...the more you can hook up the better they get.
Jokes aside, this is going to be both a battle report and a collection of loose ramblings I have on the interdictor.
On Friday a few friends and I got together to play a 2v2 match. We decided to use the standard "team play" rules from the RRG with the exception number of fleets and fleet interaction. We each brought a 500 point fleet and split into teams along faction lines. We used the rules from CC to determine upgrade interactions and commander usage.
My list, of course, was a dual ISD Plusetap Avenger fleet with the interdictor as support and a single goz running comms net.... no fighters. I built my fleet to be the answer to the possibility of a swift MSU. Each large and medium ship had tractor beams, and the interdictor was running the G8 experimental. The idea being, obviously, if they try to engage at long range... I'll slow them to nothing and get close. I had the sneaky idea to try to lock down a third of their deployment area with g7-xs on my interdictor and I threw on Tua and ECMs too as I figured my ships being big and scary would take the brunt of combat.
My partner, the sly devil that he is, ran an MSU lead by a combat interdictor equipped with g7-xs as well. His fleet had a much more simple design. Interdictor with vader on board, 2 kittens with enhanced arms and 3 gozantis 2 BCC and a single comms net. His fleet had a near full fighter wing. Jendon/Stele/Rhymer/tempest a couple of standard bombers, a couple of tie advanced and 2 jumpmaster 5ks.
Between the two of us we only had a 3 point bid... but somehow managed get it...
Seeing that their fleet had less activations than ours but an unholy plethora of squadrons we decided to take 1st player and prevent them from squadron delaying our deployments.
We set up as usual, except before deploying both me and my partner started laying out our g7x tokens. After careful placement 2/3 of their deploy area was a speed zero death trap. We delayed deployment by placing one of our many gozantis. Surprisingly by the end of deployment when I set my star destroyers and interdictor, they had huddled into the only corner without a g7x effect. It was almost obnoxious to see so many rebel ships basically stacked on each other. Based on how they deployed their mc80s I decided to take a flank position, doing this, in my mind, forced them to keep their mc80s perpendicular to the MSU fleet of my partner letting them soften the big ships and protecting them at the same time.
I was right.
1st round was alot of moving but no shots fired.
2nd round we had some fighter involvement and Kittens and interdictors softened the mc80 on the left to a rotten banana mush after many shots fired.
3rd round was a powder keg. My OP ISD sank the mushed up mc80 and heavily damaged an mc30 before launching itself into a bomber cluster at speed 3 (it sank promptly upon the release of some b-wings via RLBs and a solid side arc from the other mc80 with akbar) the damaged mc30 had been tractor beamed to 1 and I had planned on slowing it to 0 temporarily with my interdictor to allow Avenger to polish it off, but they slowed it to zero on their own. Foresight the undamaged mc30 lit up the interdictor close range in a double arc and with tua and ecms, it just managed to stay alive It returned shots but not hard then rammed the mc30 at 0 Salvation gave it a solid 9 damage and sank it. Avenger fired shots at foresight and the damaged mc30 (killing the damaged one) then moved into position to finish the other mc80 first activation of next round.... but after a smart jendon/stele combo and some bomber runs, the kittens were able to soften it to let my partner's interdictor double arc it to death...
4th round was clean up for Avenger. It had both their pelta and BCC GR-75 in blue range off the bow and, of course, I had gunnery teams. I popped both with ease. Then did my best to avoid the bomber cluster of doom... bust still managed some b-wings on my ISD. The remaining enemy mc30 took some long range shots at my ISD then set up at blue range in my ISDs rear/side arc (crazy move). My partner moved jendon/stele/rhymer and a single extra bomber out of the cluster using our intel very wisely and Jendon/stele and said bombers softened the mc30
5th round I opened up on the mc30 finishing it with relative ease... the round went quickly with only a single enemy ship on the table. Jendon/stele/rhymer softened it to 1 hull by the end of the round.
The opponent conceded the match at the end of round 5 due to time restraints and the impending table they were about to receive. The score was 332 to 1000 Our victory.
Round 1
Round 2
Round 3
Round 4
Round 5
Which brings me to my thoughts on the interdictor.
I hadn't been a fan of it during standard 400 point matches as until wave 5 it lacked the ability to tank any large amount of damage, especially if the opponent rolled even a single accuracy. With ECMs, I saw it's improved potential, but also began to realize it's not terribly effective as a combat ship, especially at 90 points base... and at 90 points, I couldn't justify the support it provided.
