LOVE this thread! Thanks for the tip guys!!
I'm looking forward to building my CC campaign fleet around an Interdictor as the centrepiece/flagship. ![]()
SO awesome!
LOVE this thread! Thanks for the tip guys!!
I'm looking forward to building my CC campaign fleet around an Interdictor as the centrepiece/flagship. ![]()
SO awesome!
Yep, add me as another who prefers the Combat Refit, after toying around the Suppression version. I simply gear it up with an Ion Cannon upgrade, Projection Experts, Targeting Scramblers and Interdictor title and it's proved more than useful.
The extra slot with the Suppression gives you access to all the quirky stuff, but I found them to be very niche most of the time.
On 1/23/2017 at 9:02 PM, NeonKnight said:No worries. Not trying to be confrontational, I'm just not a huge fan of 'absence implies agreement' type rules.
I'm gonna go ahead and claim that all the plural "upgrade cards" text (instead of singular "upgrade card") means they expect you to be able to. (On pg.11 of Expanding Fleets)
have more than one upgrade after the initial turn.
Edited by CaribbeanNinja3 hours ago, Jambo75 said:The extra slot with the Suppression gives you access to all the quirky stuff, but I found them to be very niche most of the time.
I have found Grav Shift Reroute is always worth bringing along for a few more points. The ability to substantially mess with obstacles can make a huge difference with where you and your opponent can intelligently deploy ships. It's particularly strong with objectives that use obstacles such as Dangerous Territory or Contested Outpost or the like.
I agree that the other two are a bit more niche: the G7 Grav Well Projectors seem to be used best in pairs (he says as he lights up the Drasnighta signal) - they're all right on their own but more than twice as good when you have two of them. The Experimental G8 just doesn't seem to have a good home at the moment. If/when Konstantine gets some more options and becomes more viable, perhaps it will make a comeback.
If you need a healer, a Combat Refit is better simply because it can defend itself more like the Suppression Refit. But the best thing is to take one of each ![]()
I suppose it depends if you want to run two experimental refits. If you don't then it's well worth looking at the Combat variant. It's three points more than the Suppression refit and gets an extra black anti squadron die as well as a blue anti ship die being exchanged for a red. So it boosts anti squadron slightly and grants a slightly better long range dice pool. It's not amazing but its more than worth the extra three points IMHO.
On 1/25/2017 at 11:26 AM, Snipafist said:I have found Grav Shift Reroute is always worth bringing along for a few more points. The ability to substantially mess with obstacles can make a huge difference with where you and your opponent can intelligently deploy ships. It's particularly strong with objectives that use obstacles such as Dangerous Territory or Contested Outpost or the like.
I agree that the other two are a bit more niche: the G7 Grav Well Projectors seem to be used best in pairs (he says as he lights up the Drasnighta signal) - they're all right on their own but more than twice as good when you have two of them. The Experimental G8 just doesn't seem to have a good home at the moment. If/when Konstantine gets some more options and becomes more viable, perhaps it will make a comeback.
Pairs? As in two interdictors? Because you can't have two copies of the same upgrade on a ship.
Just now, FourDogsInaHorseSuit said:Pairs? As in two interdictors? Because you can't have two copies of the same upgrade on a ship.
As in two Interdictors, correct. Dras had some success with a double Interdictor fleet using G7s on each Interdictor and a Grav Shift Reroute on one of them. The G7s make big portions of the enemy deployment zone unappealing and then the Grav Shift Reroute shoves obstacles in front of the remaining "safe" space. Seems lulzy. Not sure it would be consistent, mind you, but it would be fun to play.
It was a list full of "Gimmicks"
...
Gimmick 1: G7 almost the Entire Enemy Deployment Zone
Gimmick 2: Grav Shift Obstacle off the rest.
Gimmick 3: Throw an Asteroid field in front of the Speed 0 Home One.. (Hehehe)
Gimmick 4: FC/FCT to send 3 Bombers (2+the Major) at enemies that were at Speed 0 with the first activation of the game, killing Flotillas + Severely damaging Corvettes
Gimmick 5: Double Arc with said Interdictors and Ion Cannon Batteries, to amp up Shield Damage.
