How to be a frustrating oponnent 101 (Interdictors)

By Visovics, in Star Wars: Armada Fleet Builds

This is something that I thought would be around one of the most annoying things to play against: Triple Int with G7-X

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Konstantine

Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Solar Corona

Interdictor-class Combat Refit (93 points)
- Agent Kallus ( 3 points)
- Projection Experts ( 6 points)
- G7-X Grav Well Projector ( 2 points)
= 104 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Captain Needa ( 2 points)
- Projection Experts ( 6 points)
- SW 7 Ion Batteries ( 5 points)
- G-8 Experiemental Projector ( 8 points)
- G7-X Grav Well Projector ( 2 points)
= 136 total ship cost

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Admiral Titus ( 2 points)
- Projection Experts ( 6 points)
- SW 7 Ion Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
- G7-X Grav Well Projector ( 2 points)
= 113 total ship cost

1 Maarek Steele ( 21 points)
1 Boba Fett ( 26 points)

Card view link

Fleet created with Armada Warlords

Certainly annoying and all, but how do you plan to actually win the games?

2 hours ago, RocketPropelledGiraffe said:

Certainly annoying and all, but how do you plan to actually win the games?

Well, if they keep ending in speed 0, the ships can't use defense tokens, so that is part of the problem solved. The combat refit would go after squads, and if needed small backup with mareek and boba, who can also do great damage at ships. The SW-7s would become a guaranteed hit at any speed 0 ship

Ok, I get the basic idea, but none of your upgrades can actually reduce a ship's speed to zero during the game. Even if all ships deployed at speed 0 because of your G7, they can just increase speed, and neither Konstantine nor G8 can actually reduce the speed dial to zero, which is what counts for defense tokens...?

Edited by RocketPropelledGiraffe

True, but it'll need to use a navigate dial to get out of 0, and by the end of it's movement, it'll have gone 1 into likely the range again, down to 0 for my next activation

23 minutes ago, Visovics said:

True, but it'll need to use a navigate dial to get out of 0, and by the end of it's movement, it'll have gone 1 into likely the range again, down to 0 for my next activation

You have a misconception here.

Basically, you change the speed of their maneuver with G8s. Not their Speed.

So what basically happens with your combination is this.

(Under the assumption that you are in range, of course).

Opponent Deploys at Speed 0. No Range required. This happens because they were near a G7 Token. Remember, G7s only count for Deploying a Ship, not ending a ships movement.

Opponent Ships Activates. has Navigate Dial. Sets Speed to 1 and attempts to perform a Speed 1 maneuver.

You Activate your G8s. You reduce the speed of the Maneuver to Speed 0, and the ship does not move.

However the enemy ship is now at Speed 1, and is capable of spending defense tokens. Even though it didn't "Move", its still not at speed 0 anymore.

This is specifically why the "Nose Punch" List was designed to do damage to them before they activate that first time. because if they activate, and Nav with that Activation (which they shoul dbe doing, bcause basically, they know they've deployed at speed 0 and then set their dials...)... You miss your window.

Edited by Drasnighta

I find the biggest advantage is to pin them in place. While there speed is only 1 and then use the G8s to prevent them from leaving the arcs of your ships allowing you to keep them in your front arcs which is what I do with them ans my ISD.

20 minutes ago, Drasnighta said:

You have a misconception here.

Basically, you change the speed of their maneuver with G8s. Not their Speed.

So what basically happens with your combination is this.

(Under the assumption that you are in range, of course).

Opponent Deploys at Speed 0. No Range required. This happens because they were near a G7 Token. Remember, G7s only count for Deploying a Ship, not ending a ships movement.

Opponent Ships Activates. has Navigate Dial. Sets Speed to 1 and attempts to perform a Speed 1 maneuver.

You Activate your G8s. You reduce the speed of the Maneuver to Speed 0, and the ship does not move.

However the enemy ship is now at Speed 1, and is capable of spending defense tokens. Even though it didn't "Move", its still not at speed 0 anymore.

This is specifically why the "Nose Punch" List was designed to do damage to them before they activate that first time. because if they activate, and Nav with that Activation (which they shoul dbe doing, bcause basically, they know they've deployed at speed 0 and then set their dials...)... You miss your window.

ermmm... Ooopss... Thanks for the clarification :)

As per the FAQ the G8s also stop engine Tech movement as well

1 hour ago, Lord Thallium said:

As per the FAQ the G8s also stop engine Tech movement as well

It is capable of stopping either.

Either the Initial move, or the Engine Tech move. :D

But activating it once does not stop twice.

Basically, if the Ship under your G8 is equipped with engine Techs, is at speed 0, and activates a Nav command with the intention of moving forward, its moving forward one way or the other.....

Unless you have the Interdictor Title on the ship then you can refresh the G8 to stop him cold....

5 minutes ago, Lord Thallium said:

Unless you have the Interdictor Title on the ship then you can refresh the G8 to stop him cold....

Interdictor title triggers when a ship activates. So the timing for it would have already passed

You are correct, I didn't have the card in front of me.... So yes he will be able to move 1 way or another if he has engine techs.... Just make sure he is at speed 1 so he doesn't move very far lol

I do generally know a think or two about what I'm saying when I open my mouth.

... most of the time.

.. A lot of the time its still bull**** anyway. :D