Ships that never caught on

By rhanzon, in Star Wars: Armada Fleet Builds

As I've been building up my collection, there are a couple of ships that are always superseded by something else when it comes time for me to buy another expansion or two—namely the Interdictor and the MC30. I don't have anything against them and I plan to buy them eventually, but it seems there is always something more useful to buy instead.

Additionally, I rarely, if ever, see these ships in my local meta. They seem to be good ideas that just never quite caught on.

Do you guys think it is worth buying these ships, or should I just forget them?

I think the MC-30 is fantastic. It hits very hard, and both its titles are excellent. Foresight with Mon Mothma is very hard to kill. I am thinking about getting a second one.

I don't have much experience with the Interdictor, but it seems like the general consensus is you have to work hard to make it worth while.

Mc30 is an extremely useful Rebel ship that is famous for swarms. There is a topic MC30 on the main page that describes many ways to use the MC30.

The Interdictor is interesting and requires a good deal of skill to play. The trick to using the Interdictor is remember it is a support ship and to add experimental upgrades that synergize with your fleet. For example if you put the speed reducing upgrade on your Interdictor add a pair of victories.

I've personally found the interdictor to be very useful in games. However as it is a support ship it sinks or swims on the fleet built around it. For me the combat refit with projection experts and targeting scramblers makes a dual victory fleet viable. Plant you're interdictor in the center of your formation with a victory on each flank.

2 hours ago, rhanzon said:

As I've been building up my collection, there are a couple of ships that are always superseded by something else when it comes time for me to buy another expansion or two—namely the Interdictor and the MC30. I don't have anything against them and I plan to buy them eventually, but it seems there is always something more useful to buy instead.

Additionally, I rarely, if ever, see these ships in my local meta. They seem to be good ideas that just never quite caught on.

Do you guys think it is worth buying these ships, or should I just forget them?

The MC30 is, arguably, the best ship in the game. I mean, MC30 Trops, Admonition, SFO, OE, APT, H9 - why would you not take it?

Interdictor is good, but pricey. I can't currently fit it into a proper 400 pt fleet. CC on the other hand it's quite nice.

I don't know about tournament play, but for my Corellian Conflict campaign the Interdictor is proving invaluable (and we even started with 300 point fleets).

56 minutes ago, Yipe said:

I don't know about tournament play, but for my Corellian Conflict campaign the Interdictor is proving invaluable (and we even started with 300 point fleets).

1 hour ago, Green Knight said:

The MC30 is, arguably, the best ship in the game. I mean, MC30 Trops, Admonition, SFO, OE, APT, H9 - why would you not take it?

Interdictor is good, but pricey. I can't currently fit it into a proper 400 pt fleet. CC on the other hand it's quite nice.

That's good to know about the Interdictor. I haven't played in a CC campaign yet, so I'll keep this in mind when I get into one. I think I'll bump the MC30 up on my to-buy list. Sounds like it's more valuable than my meta makes it seem.

24 minutes ago, rhanzon said:

That's good to know about the Interdictor. I haven't played in a CC campaign yet, so I'll keep this in mind when I get into one. I think I'll bump the MC30 up on my to-buy list. Sounds like it's more valuable than my meta makes it seem.

Even if you don't it has one of the best ordinance upgrades (advanced proton torpedoes) and a very popular turbolaser upgrade (turbolaser reroute circuits). Both of these upgrades are useful even if you are not using the mc30

In my opinion the MC30 is one of the bests, if not the best ship for the Rebels. I barely have a list which doesn't include an MC30.

And strangely I love the Interdictor as well. I love its experimental cards, it has great arcs, they work with Jerry, they can support nearly any list... Interdictors are great.

Ships that I don't see much recently however are the AFMK2s on the Rebel side, and I see much less Raiders than before. But this always changes as new expansions come out. Those two will have a glorious bounceback thanks to the new boarding party cards.

5 hours ago, Forresto said:

I've personally found the interdictor to be very useful in games. However as it is a support ship it sinks or swims on the fleet built around it. For me the combat refit with projection experts and targeting scramblers makes a dual victory fleet?

Kind like this? I threw this together after you brought it up.

Example

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

Interdictor-class Combat Refit (93 points)
- Interdictor ( 3 points)
- Projection Experts ( 6 points)
- G-8 Experiemental Projector ( 8 points)
= 110 total ship cost

Victory II-Class Star Destroyer (85 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 111 total ship cost

Victory II-Class Star Destroyer (85 points)
- Admiral Titus ( 2 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 100 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
- Comms Net ( 2 points)
= 48 total ship cost

1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)

14 minutes ago, Milienius said:

Kind like this? I threw this together after you brought it up.