Gimmick 6: Cheapass Demolisher to Finish things of.
On their own, each Gimmick was just that... Something cheap and fun to play.
WITH THEM ALL COMBINED, I won a Tournament. With Twin Interdictors.
One game, I tabled my opponent who was running Home One, Two TRC Vettes and a GR75, with a mixed Y and X Bomber Wing.
You guys need to stop. I don't own an Interdictor and all of your back-and-forth talk about how this variant is good at this, and that variant is good at that is causing me a great deal of stress.....or envy...,.or need welling up from some dark place.
.......just stop please.
Why? Interdictors are awesome and they don't get their deserved respect with all the ISDs and Demolishers and ILCs around ![]()
by the was, a Combat + Suppression duo is just mean. it gets everything an Interdictor can give ![]()
Haha...Norell.
What Clanofwolves is trying to say is that, s/he too would love to get his hands on an Interdictor so that s/he too can pull off all of the shenanigans that our forumites have been sharing. Of which I can completely relate to - I'm in a similar boat as her/him. I have an Interdictor but the most I've been able to do with it is assemble it and pack it away! I've been 'dreaming' of trying to build a CC fleet around it. I'm just too time poor at the moment. Hehe!!!!
Hang in there Clanofwolves! Your time will surely come ![]()
21 hours ago, Norell said:Why? Interdictors are awesome and they don't get their deserved respect with all the ISDs and Demolishers and ILCs around
by the was, a Combat + Suppression duo is just mean. it gets everything an Interdictor can give
Haha, sarcasm, even when offered in twisted positive ways, can be hard to initially follow. Sorry.
2 hours ago, Alpha Xg1 said:Haha...Norell.
What Clanofwolves is trying to say is that, s/he too would love to get his hands on an Interdictor so that s/he too can pull off all of the shenanigans that our forumites have been sharing. Of which I can completely relate to - I'm in a similar boat as her/him. I have an Interdictor but the most I've been able to do with it is assemble it and pack it away! I've been 'dreaming' of trying to build a CC fleet around it. I'm just too time poor at the moment. Hehe!!!!
Hang in there Clanofwolves! Your time will surely come
Alpha Xg1 is correct; I am getting so very interested in the Interdictor due to this thread. I was a bit sly in my retort, sorry. In addition, I am a he so there is that clarification too.....I cannot get my wife or daughters interested in the game at all; so the "clan" of this post is not my actual family; so it'll be you guy(s).
Keep on with your fantastic discussion; I'll go by my LGS and look over one in its shiny box and get even more corrupted by its terrible pull.....
Others have already said it, but 2 antisquadron dice is far superior to one. Especially with a black die. It makes it a lot less dependent on fighter support, and it's one reason I often take the neb B escort frigate. Especially if you have a couple of ships with overlapping 2 dice antisquadron fire you can tear a lot of fighters up, and all the fancy fighter shennigans cant help a bit. 1 antisquad die is almost worthless, 2 is something to give squadrons pause. I wish the Vic 2 had 2 antisquad dice.
On 29/01/2017 at 4:49 AM, Drasnighta said:It was a list full of "Gimmicks"
...
Gimmick 1: G7 almost the Entire Enemy Deployment Zone
Gimmick 2: Grav Shift Obstacle off the rest.
Gimmick 3: Throw an Asteroid field in front of the Speed 0 Home One.. (Hehehe)
Gimmick 4: FC/FCT to send 3 Bombers (2+the Major) at enemies that were at Speed 0 with the first activation of the game, killing Flotillas + Severely damaging Corvettes
Gimmick 5: Double Arc with said Interdictors and Ion Cannon Batteries, to amp up Shield Damage.
Gimmick 6: Cheapass Demolisher to Finish things of.
On their own, each Gimmick was just that... Something cheap and fun to play.
WITH THEM ALL COMBINED, I won a Tournament. With Twin Interdictors.
One game, I tabled my opponent who was running Home One, Two TRC Vettes and a GR75, with a mixed Y and X Bomber Wing.
