the undying Interdictor

By BadMotivator, in Star Wars: Armada Fleet Builds

I saw a video detailing an interesting Interdictor build and thought I would put it in a list.

Objectives: Most Wanted, Fleet Ambush, Intel Sweep

Interdictor-class Combat Refit(flagship): Grand Moff Tarkin, Interdictor title, Wulff Yularen, Engineering Team, Targeting Scrambler

Victory I-class Star Destroyer: Expanded Hanger Bay, Enhanced Armament

Arquitens-class Light Cruiser: Enhanced Armament

Raider-I: Instigator title, Rapid Reload

Howlrunner+3 TIE fighters

399/400 points

The idea is that the Interdictor is very very hard to kill. Wulff ensures that you always keep your Engineering token. So with an Engineering action, and spending the Engineering Token, you have 9 points a turn thanks to the Engineering team. Thats 4 shields+move a shield or 3 damage a turn, or some combination.

Then you also can protect yourself and the other ships with the Targeting Scrambler, which thanks to the title you can ready each time they or you activate a ship.

The Victory SD can move all the fighters at once, and being the I class it synergizes with the Targeting scrambler. The Raider also can heavily benefit from the scrambler as well, and screen for fighters at the same time.

The only problem is that Interdictor is not that hard to kill with multiple shots to overpower those defence tokens. Don't overestimate it.

If you're going to try it, I highly recommend to add Hand of Justice title to your Arquitens.

Drop Rapid Reload and Wulff. Get Damage Control Officer on the Interdictor if you want it to never die. APTs can bring it down. Tarkin can give you Eng tokens when you need them. Put Flechette Torps and OE on the Raider if you want it to pull anti-squad duty.

Other comments: Vic I would be better off with APT and OE instead of EA. EHB is questionable. You could bank a squad command 1st round and then activate all 4. Once they start to die, EHB loses value.

The Arq is good. I prefer TRC since it's cheaper, but EA+CF is not something to run into. pt106 makes a great point. Hand of Justice will help keep the Vic and Interdictor alive much longer.

Fleet Ambush could mess you up. It just takes 1 player with a GT ISD to deploy right in front of you and drop the Arq and Raider round 1. More often than not, Fleet Ambush works better for the 1st player than for you.

You don't have a good Most Wanted target on your side. Maybe the Arq, but they tend to be quite fragile, even more so when extra dice are coming. Needa could help with that, and with EA, it makes you want to stay at long range all the more. The Raider needs to get close to deal damage, and at that point 2/3 of it's defense tokens are useless.

Intel Sweep is a good choice. The Raider is quick and nimble enough to be able to grab all the tokens.

You don't have to listen to all the comments. More like insight since I have tried to do what you're doing. I'm currently thinking of a Tagge dual Interdictor list with Comms Net to make them never die. Hand of Justice would be a good addition to it.

Your list is built on a false premise.

The Dictor is NOT a hard target to take down.

On 4/24/2017 at 2:10 AM, Green Knight said:

Your list is built on a false premise.

The Dictor is NOT a hard target to take down.

It is if your run Motti, Tua, and ECMs!

But your correct in general... ran an Interdictor in our campaign, very useful, but definitely died much faster then anticipated when engaged.

23 minutes ago, Indomitable said:

It is if your run Motti, Tua, and ECMs!

But your correct in general... ran an Interdictor in our campaign, very useful, but definitely died much faster then anticipated when engaged.

That certainly helps. But even a tricked out assault defiance has trouble tanking properly. Dictors struggle. Against H9 MCs, TRC, bombers etc.