Help BB git gud: Interdictor + Strategic

By Blail Blerg, in Star Wars: Armada

So, I've been flamed to high hell over and over again. Apparently I'm a trash player. Thanks forum.

Anyway. Enough salt. Wanna help me get better? I've been thinking about playing my Interdictor and also trying Relay. I'm having a lot of issue however sticking enough firepower into the list and I'm not sure this is enough to win off of my relay.
My list here is falling into a trap if trying to be competitive and perhaps doing too many things: My meta is HUGE on 134 squadrons, 3 flotillas, and then also some random non-tournament-winning players who will take random 5 ship fleets without proper squadron defense (and die to the squadron players), but also be a pain in the butt to anyone who wants to play something other than mass squadrons. 5 activations is typical. Sometimes 6 or 7 for Rebel MSU. Bid tend to be around 5-8, up to about 15 for 1st.
I'd like to have a better list that is meta-capable against this field. I want to try my singular interdictor (suggestions for 2 interdictors are not as helpful sorry), and I want to try using Strategic cuz it sounds fun. I also haven't been able to play my 2 Arquitens, but I think I realistically need the firepower of Gladiators...

Can you offer me list critiques intended for high-tier meta competition and strategy/tips for how to fly the fleet as per your changes?

I am also considering removing the AA squadrons and going intel-bomber instead. And just doing some sort of sick chicken game where we find out if I can bomb them to death before 134 Rieekan aces + Toryn with multi-role Rebel ships wipes out either my bombers or my ships entirely.
I've also lost a game with an interdictor build to simply heavier firepower: Ackbar MC80 wiped it out in 2 turns. -> This needs to be something the list/battle-plan is capable of dealing with.

NQQZZ Moffy J - s6AA b1 - Interdictor + Relay

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Targeting Beacons
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- G-8 Experiemental Projector ( 8 points)
- Grav Shift Reroute ( 2 points)
= 112 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
= 46 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 68 total ship cost

1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)
1 Lamda-class Shuttle ( 15 points)
1 Soontir Fel ( 18 points)
2 TIE Interceptor Squadrons ( 22 points)

Card view link

Fleet

My idea now is to use the one Lambda and the Interdictor token to move tokens around, giving me an edge in combat. My squadrons are AA specialized to protect said Lambda.
The list is low on firepower with only a 3-firepower rating. Go slow, create a net. Slow things down with G8. Try and double arc them with my ships.

Edited by Blail Blerg

Yeah this is low on firepower. You're not really going to kill anything with your ships unless you somehow concentrate fire on a Small ship with all 3 of them at one chance. You also really don't have a good way to push the TIEs in any way, other than 2 at a time....which isn't going to do enough damage to ANY squadron with tokens to do anything.

As for your ships, I mean, Needa TRCs is a thing, but you're paying a lot of points to do what Rebels do with one extra dice. Why not just use the Dual Turbolaser Turrets they come with? The Interdictor is OK, but it doesn't need ECM. How many times do you expect to have tokens locked down that you want to use? OK, you might not be able to brace an attack once, but will that kill you? Maybe, but don't get that close to an Ackbar MC80? You need to either get an ISD/VSD in there to command squadrons and actually provide some punch to your list or wait for the Quasar to push squadrons. How do you expect to FIGHT an Ackbar MC80 or bombers with this, as you're not really doing damage enough against either one of those.

WRT your objectives, Rebels do better at Strategic and Imps do better at Relay. So, you're already at a problem spot considering that you want to make Strategic a thing. Targeting Beacons is not good without 2 sources of Strategic to drag both along, so drop that for Station Assault, if you want to keep the Interdictor mostly as it is. Hyperspace Assault isn't BAD but you have nothing worth assaulting in. Pick Fire Lanes or Capture the VIP or Jamming Barrier or Planetary Ion Cannon instead. As for Blue, what about Salvage Run, if you really want to make Strategic a thing? Again, if you're desperate to make Strategic a thing with Imps.

Believe it or not I had success playing a 5 activation 134 points of squadrons with this list.