Example

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

Interdictor-class Combat Refit (93 points)
- Interdictor ( 3 points)
- Projection Experts ( 6 points)
- G-8 Experiemental Projector ( 8 points)
= 110 total ship cost

Victory II-Class Star Destroyer (85 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 111 total ship cost

Victory II-Class Star Destroyer (85 points)
- Admiral Titus ( 2 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 100 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
- Comms Net ( 2 points)
= 48 total ship cost

1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)

Why so light on the squadrons?

One thing about the Interdictor Combat Refit that often gets overlooked is its black/blue AA dice. Players tend to focus on its high cost vs anti-ship dice, but with 9 hull, 5 engineering and solid AA, it can stand up to bombers longer than many other ships.

In addition, I've found it fairly easy to double arc with the Interdictor. It has enough stamina to close the distance (or brawl at short range) and then put out a respectable amount of damage on a ship from the front and side arcs.

2 hours ago, player2426063 said:

Why so light on the squadrons?

Victories ain't cheap son. Even if these were 1s

1 hour ago, Milienius said:

Victories ain't cheap son. Even if these were 1s

Since Jerjerrod and DTTs are available, the VSD2 has declined for me. 12 additional points are a lot for 3 medium range dice, when medium range is not that much longer than short.

The DTT improved reroll is often enough to make the long range shots count and with Jerry you will get your black shots eventually. Throw in OE and you get a VSD1 gunship with devastating front arc, which is still cheaper than a naked VSD2.

Edited by RocketPropelledGiraffe
2 hours ago, RocketPropelledGiraffe said:

Since Jerjerrod and DTTs are available, the VSD2 has declined for me. 12 additional points are a lot for 3 medium range dice, when medium range is not that much longer than short.

The DTT improved reroll is often enough to make the long range shots count and with Jerry you will get your black shots eventually. Throw in OE and you get a VSD1 gunship with devastating front arc, which is still cheaper than a naked VSD2.

To be honest I would want to extensively test both before I really made a choice on which I liked more. Because, from a theoretical standpoint I like both of them alot. Because even going with 1s with the build I would want it would only increase my bid to 10 points or down to 2 with an additional tie (not worth imo)

Edited by Milienius
7 hours ago, Norell said:

In my opinion the MC30 is one of the bests, if not the best ship for the Rebels. I barely have a list which doesn't include an MC30.

And strangely I love the Interdictor as well. I love its experimental cards, it has great arcs, they work with Jerry, they can support nearly any list... Interdictors are great.

Ships that I don't see much recently however are the AFMK2s on the Rebel side, and I see much less Raiders than before. But this always changes as new expansions come out. Those two will have a glorious bounceback thanks to the new boarding party cards.

You have a very different meta from me. In my own experience, Wave 5's Flechette Torpedoes mean Raiders, especially Impetuous with Kallus on board and with first player, can shut down entire bomber balls at little threat to themselves. The ability to negate up to 134 pts of enemy investment for the same of my own that can do other things too is just too good to pass up. I would also argue the Assault Frigate is still solid, but the majority of the new upgrades aren't groundbreaking for it, we're all still playing with the new toys. I feel there is promise though for RBD, and DTT to provide the AF2 limited rerolls with Gunnery Teams. In short, every ship is still good, metas are just shifting.

Assault Frigates scare me as an Imperial player as they aren't overly powerful as an MC-80 but I feel they can pack a wollop on me if I don't react to their presence accordingly.

Don't misunderstand me, I lovr the Assault Frigates :)But not everybody shares my affection.

Edited by Norell
18 hours ago, Milienius said:

Victories ain't cheap son. Even if these were 1s

Been a while since someone called me "son"...

17 hours ago, RocketPropelledGiraffe said:

Since Jerjerrod and DTTs are available, the VSD2 has declined for me. 12 additional points are a lot for 3 medium range dice, when medium range is not that much longer than short.

The DTT improved reroll is often enough to make the long range shots count and with Jerry you will get your black shots eventually. Throw in OE and you get a VSD1 gunship with devastating front arc, which is still cheaper than a naked VSD2.

Sorry for the stupid question but what is DTTs?

Dual Turbolaser Turrets, which come with the Imperial Light Cruiser.

22 hours ago, RocketPropelledGiraffe said:

Dual Turbolaser Turrets, which come with the Imperial Light Cruiser.

Thank you.