Double Interdictor Fleets

By simpatikool, in Star Wars: Armada Fleet Builds

This Fleet combines two concepts I have been experimenting with.

1) Running two Interdicotrs, my Fav Imperial Ship.

2) Running lots of Decimators and or Rogue Squadrons.

Other strengths of the Fleet.

- Maneuverability (Ships have Engine Techs)

- Tough Ships.

- Enemy Control (G8, Grav Wells, Konstantine etc)

- Strong anti Squadron/squadron support, with little support required.

Weaknesses.

Not many activations.

Tournament Fleet
Author: Simpatikool

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Konstantine

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Superior Positions

[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Konstantine ( 23 points)
- Agent Kallus ( 3 points)
- Engine Techs ( 8 points)
- Quad Laser Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
- G7-X Grav Well Projector ( 2 points)
= 139 total ship cost

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Ion Cannon Batteries ( 5 points)
- Grav Shift Reroute ( 2 points)
- G-8 Experiemental Projector ( 8 points)
= 123 total ship cost

1 IG-88 ( 21 points)
1 Morna Kee ( 27 points)
3 VT-49 Decimators ( 66 points)
1 Bossk ( 23 points)

Edited by simpatikool

That's 137 points of fighters so something has got to be downgraded.

And only two activations.

2 hours ago, Mad Cat said:

That's 137 points of fighters so something has got to be downgraded.

Oh yeah. Duh. What is the point of using a fleet builder tool if you don't utilize it.

I can sub out Boosk for Rhymer. I have used that in past attempts of this fleet.

What about dropping a decimator for 2 Tie fighters then ditch the 2 ion upgrades and that Intel officer. I think that frees up 23 points for a Gozanti who can also activate the 2 non rogue fighters.

Edited by Mad Cat

Okay. I had my first test in battle last night.

I let my opponent see my list and asked for a tough counter. A fleet above will surprise some people, but you want to face tough battles when testing out theories.

My opponent flew Sato, with two battlecruisers, with gunnery teams, some other upgrades as well as a Nebulon running Salvation. A good assortment of Awings and Shea.

We ended up playing Target ting Becons, which was a change to my list I had made. I was cagey, and did not try to hard to engage early.

He kept his fighters back. My squadrons engaged his squadrons on turn 3. Our Fleets could fire on each other on turn 4. Turns for and 5 went well. My ships tooks some shield damage, but nothing crazy. His two BCs had taken lots of shield damage and one or two hits. I was thinking I was gonna pull it off.

Turn 6 everything went bad. I lost both of my Interdictors by his final activiation, I had been pretty sure I was gonna loose one, but not both. Stupid Salvation just wrecked the joint.

I lost both my Interdictos. I destoryed all his squadrons and Flagship.

The only thing I can think of two do differently is was to keep my Interdictors out of the fray and additional turn. Maybe all together and let the Decimators do all the work.

So back to the drawing board. I really think the fleet type has some potential. I liked Mad Cats suggestion frankly.

With only two ship to activate and 6 squadrons, it's very hard...plus you lack firepower from capital ships.
I would trade both engine techs for other stuff...probably squadrons, you do not need speed 3, you can play with the enemy speed, and you don't need to get faster under enemy fire.

A Gozanti with an Expanded Hangar bay could be very useful.