Faction: Galactic Empire
Points: 395/400

Commander: Moff Jerjerrod

Assault Objective: Station Assault
Defense Objective: Fire Lanes
Navigation Objective: Sensor Net

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 123 total ship cost

Victory I-Class Star Destroyer (73 points)
- Veteran Gunners ( 5 points)
- Spinal Armament ( 9 points)
= 87 total ship cost

Victory I-Class Star Destroyer (73 points)
- Veteran Gunners ( 5 points)
- Spinal Armament ( 9 points)
= 87 total ship cost

2 Lamda-class Shuttles ( 30 points)
2 VT-49 Decimators ( 44 points)
1 Valen Rudor ( 13 points)
1 TIE Interceptor Squadron ( 11 points)

It's only 3 activations, but it's all about the objectives and manipulating the game set up.

The idea is to use grave shift to push obsticals into the other players deployment zone as to keep them from the objectives making it take longer for engagement. All the while you are hauling in points.

Use your objectives and strategic to force the other player to engage on your terms.

It's an interesting and different way to play the game. I've lost a vsd and killed a few fighters, but won 8-3 because of the points I got from objectives.

Edited by xero989

I'm sort of confused what your squadrons are even trying to *do*. I mean...taking Soontir without any 'escort' squadrons? Why? Soontir is a better anti-air platform when flanked by a pair of TIE Advanced - enemies can't shoot him, so any squadron that wants to fire in the area just takes auto-damage from his named ability (which, helpfully, doesn't trigger the 'counter' keyword).

FWIW, TRC on the Arrrrghkittens! feels underwhelming, to me. Given how rarely the things seem to even get double-arcs on a target (and how little it matters, given the anemic forward and aft batteries), I've taken to slapping Slaved Turrets on them. Saves you a point, there, too.

Agree, too, on the point about activating those squadrons - doesn't seem like you've got a plan for that, which means they'll just get chewed up.

Step 1: Drop the interdictor (every list is better without one)

Step 2: Focus, the list is schizophrenic, as mentioned. Maybe a Victory I in place of a Goz and Arq.

Step 3: Have a way to kill something gud. You need to have at least some way to bring pain, this list lacks it heavily.

Objectives could use a lot of work, Strategic minefields sounds a lot cooler and more dynamic than it generally is your single shuttle will get locked down far too quickly. If you really want to play the strategic game, you are also much better served with 2 shuttles (a backup OR double play, some safety really). Hyperspace is a godawful choice for that list. Targeting beacons sounds nice but nets no points, and with a flotilla it is itching for most wanted to push them to your other objectives. Fire lanes won't really work as you just don't have the guns, or ability to move the tokens enough. Contested outpost would be more fitting for a dictor, but you don't have the umph to actually protect it well from a charge. Fleet ambush will leave you dusted (to be fair I've never seen that one work out)... Having a lot of trouble with your yellow. Intel sweep + strategic is an ace pair. I can't recommend navigational hazards with such a slow ship either.

Xander, Soontir is pretty much escort on his own, and in my experience (and at my hand) always gets sniped out escort or not, with minimal impact. So they eat some counters instead. His benefit is much more being a scatter ace than his ability (Ciena is better, regardless)

Geek19: How would you rebuild the list? Note that the large majority of good players here are extremely experienced with 134 bombers (mostly Rieekan). In a casual game, likelihood of getting mass bombers is about 50%. And over a tournament, youre bound to get matched up to one in a 1-0 or 2-0 situation, and pretty much guaranteeed to face it over 3 games. I'd prefer also to not auto lose to MSU and stuff with 5-6 activations.

Guys, I'm actually also keenly aware of the list's problems. I'm asking how you would change it, that's why I asked for it.

As for the squadrons: Soontir does have scatter. They're meant for having a fighting chance vs 134 rebel squadrons, which are usually multi purpose. (Not Ywing spam). I was mostly gonna keep them near the VSD and use that to command, then do 2 at a time through the Lambda. -> In other words, its not a good plan, but what I should I cut to make it better?
I do agreee the Lambda will be engaged too much: no Intel.

--

I'm also open to lists without the Interdictor, focusing on just Strategic.

Edited by Blail Blerg

I've been running this list towards roughly the same goal. The formation of the list is something that I've been practicing, and I'm still toying with the fighter-wing, but thus far I do like how it runs.