How effective do you think Double Dicks would be in CC, considering they wouldn't be tooled up at the start? It seems like there's a lot of moving parts in that strategy to make it work and I wonder how easy it will be to nurse the list up to that stage and still win matches.
7 minutes ago, ManInTheBox said:How effective do you think Double Dicks would be in CC, considering they wouldn't be tooled up at the start? It seems like there's a lot of moving parts in that strategy to make it work and I wonder how easy it will be to nurse the list up to that stage and still win matches.
First Campaign Round:
Take Targeting Scrambler on One. Ion Cannon on the Other.
Demo on Demo.
Stick an FC on the Flotillas, jsut so you've purchased it.
Invest in your Rhymer + 2 Bombers. Invest in some additional fighter support.
Then, when it comes to playing:
Don't Die.
Win, Lose, won't matter.
You'll get enough Resources first round to outfit the way you want to round two, and have additional fighter cover to boot.
4 minutes ago, Drasnighta said:
First Campaign Round:
Take Targeting Scrambler on One. Ion Cannon on the Other.
Demo on Demo.
Stick an FC on the Flotillas, jsut so you've purchased it.
Invest in your Rhymer + 2 Bombers. Invest in some additional fighter support.
Then, when it comes to playing:
Don't Die.
Win, Lose, won't matter.
You'll get enough Resources first round to outfit the way you want to round two, and have additional fighter cover to boot.
Good advice. I forget that you can load upgrades into other ships then shift them across after first round.
I assume you're using twin suppression refits, if you have room for scramblers and double G7 plus Grab Shift.
Why add Red Dice to a Swiftly-Advancing Blue-Dice Crit-Boat ?
4 minutes ago, Drasnighta said:Why add Red Dice to a Swiftly-Advancing Blue-Dice Crit-Boat ?
Only really for the extra black AS. But I almost never put Imps on the table so I've not really got a feel for good list building with them.
Your intention is to always be double-arcing enemies. That is how you leverage Ion Cannon Batteries to its greatest shield-breaking potential - and boosts your overall damage.
The Anti-Squadron, Lack, or Bonus, tehreof, is an irrelevent feature of the list.
Edited by DrasnightaAre you running Jerry in that list, to do that?
As soon as I saw the campaign rule for hyperspace interdiction, I knew I would be taking an Interdictor. Now my campaign fleet has a Suppression Refit with Interdictor, G-8, Scramblers, Projection Experts and Wulff. After three campaign turns, interdiction has cost the Rebels a Pelta and 2-3 MC80s. That alone has made it well worth the deployment cost. If you ignore it, it adds its dice to the pool and heals my ISDs. If you focus it first, it turns tankiness up to 11 and refuses to die while the ISDs land sledgehammer blows. Good times. G-8 is great fun against anything that wants to zoom into black range. -1 speed for you! And once they do get to black range, you make them reroll all those pesky hit/crit results.
19 hours ago, Rekkon said:As soon as I saw the campaign rule for hyperspace interdiction, I knew I would be taking an Interdictor. Now my campaign fleet has a Suppression Refit with Interdictor, G-8, Scramblers, Projection Experts and Wulff. After three campaign turns, interdiction has cost the Rebels a Pelta and 2-3 MC80s. That alone has made it well worth the deployment cost. If you ignore it, it adds its dice to the pool and heals my ISDs. If you focus it first, it turns tankiness up to 11 and refuses to die while the ISDs land sledgehammer blows. Good times. G-8 is great fun against anything that wants to zoom into black range. -1 speed for you! And once they do get to black range, you make them reroll all those pesky hit/crit results.
Contrarian take: If your opponent can't hyperspace, they will fight to the death meaning you take higher losses/scarred ships.
Granted my sample size is three, but that has not happened yet. Either you are winning and the enemy wants to escape and cannot, or you are losing and have the option to escape. The margin for "close game where them fighting to death matters significantly" is pretty narrow. Of course, it is also worth noting that my Motti fleet is the Interdictor, two ISD IIs and two Gozantis, so losing a Gozanti is a non-issue, and the capital ships can typically tank whatever desperate survivors might throw at them.