Wulff or Tua+ECM?

By Norell, in Star Wars: Armada

This question came up regarding the "Indestructible Interdictor", and we couldn't decide which one is better? Pro Wulff: Instant Engineering token every turn for extra juicy points. Pro Tua: Even a Dictor is vulnerable to the thousand cuts strategy in which case the defensive tokens may be more useful if you can use them any time rather than Yularen's enormous healing ability.

Damage Control Officer?

DCO vs the Norra ball is pretty nice for Interdictors...

I actually don't like making my Interdictor too unassailable. I want people to fall into the trap of trying to kill it! An interdictor that ends round 6 with 7 hull damage is a well used interdictor. :D

Edited by WuFame

Tarkin's Tulips

Grand Moff Tarkin

Interdictor Combat Refit

  1. Interdictor
  2. Tula
  3. Electronic Countermeasures
  4. Engine Techs
  5. Ion Cannons
  6. Targeting Scamblers

Interdictor Suppression

  1. Projection Experts
  2. Overload Pulse
  3. Targeting Scamblers
  4. Graveshift Reroute

Charge in with the combat refit. Heal shields with Projection Experts. Tarkin give Engineering tokens and this lives all 6 rounds!

Edited by Naboobo2000

The only problem is, that this list will not kill anything as well.
The last 128 points will not give enough damage.

In best case it will end 6-5.

This might be ok for campaigns or for friendly games. But not for tournaments.

You'd be surprised what double arcing damage can be spit out from an Interdictor that don't die. Engine Techs make that happen.

I agree. Double arcing an Interdictor isn't that difficult and it's pretty solid damage generally. I'm not saying it's the best thing ever, but the Interdictor has plenty of punch for what it is. I still prefer SW7s over Overload pulse on the Supression fit though.