The focus of the list REALLY leans on winning the objective game, and you have to go pretty hard-in on that idea. Just one Strategic is not going to do it, heck I'm considering putting in a third, but it would likely weaken the list to the point of unplayability.

Faction: Galactic Empire
Points: 398/400

Commander: Moff Jerjerrod

Assault Objective: Targeting Beacons
Defense Objective: Fire Lanes
Navigation Objective: Salvage Run

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Minister Tua ( 2 points)

- Projection Experts ( 6 point)
- Electronic Countermeasures ( 7 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 135 total ship cost

Arquitens-class Light Cruiser (54 points)
- Dual Turbolaser Turrets ( 5 points)
= 59 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Arquitens-class Light Cruiser (54 points)
- Hand of Justice ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
= 63 total ship cost

1 Captain Jonus ( 16 points)
1 Maarek Steele ( 21 points)
2 TIE Defender Squadrons ( 32 points)
2 Lamda-class Shuttles ( 30 points)
1 Ciena Ree ( 17 points)

A big part of it, is you have to really be cranking for the objective play. Careful use of the Lamdas, and placement of your Interdictor zones to give you the maximum advantage possible to score as many early points as you can. Also positioning the fleet to take advantage of those objectives.

Jonus has been terrifically helpful in making damage stick. The list is very red-dice reliant, and usually only takes down one or maybe two light ships on the enemy's side, (save for one MC80L that decided to jump into the middle of my formation and got double-arced by the entire list) so having that accuracy (and an extra black-die) keeps the nickels and dimes coming.

I'm considering pulling Targeting Beacons for something that I can run for points on, but I'll have to try it first. Strategic is just dirty good on Fire Lanes though.

40 minutes ago, Blail Blerg said:

Geek19: How would you rebuild the list? Note that the large majority of good players here are extremely experienced with 134 bombers (mostly Rieekan). In a casual game, likelihood of getting mass bombers is about 50%. And over a tournament, youre bound to get matched up to one in a 1-0 or 2-0 situation, and pretty much guaranteeed to face it over 3 games. I'd prefer also to not auto lose to MSU and stuff with 5-6 activations.

As for the squadrons: Soontir does have scatter. They're meant for having a fighting chance vs 134 rebel squadrons, which are usually multi purpose. (Not Ywing spam). I was mostly gonna keep them near the VSD and use that to command, then do 2 at a time through the Lambda. -> In other words, its not a good plan, but what I should I cut to make it better?

I'm also open to lists without the Interdictor, focusing on just Strategic.

First, what VSD? Did something end up getting pasted wrong?

As for how to fix it? Depends. Tell me/us if you want an Interdictor OR Strategic. I don't think trying to do both is the right way to go either way (unless you're really practiced with both, i guess?). If you decided Interdictor, figure out what your Interdictor is supposed to do. If it's Targeting Scramblers and something, don't put a Gladiator in there. If it's objective manipulation, go weird with Konstantine or something and just keep slowing them down, maybe throw in a Slicer Tools Suppressor. If you want manipulation, pick the objectives that are going to help manipulation (Station Assault, Contested Outpost, Salvage Run). Then add in your other ships to do damage against your opponent. THEN worry about the squadrons you're going to need, I find. Don't focus on a Counter Build to X or it has to beat Y, think more of How will I handle X or Y. If it's squadrons, how are you going to either keep your ships alive against squadrons long enough (your own squadrons of some sort) or how do you hit their carriers fast enough (again, dumbly, slicer tools suppressor and Demolisher). How will you handle Ackbar MC80 explosion town (or Motti spam, if you want the Imperial stick)? Bring Demo or multiple VSDs against it, I assume.

If you want Strategic, how do you plan on milking the objectives to actively get their bonus? I like what @Alzer has with double Lambdas. If you want to play with objective tokens, you're gonna need at least 2 Strategic squadrons to do it effectively IMO. Figure out how you're commanding them, then go from there.

I agree with the others who recommend going all in on objective play - for this style of play to work, you pretty much have to plan on winning via the objectives. For me, that means that killing the enemy becomes a secondary objective - your first priority is to survive, so your ships can keep accumulating points. Killing the enemy is just gravy, in that it helps your ships survive longer....so they can accumulate more points. With Fire Lanes and Sensor Net, you can get 45+ points a turn from the objectives alone, and you should focus on that. Harvesting squadrons can mean a nice chunk of change if you can manage it.