Now, I'd gotten chance to use one in a 500 point match before and was impressed with what it could add to the standard dual ISD combo, especially for hunting MSU fleets with tractor beams and g-8s. That said, I didn't fully appreciate the value of the experimental retrofits until this 1000 point game... When you have enough points to flush out a fleet around interdictors, they can get mean really fast... especially with engine techs and g7xs or g8s...
I definitely have a new respect for them after I saw how useful they were in a 1000 point engagement.... I can see why they'd be so helpful in CC
Interdictors are like Voltron...
I loved my Support Interdictor in our CC campaign. It too was supporting double ISDs with G-8s, Targeting Scramblers, Wulff, Projection Experts and the title. With Motti as my commander, only one ISD was lost over five turns. I think it prevented 3+ Rebel ships from escaping into hyperspace as well.
2 minutes ago, Rekkon said:I loved my Support Interdictor in our CC campaign. It too was supporting double ISDs with G-8s, Targeting Scramblers, Wulff, Projection Experts and the title. With Motti as my commander, only one ISD was lost over five turns. I think it prevented 3+ Rebel ships from escaping into hyperspace as well.
I hadn't thought to use them in CC when I did my first run through it, but now that I've played the interdictor at both 500 and 1000 points, it's pretty clear to see, it's a valuable ship!
As soon as I saw the Hyperspace Interdiction rule, I knew my fleet would be including an Interdictor.
"Well this going poorly. I discard my dial to escape into hyperspace."
"I'm sorry Dave, I'm afraid you can't do that."
"Oh crap, the Interdictor rule. I forgot about that."
" Hahaha. Mine is an evil laugh. Now die! "
Edited by Rekkon1 hour ago, Rekkon said:As soon as I saw the Hyperspace Interdiction rule, I knew my fleet would be including an Interdictor.
"Well this going poorly. I discard my dial to escape into hyperspace."
"I'm sorry Dave, I'm afraid you can't do that."
"Oh crap, the Interdictor rule. I forgot about that."
How did they handle during the All-Out?
We have not played the AoO, and it increasingly looks like schedules will not permit it. The Imperials were ahead enough that conventional victory was almost assured, so we declared the campaign a win for the Empire and tried to organize an AoO just to try it.
I've enjoyed them a lot with Victory Is. Can't avoid my black dice if you can barely move. Grav Shift Reroute has also been a lot of fun.
7 minutes ago, Hockeyzombie said:I've enjoyed them a lot with Victory Is. Can't avoid my black dice if you can barely move. Grav Shift Reroute has also been a lot of fun.
I've been considering a list with an Interdictor, a pair of Victory-I's, a Gozanti, and a small fighter complement. Build close to 400 points with an eye toward going second. Use defensive objectives that "encourage" your opponent into a kill zone. That minimizes the problem of speed 2. The weakness is obviously the possibility of your opponent bidding to go second.
11 hours ago, RobertK said:I've been considering a list with an Interdictor, a pair of Victory-I's, a Gozanti, and a small fighter complement. Build close to 400 points with an eye toward going second. Use defensive objectives that "encourage" your opponent into a kill zone. That minimizes the problem of speed 2. The weakness is obviously the possibility of your opponent bidding to go second.
Contested Outpost is pretty much a must-have if you're running more than one Victory, in my experience. Station Assault seems like another good one. I'm never sure what blue objective to take with those lists but I usually settle on Superior Positions or Minefields. I've been thinking about Salvage Run with Grav Shift Reroute but I don't think I want to use Victorys with that one, given how slow they move.
7 hours ago, Hockeyzombie said:Contested Outpost is pretty much a must-have if you're running more than one Victory, in my experience. Station Assault seems like another good one. I'm never sure what blue objective to take with those lists but I usually settle on Superior Positions or Minefields. I've been thinking about Salvage Run with Grav Shift Reroute but I don't think I want to use Victorys with that one, given how slow they move.
For blue take solar corona. It comes with the benefits of superior positions (forces them to deploy everything first) without giving them the opportunity to score victory points off your rear hull zone. It's also good for shaving damage at long range, as the corona can force them to lose their accuracy.
2 hours ago, Darth Sanguis said:For blue take solar corona. It comes with the benefits of superior positions (forces them to deploy everything first) without giving them the opportunity to score victory points off your rear hull zone. It's also good for shaving damage at long range, as the corona can force them to lose their accuracy.
Not bad, not bad. When it says "one of the 3' edges" does it mean just the edge or like half the map? One seems only slightly helpful, and the other seems pretty crazy.
