that Grav Shift and Targeting Scramblers are too good to only choose one.

How do you accomplish that when in CC a ship can only ever have one upgrade?

I think the Combat Version has its role in CC.

This for sure! I was SO CLOSE to getting the combat variant in my CC campaigns. I really wanted it for the Anti-squadron more than anything. In the end, however, I've decided that Grav Shift and Targeting Scramblers are too good to only choose one.

Yeah, its also the flak that makes it so interesting for CC - the rebels don't have rhymer - so they eat a black and a blue if they dare to attack the interdictor ... ;)

What has the higher impact in CC? If you could only select one, what would you take? Grav Shift or Targeting Scramblers?

I think the Combat Version has its role in CC.

This for sure! I was SO CLOSE to getting the combat variant in my CC campaigns. I really wanted it for the Anti-squadron more than anything. In the end, however, I've decided that Grav Shift and Targeting Scramblers are too good to only choose one.

How do you accomplish that when in CC a ship can only ever have one upgrade?

That's only for the 1st turn.

Edited by CaribbeanNinja

I think the Combat Version has its role in CC.

This for sure! I was SO CLOSE to getting the combat variant in my CC campaigns. I really wanted it for the Anti-squadron more than anything. In the end, however, I've decided that Grav Shift and Targeting Scramblers are too good to only choose one.

How do you accomplish that when in CC a ship can only ever have one upgrade?

The one upgrade limitation only applies for the initial 400 point fleets

i mean serisuly it's 3 points more expencive , has far fewer upgrade slots, and inly improvement is 1 black anti fighter.

shure it replaces a blue die with a red die but that's Only better at long range and worse everywhere else

Am i missing something big?

There are times when I'm not that concerned with getting the Big Red Speed Controller thingie, and all I want is Targeting Scramblers and repair tools. In that case, you only need one Exp Slot, and you GAIN a second AA die! A black one to boot. That's a huge increase in AA damage. (If you ever get to fire shipAA, I don't I get blasted within one turn by 134 bombers)

I would suggest the biggest argument in favor of the combat refit is the anti-squadron dice.

Two reds & two blues vs. one red & three blues varies depending on circumstance, but a black and blue is always better than just one blue, especially with the prevalence of rebels and thus rebel squadrons (e.g. not Rhymer staying at medium range vs. a ship with no evades) lately.

Because I typically only run one Interdictor, and I'm still working out how to use the Grav Well shenanigans, I am more than happy to cough up three extra points for a long-range attack that can't automatically be Evaded into the ether, and still have one slot for the G-8 module to help grab and slow victims for whatever else is in that fleet. I also have found that Targeting Scrambler's close range defense requirement to limit its utility, relative to the ability to have better long-range firepower. Maybe I'm not flying the Interdictor aggressively enough, that's a valid counterpoint, but the ship is still a WIP re: inclusion in my regular fleet.

I know which interdictor I fly after months of doing it. The Combat Retrofit. Until you try 1 Blue anti Squadron vs Black/Blue anti squadron you won't really know what you are missing out on. It's one of the best anti squadron platforms due to the ability to tank the hell of of bombers and punish them back.

Tua/ECM makes it a beast of tanking/repairing. Put on Targeting Scrambler you have a great combat ship.

Edited by Trizzo2

This feels really ironic...

... I'm sure, when the Interdictor was first released, people were asking "Why do you bother with the Supression Refit" ...

A tougher VSD with the experimental upgrade trick. Great in a VSD list, Might not be as fast but being able to slow ships down and the VSD with tractor beams can really make space a rather sticky situation for fast moving fleets. Then the firepower tears apart any small or medium ship they get down to speed 0.

I'm sure that, like an awful lot else in the game, it comes down to your local meta and how the Interdictor fits into your list. If you're running up against a ton of squadrons you're going to make different choices than if you're in a more ship-heavy meta (and you might prioritize the point defense firepower over extra speed-tampering shenanigans).

Me, I think it's cool to have the option, either way. One goes all-in on the Interdictoriness , one still has neat tricks nobody else has, but is a more well-rounded ship for fighting.

I think the Combat Version has its role in CC.

This for sure! I was SO CLOSE to getting the combat variant in my CC campaigns. I really wanted it for the Anti-squadron more than anything. In the end, however, I've decided that Grav Shift and Targeting Scramblers are too good to only choose one.

How do you accomplish that when in CC a ship can only ever have one upgrade?

The one upgrade limitation only applies for the initial 400 point fleets

I see nothing in the CC rules stating after the 1st turn that limitation is removed. Not to sound jerkish, but please point me to where it states that? Would love to know for my own campaign.

I think the Combat Version has its role in CC.

This for sure! I was SO CLOSE to getting the combat variant in my CC campaigns. I really wanted it for the Anti-squadron more than anything. In the end, however, I've decided that Grav Shift and Targeting Scramblers are too good to only choose one.

How do you accomplish that when in CC a ship can only ever have one upgrade?

The one upgrade limitation only applies for the initial 400 point fleets

I see nothing in the CC rules stating after the 1st turn that limitation is removed. Not to sound jerkish, but please point me to where it states that? Would love to know for my own campaign.

It doesn't.

It also doesn't say this effect continues throughout the whole campaign in regards to the 1 Upgrade, as it does for the Restrictions on Unique upgrades..

So from that precedence, the restriction is only in effect for the initial fleet construction rule, and not from that point onwards.

It doesn't.

It also doesn't say this effect continues throughout the whole campaign in regards to the 1 Upgrade, as it does for the Restrictions on Unique upgrades..

So from that precedence, the restriction is only in effect for the initial fleet construction rule, and not from that point onwards.

Hmm...Not gonna say I wasn't surprised by this answer, but, an absence of rule does not make it a rule ;)

If we are indeed gonna go by the absence of a rule means it must therefore be legal, page 11, only lays out what happens when the Rebel team is caught cheating, and is quite clear-cut on the ruling:

Rebel Team immediately loses.

However, there is no rule on the Empire team cheating. Now by the absence of rules one could imply (and rightly so) that the same rule applies to the Empire team.

However, one could easily and correctly argue that the Empire team is allowed to cheat because the rules do not specifically call them out for it, because the entirety of the section on Cheating deals solely with the Rebel Team, and has no rules listed for Empire Cheating.

Again, I do not believe this to be the case, but am merely pointing out, that the mere absence of a change in rule does not imply the change is allowed.

I could even argue based on the "One Upgrade card per ship" that after the first round I can purchase and replace my Fleet commander because the rules don't say I cannot, and only has rules for losing commanders if my fleet is retired.

Again, just a little 'tongue-in-cheek' counter arguing.

Except, of course, the Empire Team is unable to cheat in the specific way that is being mentioned, that is, Playing Tricks with Outposts and Bases.

I mean, if your Empire Team is placing outposts, instead of Bases, its already cheating, and you have a far bigger problem.

Furthermore, in regards to your fleet commander - you can't replace your fleet commander, as there is no rules for Deleting things, and the standard rules don;t allow you thave more than one Fleet commander.

The CC rules don't replace the RRG, they suppliment it.

In the case there is no specific suppliment to be found in the CC rulebook, then the RRG Rules Apply in Full.

I have much more I could say, but I'm not in a fun mood. So we'll leav eit there.

Edited by Drasnighta

No worries. Not trying to be confrontational, I'm just not a huge fan of 'absence implies agreement' type rules.

Having used the Combat Interdictor a few times that Anti Squad blue black combo is quite potent. And you can survive being bombed back with the contains.