Hey Fellas,
Getting ready for my first Corellian Campaign and looking for feedback on the fleet.
I have been experimenting with the Interdictor for awhile now, and I definitely want to run one on the campaign. Getting the right fleet composition is of course, always the initial fun part.
Starting Fleet.....
13th ION Interdiction Fleet
Author: Simpatikool
Faction: Galactic Empire
Points: 400/400
Commander: Admiral Konstantine
Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona
[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 119 total ship cost
Victory II-Class Star Destroyer (85 points)
- Gunnery Team ( 7 points)
= 92 total ship cost
Victory II-Class Star Destroyer (85 points)
- Gunnery Team ( 7 points)
= 92 total ship cost
3 VT-49 Decimators ( 66 points)
1 Saber Squadron ( 12 points)
1 TIE Interceptor Squadron ( 11 points)
1 TIE Fighter Squadron ( 8 points)
Card view link
Fleet created with Armada Warlords
So:
The strategy of the Fleet is to use to Interdictor's GRAV Shift on objective based missions in the CC to eek out an advantage. Essentially GRAV Shift can move objectives distance 1-2 away from its initial setup location after fleets have been set up, but before the first turn. That allows me to take advantage of missions like Show of Force as well as all the outpost and base missions that use stations in the CC. Additionally, with Konstantine, Experimental projectors and Tractor beams, it allows the slow fleet to lock down enemy ships. Additionally the Interdictor STOPS enemy ships in range 1-5 from hyperspace fleeing. Finally, ships t Speed 0 don't get to use Defense tokens. So, it could be quite annoying for opponents having all the slow the enemy down affects.
Squadron support is supposed to be self sufficient, the main focus is Air Superiority, once complete they can attack ships. Decimators are good with that due to 3 dice and rogue. The Tie and the interceptors are really there just to engage any bastages that don't get decimated.
Ships start out with only one upgrade. When they advance my thoughts are...
For the Interdictor, I would prioritize Grav shift re route and experimental projectors, projection experts the interdictor title and then SW7 Batteries.
For the V2s, I want tractor beams, SW7 batteries, XX9 Turbo-lasers and then whatever officer makes sense. I won't lie, I am also thinking that instead of Gunnery teams, taking Sensor Teams. Alternatively, I could spec one of the Vics to be a carrier, improving my squadron activations. And finally, I could drop some squadrons, like a Decimator to pick up a Gozanti cruiser.
The fleet is susceptible to spam fleets of lots of little ships. However, they likely cannot stop my fleet from destroying station objectives and winning the scenarios. Another weakness of the fleet is that it can be out activated pretty easily.
Thanks