1 hour ago, Hockeyzombie said:Not bad, not bad. When it says "one of the 3' edges" does it mean just the edge or like half the map? One seems only slightly helpful, and the other seems pretty crazy.
The way I understand it, when a ship is shooting, if you extend its arc lines and any part of the firing arc is within that corona they lose an accuracy... anywhere on the map.
7 hours ago, Darth Sanguis said:The way I understand it, when a ship is shooting, if you extend its arc lines and any part of the firing arc is within that corona they lose an accuracy... anywhere on the map.
That's...actually pretty good. I used to read it as basically half the map, which would be awkward to play around since you'd sort of have to cling to the middle of the map (or just use black dice). Alternatively I thought maybe the arcs had to actually cover the edge of the map which meant the objective did almost nothing. Your interpretation makes more sense, so it's a solid objective but not as clunky as I thought.
I fail to see how G7-Xs are creating a "death trap". Nothing can reach you in the deployment zone in turn 1, unless you were stupid enough to maneuver yourself into a fleet or fighter ambush situation. And by turn 2 when the enemy fire reaches you you're at least on speed 2 - you may be on even higher with Raymus, Comms Net etc. Granted, in this particular situation two ISDs front arc could hurt you but otherwise I fail to find an effective way to use G7-X effectively so far....
Just now, Norell said:I fail to see how G7-Xs are creating a "death trap". Nothing can reach you in the deployment zone in turn 1, unless you were stupid enough to maneuver yourself into a fleet or fighter ambush situation. And by turn 2 when the enemy fire reaches you you're at least on speed 2 - you may be on even higher with Raymus, Comms Net etc. Granted, in this particular situation two ISDs front arc could hurt you but otherwise I fail to find an effective way to use G7-X effectively so far....
Incorrect
.
The Nose Punch List will hit you. Its designed to do that. First activation of the game.
Granted, its not a lot , but its enough to drop a Flotilla or Corvette if you're lucky, since there is no defense tokens being spent.
And even then, its crippling to those ships, who unless they're
really
lucky, only get to move forward at speed 1 the next turn, and are still in an engagement zone...
Mostly, you do it because it stops the enemy dead, or at least forces them completely out of position, so you're capitalising on location-based objectives all the sooner than they are.
10 minutes ago, Norell said:I fail to see how G7-Xs are creating a "death trap". Nothing can reach you in the deployment zone in turn 1, unless you were stupid enough to maneuver yourself into a fleet or fighter ambush situation. And by turn 2 when the enemy fire reaches you you're at least on speed 2 - you may be on even higher with Raymus, Comms Net etc. Granted, in this particular situation two ISDs front arc could hurt you but otherwise I fail to find an effective way to use G7-X effectively so far....
In the match they were used in they'd have been facing 2 ISDs both with tractor beams and gunnery teams as well as an Interdictor with title, G-8s, and engine techs.... Anything that deployed in the g7x range would have become a target granted it was worth it... It could be tracked down and destroyed by turn 3 guaranteed. We had 3 deploys over the opponent too, so I was able to hold the death team until last....
G7xs can be a major hindrance especially if your fleet isn't specifically designed to jump speeds quickly.
In that match it was also 1000pts of ships cramming into a standard deployment zone (in AOA the deployment zone is the entire edge).. so 2 g7's did take up 2/3.. making the list have to burn 2 navs over 2 turns to get moving speed 2, while a bunch of ISD's are barreling towards them.
Yeah, as I said I DO see why it was so bad in this particular battle. I was theorizing about the usefulness of the card in more standard engagements.
On 4/7/2017 at 1:18 PM, Norell said:I fail to see how G7-Xs are creating a "death trap". Nothing can reach you in the deployment zone in turn 1, unless you were stupid enough to maneuver yourself into a fleet or fighter ambush situation. And by turn 2 when the enemy fire reaches you you're at least on speed 2 - you may be on even higher with Raymus, Comms Net etc. Granted, in this particular situation two ISDs front arc could hurt you but otherwise I fail to find an effective way to use G7-X effectively so far....
In my last tournament, we played 500pt fleets. My build was ISD 2, VSD I, and Support Interdictor, with a decent fighter screen. I got player 2 and my opponent chose minefields thinking they were a throwaway. Well, I managed to set my minefield in such a way that nearly all his ships did a mine strike, and the reason almost all his ships did a mine strike was because my g7-x made a dead zone that he didn't want any of his ships starting at speed 0. Combined with Admiral Titus and Tractor beams, his heavy hitters just basically sat in front of my slow moving hammer and anvil and I ground them to dust. The Interdictor was in the middle making my opponent re-roll with those beautiful targeting scramblers.