It also means flying away from the enemy while you collect points...making them chase you and really hopefully only engaging in the second half of the game. You can accumulate a 150+ point lead by then....not having fired a shot.

Having at least 2 Lambdas helps with this - as does having Fighter Coordination Teams. With FCTs, your relay squadrons can move tokens distance 1.....twice a turn. This is huge for Sensor Net, and very helpful with all other objective based missions. It does tie your ships to a slow, somewhat predictable flight path, but that's what Interdictors are for!

I haven't found a good Red objective for this style of fleet, but you want to choose something threatening enough to encourage other players to choose the missions where you can really get lots of points. Most Wanted usually suffices.

I would equip your squadrons to survive and go anti-squadron, as you have. But with two Lambdas. Maybe something like:

2 Lamda-class Shuttles ( 30 points)
1 JumpMaster 5000 ( 12 points)
1 Zertik Strom ( 15 points)
1 Soontir Fel ( 18 points)
1 Ciena Ree ( 17 points)
1 Valen Rudor ( 13 points)
1 Black Squadron ( 9 points)

And throw in a Raider/Kailus to help them out?

Yeah from the fleet building I've been doing it seems quite difficult to get an obstacle-screwage Interdictor in a fleet alongside dual Lambdas (for objective token screwage) without diluting your firepower due to too many points spent on a ship and 2 squadrons that aren't great at combat for their cost and don't have a lot of synergy together beyond the Interdictor can help them with FCTs and they'd like to go second. One or the other (either a Grav Shift Interdictor in a more combat-ship-heavy fleet or two Lambdas in a carrier-centric fleet) seems to work all right, though. I'd decide if you want to focus on objective token objectives or obstacle objectives and then build hard for being second player. That's a workable plan.

Edit: Also, what's wrong with posting fleet review threads in their proper sub-forum?

Edited by Snipafist
For realsies if all the fleet review threads went in the main forum it would be insane

I've been working on strategic for a bit now and I want to second maturin's sentiments about red objective as well as necessity to win squadron battle...

My experiences are that people see the strategic in your fleet and get a little queasy and decide to either make you first player, or take your red objective... Or, they have their own strategic and pick one of your blues or yellows...

So you sort of need/want to build with those problems in mind... So I came up with little list of things I thought would make the list good.


1. Build a list that loves to go first and then build it to 399/400. If they don't like the strategic I have and thus don't want to slog through what are likely to be very harsh objectives for them, they will give me first player. Then I will have a list that loves first player, last/first 5 activation demo/admo comes to mind but there are others... And I will have had the benefit during list building of the full 400 points!

2. Win the squad battle. I mean really win it! Because the strategic mirror games will be decided on who kills off who's squads first... This is crucial, the whole plan goes down the tubes if enemy strategic takes over...

3. Make that red objective really painful... And this is where I had to go back and reconfigure the list significantly... As far as I can tell, the only truly one sided objective is most wanted, and so building the list with ships that throw dice is key, red dice being especially nice here. Having too many flotillae sort of goes against this, albeit gozantis suffer less here... Also easy double arcs are better, think trc90>arq...


4. Maximize strategic squads. Either via fct's or sheer numbers. Getting bonus moves through fct's is great. Alternatively, the relay is also valuable especially in the vcx side.. I think 2 strategic with fct is good, or 3 strategic moving on their own.

Getting back to the OP, concerning the interdictor, I think there is a lot of potential there... It's something I've explored in builders but haven't yet put on the table... On the one hand, it can take fct, can manipulate terrain, ship speed, and is generally tanky. On the other it is slow, expensive, and competitively lacking in firepower. But I am not anti interdictor, I am pro, and I believe an interdictor can be a great include in a strategic list. However harmonizing the interdictor with the 4 goals I raised above will be tricky. I wish you all the luck and hope to hear how it all pans out!

Cheers!

