Dual Interdictors

By emsgoof, in Star Wars: Armada Fleet Builds

Tried this out a couple of times, I think it's got potential. The idea is a 7 point bid to go second, forcing the opponent to choose my objectives, since the activation advantage is already gone. Set up terrain on one half of the table, and put the grav Well markers on the other side, forcing the opponent to take the long way to get to my ships. Gets rid of some of the swarming early on from MSU lists, and it's full of speed control to dictate where your opponent goes.

Dual Interdictor

Faction: Galactic Empire
Points: 393/400

Commander: Admiral Konstantine

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Konstantine ( 23 points)
- Admiral Titus ( 2 points)
- Gunnery Team ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 175 total ship cost

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Phylon Q7 Tractor Beams ( 6 points)
- G7-X Grav Well Projector ( 2 points)
- G-8 Experiemental Projector ( 8 points)
= 109 total ship cost

Interdictor-class Suppression Refit (90 points)
- Projection Experts ( 6 points)
- Phylon Q7 Tractor Beams ( 6 points)
- G7-X Grav Well Projector ( 2 points)
- Targeting Scrambler ( 5 points)
= 109 total ship cost

Edited by emsgoof

Generally speaking HTTs don't buy you a lot, especially when you have four red, four blue, and Leading Shots to generate accuracy results with. Titus has never impressed me, but if he works for you, grab him. If you want an offensive Turbolaser, XI7 is almost certainly the better route to go. I would also move Interdictor to the ship equipped with Targeting Scrambler for insurance against high-aggression black-dice fleets; Konstantine plus Phylons plus a single G-8 should be plenty of speed control, especially when concentrated on one or two hapless victims. What is your plan for Rebel bomber wings?

Oops, forgot I had changed that up with XI7. Original post edited.

Rebel bombers- they're slow so hopefully the carrier has been dropped in speed early on (Titus) and they don't enter the fight until late. By then, it's almost too late for them to do anything substantial.

Edited by emsgoof
23 hours ago, emsgoof said:

Rebel bombers- they're slow so hopefully the carrier has been dropped in speed early on (Titus) and they don't enter the fight until late. By then, it's almost too late for them to do anything substantial.

Sorry this got pretty long-winded, I just got curious how it would shake out so I looked waaaaay too far into it. :)

I feel like you're being a little overoptimistic of your ability to keep those squadrons out of the fight for the whole game with the tools you have right now.

Remember, Grav Well doesn't actually prevent them from deploying there. If I'm facing something like this with, say, a AF2/Neb/3xGr75 fleet with speed 3 bombers, I'm going to drop a BCC GR-75 in the grav zone and deploy all my squadrons off of it right there, potentially putting them in play by round 2. The primary carriers may deploy in the Grav Wells, or they may deploy at speed 3 on the far edge of them, depending on my particular build and how much support the squadrons need from the carriers.

Because you have zero counter-threat, the squadrons don't even have to be activated to get in your business. I just laid this out in Vassal, assuming both sides place obstacles well and a pretty conservative castle deployment for your list:

Deployment - The two flotillas are at speed 0; the triangle deployment is pretty generic since you'll be completely outdeployed anyway.

Wn32HEu.jpg

Turns 1-3 -

cFoDJQi.jpg

They can be all the way across the board and onto your CO by the end of the turn 2 squadron phase; a speed 3 AF2 or Nebulon can be activating them into the CO area on turn 3 if it charges in headlong from all the way across the Grav Well zone... and that's assuming no Flight Commander/Boosted Comms/Relay shenanigans. Note that H-6 is in threat range of the Star Destroyers by the end of turn 2, and is in activation range of the AF2 at that point for the opening of round 3. If Yavaris has Flight Commander, it's in double-tap position.

This is just an example, of course. You'll be even worse off against a Relay Rhymerball that doesn't even care where its carriers are. Rogues won't care at all.

Four TIE Fighters are a pretty small investment but will go a long way in mitigating the threat of bombers for this kind of list. If nobody in your area is using squadrons much, then sure, you'll probably be fine as is... Just know what your weakness is going into your game so you can come up with a plan for dealing with it.

Rapid Launch Bay on a fast ship can bring those rebel bombers closer to targets quicker.

Edited by Alexhurlbut