Round 1, his raider blew up on mine stikes, his demolisher took heavy damage, his ISD 2 took some shield damage, and his other gladiator managed to narrowly avoid a mine strike. I just trucked along at speed 1 in formation.
Round 2, his demolisher got into long range of my ISD 2, and I managed to kill it due to previous damage from the mine stikes along with XI7's, the other gladiator took heavy damage on the second attack but survived. I continued to creep along at speed 1 in formation.
Round 3, his remaining gladiator did some damage to my ISD 2 but was going to fast and ended up going off the map the next round, his ISD 2 got in very close to my VSD and lit it up, but the targeting scramblers reduced what probably should have crippled it to a glancing blow. My VSD got in nose to nose contact with the ISD 2 and stayed there inflicting heavy damage. The Interdictor just stayed at medium range.
Round 4, both my VSD and Interdictor took a pounding but managed to not die from his ISD 2, and using Moff Jerry and a Nav dial, managed to swing the ISD 2 into firing position for long range on the next round, but my VSD finished the ISD off.
Squadrons didn't really play a role at all in the fleet battle.
I managed to make the g7-x work for me though, so don't discount its usefulness.
Don't misunderstand me, I DO want to make them work just didn't manage so far. The Interdictor is one of my newfound favorites.
On 3/4/2017 at 3:37 PM, Darth Sanguis said:My list, of course, was a dual ISD Plusetap Avenger fleet with the interdictor as support and a single goz running comms net.... no fighters . I built my fleet to be the answer to the possibility of a swift MSU. Each large and medium ship had tractor beams, and the interdictor was running the G8 experimental. The idea being, obviously, if they try to engage at long range... I'll slow them to nothing and get close. I had the sneaky idea to try to lock down a third of their deployment area with g7-xs on my interdictor and I threw on Tua and ECMs too as I figured my ships being big and scary would take the brunt of combat.
My partner, the sly devil that he is, ran an MSU lead by a combat interdictor equipped with g7-xs as well. His fleet had a much more simple design. Interdictor with vader on board, 2 kittens with enhanced arms and 3 gozantis 2 BCC and a single comms net. His fleet had a near full fighter wing. Jendon/Stele/Rhymer/tempest a couple of standard bombers, a couple of tie advanced and 2 jumpmaster 5ks.
I truly belive your partner was running a way more complex fleet.
Ok if i ever join the dark side and run multiple interdictors, i'm painting them in voltron colors
how exactly does the "nosepunch" list work in round 1?
If you're the first player, and thus, have the first activation, it basically goes like this:
"Okay, so when you set up your fleet, more than 60% of your deployment zone makes you deploy at speed 0." (2x G-7x Tokens)
"First activation, Interdictor has Squadron. Moves. FCT's Rhymer and 2 Buddies. Then Activates them, launches them across the field, and then targets one of your ships at speed 0. Since you're at speed 0, you cannot spend defense tokens. At all. And you're at Speed 0, because your choices were basically start at speed 0 and have a hope to hell of doing anything objective wise - or start on the side of the battlefield where you have to move through every obstacle that ever exists."
Its not guaranteed to work, its not guaranteed to do something significant... But its designed to put 3 Black Bomber dice into something that can't defend itself.
In the tournament games I took it too... It killed a BCC Flotilla one game. The next game, it took out 3 of the 4 hull points on Tantive-IV. Third game it crippled a demolisher with the overlap-take-damage crit.
The trick is as well, is the Nose Punch doesn't let up with that, either... The two Interdictors are steaming forward at speed 2, ready to double-arc you with Ion Cannon Batteries (as odds are, you're trying to nav up to speed rather than stocking tokens), which helps strip shields and pile damage on...
And the insult to the injury is a Demolisher who plays the cleanup game rather than the initial strike.
Edited by Drasnighta20 hours ago, xerpo said:I truly belive your partner was running a way more complex fleet.
ehhhhh.... arguable, in terms of both ships upgrade density and play ability I would contest that a dual ISD PT is much more complex and difficult to use effectively, as the PT is set up across two ships and may (and actually did) require help from the interdictor to work. That said, his roll was pretty easy.... goz activated rhymerball to soften ships and then use long range reds with vader to do damage....
long range MSUs with single upgrade ships ain't exactly difficult. Shoot, move to stay at long range, Rhymer shots. Easy peasy.