2 hours ago, Snipafist said:

Yeah from the fleet building I've been doing it seems quite difficult to get an obstacle-screwage Interdictor in a fleet alongside dual Lambdas (for objective token screwage) without diluting your firepower due to too many points spent on a ship and 2 squadrons that aren't great at combat for their cost and don't have a lot of synergy together beyond the Interdictor can help them with FCTs and they'd like to go second. One or the other (either a Grav Shift Interdictor in a more combat-ship-heavy fleet or two Lambdas in a carrier-centric fleet) seems to work all right, though. I'd decide if you want to focus on objective token objectives or obstacle objectives and then build hard for being second player. That's a workable plan.

Edit: Also, what's wrong with posting fleet review threads in their proper sub-forum?

Itd be nice to hear some strategy talk about Strategic too. Though, I've bundled it into a fleet review also, since people seem completely unwilling to even discuss strategy on the main board of the forum. (Do you remember that discussion? I've never been more sick of this forum than in that moment. Oh, someone also asked me to make strategy threads.)

I came to the same conclusion. Interdictor AND lambdas are both so terribly bad for damage that its really hard to make anything work under competitive conditions. I don't care that anything works in super casual games where people are playing 3 activations and too many upgrades on one boat.

21 minutes ago, SkyCake said:

I've been working on strategic for a bit now and I want to second maturin's sentiments about red objective as well as necessity to win squadron battle...

My experiences are that people see the strategic in your fleet and get a little queasy and decide to either make you first player, or take your red objective... Or, they have their own strategic and pick one of your blues or yellows...

So you sort of need/want to build with those problems in mind... So I came up with little list of things I thought would make the list good.


1. Build a list that loves to go first and then build it to 399/400. If they don't like the strategic I have and thus don't want to slog through what are likely to be very harsh objectives for them, they will give me first player. Then I will have a list that loves first player, last/first 5 activation demo/admo comes to mind but there are others... And I will have had the benefit during list building of the full 400 points!

2. Win the squad battle. I mean really win it! Because the strategic mirror games will be decided on who kills off who's squads first... This is crucial, the whole plan goes down the tubes if enemy strategic takes over...

3. Make that red objective really painful... And this is where I had to go back and reconfigure the list significantly... As far as I can tell, the only truly one sided objective is most wanted, and so building the list with ships that throw dice is key, red dice being especially nice here. Having too many flotillae sort of goes against this, albeit gozantis suffer less here... Also easy double arcs are better, think trc90>arq...


4. Maximize strategic squads. Either via fct's or sheer numbers. Getting bonus moves through fct's is great. Alternatively, the relay is also valuable especially in the vcx side.. I think 2 strategic with fct is good, or 3 strategic moving on their own.

Getting back to the OP, concerning the interdictor, I think there is a lot of potential there... It's something I've explored in builders but haven't yet put on the table... On the one hand, it can take fct, can manipulate terrain, ship speed, and is generally tanky. On the other it is slow, expensive, and competitively lacking in firepower. But I am not anti interdictor, I am pro, and I believe an interdictor can be a great include in a strategic list. However harmonizing the interdictor with the 4 goals I raised above will be tricky. I wish you all the luck and hope to hear how it all pans out!

Cheers!

1. I like your first thought: Perhaps we should start with a core Demolisher as a start.

2. Imperial squadrons are painful: not robust in both roles like Rebels are.

3. What's a better Red?

4. With the crappy damage and the crappy squadron split, can I afford that? I think I could handle 2 Lambdas, do you really need 3? Perhaps the tie Defenders + Jonus + named Ints should work.

Targeting Beacon is not a very potent objective. You could choose Most Wanted and make one of your Gozantis your most wanted and make the opponent's MC80 or ISD his most wanted.

Also while I love both the Arquitens and the Interdictor they are just not strong enough. I tried to work with a very similar list to yours and they can't deal enough damage on big ships. both ships are good, but having them exclusively as hitters are not enough.

Arqs and Relay

Git Gut Jonus
Author: Ginkapo

Faction: Galactic Empire
Points: 395/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Capture the VIP
Navigation Objective: Solar Corona

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Dual Turbolaser Turrets ( 5 points)
= 66 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Dual Turbolaser Turrets ( 5 points)
= 66 total ship cost

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 96 total ship cost

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

Gozanti-class Cruisers (23 points)
- Jamming Field ( 2 points)
= 25 total ship cost

1 Darth Vader ( 21 points)
1 JumpMaster 5000 ( 12 points)
1 "Mauler" Mithel ( 15 points)
1 Lamda-class Shuttle ( 15 points)
1 Zertik Strom ( 15 points)
1 Captain Jonus ( 16 points)

Card view link

Interdictor and Relay. Start 80pts up.

