Triple Interdictor List

By Democratus, in Star Wars: Armada Fleet Builds

I'm experimenting with a triple 'dictor list - mostly to see what can be done with three Grav Well Projectors.

I could use some advice on objectives (and any tweaks). My first version of this list had Engineering Captains and no Gozanti instead of the Liaisons.

Tarkin's Engineers Mk. 2
Author: Democratus

Faction: Galactic Empire
Points: 400/400

Commander: Grand Moff Tarkin

Assault Objective: Blockade Run
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Grand Moff Tarkin ( 38 points)
- Interdictor ( 3 points)
- Defense Liaison ( 3 points)
- Engine Techs ( 8 points)
- Ion Cannon Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
- G7-X Grav Well Projector ( 2 points)
= 154 total ship cost

Interdictor-class Suppression Refit (90 points)
- Defense Liaison ( 3 points)
- Engine Techs ( 8 points)
- Ion Cannon Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
- G7-X Grav Well Projector ( 2 points)
= 113 total ship cost

Interdictor-class Suppression Refit (90 points)
- Defense Liaison ( 3 points)
- Engine Techs ( 8 points)
- Ion Cannon Batteries ( 5 points)
- Grav Shift Reroute ( 2 points)
- G7-X Grav Well Projector ( 2 points)
= 110 total ship cost

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

Blockade Run is a hard one.

Its a reverse Hyperlane Raid, basically.

In this instance, its your ships - your 3, Speed 2 Ships, that need to get completely within the enemy Deployment Zone to score those hefty victory points.

Which means, basically, mathmatically... Somewhere around 4 of your turns need to be "Straight forward parallel to the long edge" in order to have the forward speed to get to the deployment zone.

Even a single Ram can be enough to stop you getting completely within over 6 turns if it stops you from moving at all...

So just consider it. I think you'd be better off, Ironically, with something like Opening Salvo... Since your intent can be to Tarkin any and all Damage cards away as much as possible....

just a thought.... this was the best I could come up with.... still dangerously vulnerable to squads, but with this you can do a little more at long range.... 5 dice if double arc and con fire... 6 if most wanted.... the others, give small advantages to sit where you are or go objective hunting.... still... not awesome. 2 I could work with, maybe... 3 is tough lol


3 holes
Author: Darth Sanguis

Faction: Galactic Empire
Points: 397/400

Commander: Grand Moff Tarkin

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

Interdictor-class Combat Refit (93 points)
- Engine Techs ( 8 points)
- Leading Shots ( 4 points)
- G7-X Grav Well Projector ( 2 points)
= 107 total ship cost

Interdictor-class Combat Refit (93 points)
- Engine Techs ( 8 points)
- Leading Shots ( 4 points)
- G7-X Grav Well Projector ( 2 points)
= 107 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Grand Moff Tarkin ( 38 points)
- Interdictor ( 3 points)
- Minister Tua ( 2 points)
- Projection Experts ( 6 points)
- Electronic Countermeasures ( 7 points)
- SW 7 Ion Batteries ( 5 points)
- G7-X Grav Well Projector ( 2 points)
- Targeting Scrambler ( 5 points)
= 158 total ship cost

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

3 hours ago, Drasnighta said:

Blockade Run is a hard one.

Its a reverse Hyperlane Raid, basically.

Ya. I had thought that maybe with the Engine Techs I could scoot across.

Opening Salvo might be the better option there - or Most Wanted. It would also be impossible to totally cover the enemy deployment area with Grav Wells in Blockade Run.

Thanks for the pointers, both of you! :D

I'm not really expecting to win, but with an Interdictor-only list I hope to really get a feel for their strengths and weaknesses.

How did the triple interdictor list work for you? I wanted to see what I could do with the triple interdictor and came up with this list. I feel the opponent might not appreciate the list since we would not fight until about round 4. The hope would be to get as many points from objectives as possible.

Triple Interdictors
Faction: Galactic Empire
Points: 387/400

Commander: Admiral Konstantine

Assault Objective: Station Assault
Defense Objective: Fire Lanes
Navigation Objective: Salvage Run

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Commandant Aresko ( 7 points)
- Engineering Team ( 5 points)
- Disposable Capacitors ( 3 points)
- Targeting Scrambler ( 5 points)
- G7-X Grav Well Projector ( 2 points)
= 115 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Disposable Capacitors ( 3 points)
- G-8 Experiemental Projector ( 8 points)
- G7-X Grav Well Projector ( 2 points)
= 132 total ship cost

Interdictor-class Suppression Refit (90 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Disposable Capacitors ( 3 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 110 total ship cost

2 Lambda-class Shuttles ( 30 points)

The list did pretty well.

I usually ended up losing one Interdictor in exchange for killing many more points in enemy ships.

I run into serious problems when facing a fleet designed for 2nd player with token-dragging objectives.

In the end I went with 3 Interdictors - each with Engineering Captain, Shield Projectors, and Tarkin.

This let me have a guaranteed 8 engineering points per ship per turn and a LOT of shield reinforcing.

Edited by Democratus

So, I played my triple interdictor list this weekend. I learned a lot from the three games I played. I lost my both first games by under 100 points, so was happy, I misplayed both games from the start. the third game I won pretty easily but the opponent was unfamiliar with interdictors and the strategic ability of my shuttles. it sort of surprised me cause he had been playing armada for a while now. I never did go against the BT avenger which was what I wanted to face. Interdictors are surprisingly resilient.

How did the speed shenanigans work out? Did you get much use out of them? I always think about konstantine lists but then look at the ships I end up taking and just think “Why not Motti? So much tasty hull to be added”

And the G-8s I’d probably swap out for another targeting scrambler unless you found them to be effective

The speed shenanigans worked well. It made my opponent start at speed 0 every game, the first two rounds of the game was my opponent using his dials for navigation commands, if I placed poorly, my opponent might have been able to place a small base ship with a speed dial set to a non-zero value. We did not get to fire at each other until the fourth round. I played firing lanes twice and this basically gave me 135 points before my opponent was even close to the tokens, my last game I was able to get all 270 token points.

This was probably my best experience with Konstantine, I was able to keep my opponents at long range. So, depending on the ship, that was some blue or black dice that were not able to damage my ship. Keeping their powerful ships away I felt made up for the two extra hull points motti gave me, while at the same time being able to slow down the small ships, similar logic to ECM vs Redundant shields.

The G-8 assisted me in keeping my opponent at long range again reducing the dice that got tossed at my ships. Once engagement started the targeting scramblers did get used but I did not have that many times where I had a chance to use them more than twice except for a time where I got double arced, then I wished I had it on another ship. Interdictor was great in allowing me to use the targeting scrambler twice a round.

The once change I would make is removing the flight commander officer and using another officer card.