ISD Konstantine
Author: Ginkapo

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Konstantine

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Salvage Run

Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost

Interdictor-class Suppression Refit (90 points)
- Minister Tua ( 2 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Reinforced Blast Doors ( 5 points)
- Grav Shift Reroute ( 2 points)
- G7-X Grav Well Projector ( 2 points)
= 107 total ship cost

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Konstantine ( 23 points)
- Relentless ( 3 points)
- Support Officer ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 146 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Slicer Tools ( 7 points)
= 34 total ship cost

1 "Mauler" Mithel ( 15 points)
1 Colonel Jendon ( 20 points)
1 Zertik Strom ( 15 points)
1 Maarek Steele ( 21 points)
1 Saber Squadron ( 12 points)

Card view link

Admiral Motti Indictor Fleet /w Gladiator
Author: Bourne

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Station Assault
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Engineering Team ( 5 points)
- Grav Shift Reroute ( 2 points)
- G7-X Grav Well Projector ( 2 points)
= 109 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Minister Tua ( 2 points)
- Ordnance Experts ( 4 points)
- Electronic Countermeasures ( 7 points)
- Assault Proton Torpedoes ( 5 points)
= 84 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Motti ( 24 points)
= 47 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 Soontir Fel ( 18 points)
1 Dengar ( 20 points)
1 Boba Fett ( 26 points)
1 Ciena Ree ( 17 points)
1 TIE Advanced Squadron ( 12 points)
1 Tempest Squadron ( 13 points)

Gink, does your 2nd list acutally ahve enough fire power? Its 4 activations, so very little control. The squadrons aren't really bombers. Let's say the ISd is worth 1.5 ships of firepower (or even 2 to be generous), the Interdictor is really only punching for about 1 ship of firepower, it alos comes out to 3 ships of firepower. I guess the extra control helps. Do double slicers really help also? They're ok vs non-Leia squadrons... but say an MC80 or a ISD is hitting you back, changing their dial to a repair or something isn't going to help that much.

I think I much prefer your 1st list, though it only has 1 lambda.

--

Are Arquitens actually any good?? Who has some play experience with them? I feel like they theoretically give lackluster firepower for their cost compared to the Gladiator. I'm talking only theoretically, as I've not actually gotten to play mine.

The Arqs roll 3 red, or 4 red with concentrate fire. This is sufficient to make intel officer a tough choice for your opponent. DTT twists the knife.

Cr90s arent even close in damage.

With my second list. Yes there is enough firepower. Tractor, slicers, konstantine all combine for mega control over your opponent. This means your opponent doesnt get to play how they want and lose a lot of firepower.

I have played that list for over six months and havent seen anyone come close to using it the same way I do.

The first list I built this morning specifically for you.

I think needa trc arq is good.. Vader slaved Intel is powerful... Either would play exceptionally well in most wanted, and arq can take fct...

Mmk. I'll keep that in mind. I just commonly threw 3 red dice with DTT only to watch it all bounce harmlessly off my opponents.

Lol. Thanks. I understand the 1st better. But I definitely can see the control faction in the 2nd. Do you mind explaining it a bit more and how to make use of those strengths?

strategic interdictor

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Fighter Coordination Team ( 3 points)
- SW 7 Ion Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
= 129 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

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

2 Lamda-class Shuttles ( 30 points)
1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
2 JumpMaster 5000s ( 24 points)
1 Valen Rudor ( 13 points)
1 Saber Squadron ( 12 points)

I'm thinking something like this, but I'm worried about msu no squads... Though scramblers can hopefully keep damage down... Really I'll probably try this when Sloane comes out because running into no squads at that point is sweet!

Edited by SkyCake

Fleet 1780 (399/400)
===================
Imperial II-class Star Destroyer (120 + 38)
+ Moff Jerjerrod (23)
+ Flight Controllers (6)
+ Leading Shots (4)
+ Avenger (5)
Raider I-class Corvette (44 + 7)
+ Ordnance Experts (4)
+ Flechette Torpedoes (3)
Raider I-class Corvette (44 + 7)
+ Ordnance Experts (4)
+ Flechette Torpedoes (3)
Gozanti-class Cruisers (23)
Gozanti-class Cruisers (23)
Colonel Jendon (20)
Ciena Ree (17)
"Howlrunner" (16)
Lambda-class Shuttle (15)
Valen Rudor (13)
Saber Squadron (12)
Advanced Gunnery
Planetary Ion Cannon
Minefields

Goals:

- 5 activations.

- Firepower. Against big ships, against flotillas and against squadrons.

- Strategic. I usually fly 2 lambdas but Jendon is interesting and maybe you need it.

My play:

The screen is lethal and could be modify as you like. Maybe Howl>>>Mithel or looking for Soontir. I used as it is (but Jendon) and could decimate almost everything. The biggest problem I found is Biggs combined with Jan Ors Galant Haven and Ten Numb but what have no problem with that? If you think you could find that tanky combo I suggest you Mithel. Ten Numb is a primary target if you found him.

Most of people think a raider with flechette is anti squadron focused but they do well against ships thanks to OE.

You will have no bid. I don't know if your opponents like first or second but your objectives are fine. AG? Avenger will have a great day and let you work against squadrons with it too. Ion Cannons? Get the first shot to kill Yavaris or flotillas. Exhaust tokens to avenger. Mines? Party Rock Anthem with strategic.

Some suggestions:

I used an ISD-II cause is thematic. Maybe you wanted to play with an ISD-I. If you change Jendon for a lambda and Saber for an interceptors you will find some points for Slicer tools and more strategic. Suppressor and Mithel are good options. You have room for some changes. I even would suggest play with GT on Avenger and change AG for other objective but I like the boost to my squadrons.

I play it with just two activations and Vader and it did great. This is a more competitive version. I put JJ cause he is awesome.

Edited by ovinomanc3r

On the other hand. If you want fight fire with fire:

Midway (394/400)
===============
Victory I-class Star Destroyer (73 + 32)
+ Moff Jerjerrod (23)
+ Boosted Comms (4)
+ Corrupter (5)
Victory I-class Star Destroyer (73 + 20)
+ Admiral Chiraneau (10)
+ Flight Controllers (6)
+ Boosted Comms (4)
Gozanti-class Cruisers (23 + 8)
+ Bomber Command Center (8)
Gozanti-class Cruisers (23 + 8)
+ Bomber Command Center (8)
Maarek Stele (21)
3 x TIE Defender Squadron (16)
Major Rhymer (16)
Tempest Squadron (13)
4 x Tie Bomber Squadron (9)
Precision Strike
Fighter Ambush
Superior Positions

Its achievements: 9-2 (even loosing the two victories and 1 Gozanti; first try against Ackbar and JJ played wrong dealing damage cards not damage), 10-1 and 10-1 (both times a lost only tempest and 1 defender; both against Madine... JJ < Madine in theory, not in the real world. Hail JJ!!)

I didn't like Corrupter (in fact I didn't use it) so remove it and put another FC. I am wondering to take Hyperspace Assault rather than Fighter Ambush. I only played it once and the feelings were weird. I will probably try it more.

In regards to the OP, I can tell you that TRC Arqs are good. I run one with IO and it works pretty well. Having 2 damage always being able to be pushed through is annoying to deal with.

Your objective selection is a bit odd for this build. Targeting Beacons is good if you have multiple ways to trigger Strategic, such as having 2 or FCT. If you had FCT on the Interdictor, you would be better off. It also frees up some space points. Personally, I think ECM is counter intuitive on an Interdictor since you can just repair your damage away with Comms Net. You can also get SW-7 so you always deal damage.

What is the purpose of Hyperspace Assault? You don't have a good option to drop in with. And I don't think the Interdictor's abilities can go off if it's in HA. Fire Lanes would be better with the dual Arqs and Lambda. With FCT, the synergy gets better since you can move 2 tokens.

My last comment is your squadron composition. I feel like Howlrunner and Mauler would be a better choice for you. Drop Soontir and 1 Tie/I. That way you have really annoying squads to deal with since they have Scatter. Getting Dengar in there would be great too with Howl.

Glad to see you're finally deciding to try to git gud BB!

(joking, hopefully obviously)