Interdictor builds

By Church14, in Star Wars: Armada

I'm currently on my Imperial cross training spree and (re)learning to use some of their designs. Currently I'm on the Interdictor and have run across this build:

Interdictor Suppression

Grav Shift

Grav Well

Overload Pulse

102 points.

This is seems to have found a sweet spot for me. Pulse keeps it relevant and scary after I play with the deployment and setup. I'm guessing Disposable capacitors will be a good addition for a 105 point ship.

Anyone else finding a particular Interdictor build that stands out?

4 minutes ago, Church14 said:

I'm currently on my Imperial cross training spree and (re)learning to use some of their designs. Currently I'm on the Interdictor and have run across this build:

Interdictor Suppression

Grav Shift

Grav Well

Overload Pulse

102 points.

This is seems to have found a sweet spot for me. Pulse keeps it relevant and scary after I play with the deployment and setup. I'm guessing Disposable capacitors will be a good addition for a 105 point ship.

Anyone else finding a particular Interdictor build that stands out?


I run a pulse tap fleet I've been having a lot of success with which features this:

INT combat refit
-Tua
-Engine Tech
-ECM
-G7Xs
-Overload Pulse
-Interdictor

123 points


In conjunction with my ISD avenger I've been having a lot of fun getting PTs where I had difficulty before.



Interdictor Suppression Refit

  • Wulf Yularen
  • Projection Experts
  • G7 Projectors
  • Grav Shift Reroute

This supports a VSD1 with Tua, Raider, and fighters

I think the Disposable Capacitors is going to be a near-auto-include for Interdictors once it is released.

1 minute ago, Alzer said:

I think the Disposable Capacitors is going to be a near-auto-include for Interdictors once it is released.

Oh yes.... lol

I almost always have Ion Cannon Batteries. Does wonder for its damage output.

I'm slowly converting more people to the Ion Cannon Batteries viewpoint... At least locally mainly... But I have to thank Norra for that. She's really shown people how frustrating that critical effect can be (get a crit, lose a shield)... And then when people go back and see, "Hang on, I can put that Crit on my SHIPS?!" - its a good sell... IF you can do something to fudge your dice, and thus, live without leading shots - ICBs are straight-up Dangerous... Even if you're stripping Tokens from the Enemy, that can mean the difference between ENG and ENG+TOKEN - which in small ships, can be a Shield or a Critical Card, you never know...

I currently play the following list in the Vassal tournament with the Inter, which I'm really enjoying:

SHIP: Gladiator II 62
grey.gif
UPGRADES PTS
Ordnance Experts 4
Engine Techs 8
Assault Proton Torpedoes 5
Demolisher 10
TOTAL POINTS: 89
SHIP: Interdictor Suppression Refit 90
grey.gif
UPGRADES PTS
G7-X Grav Well Projector 2
Grav Shift Reroute 2
Ion Cannon Batteries 5
TOTAL POINTS: 99
SHIP: Gozanti Cruisers 23
grey.gif
UPGRADES PTS
Admiral Chiraneau 10
Expanded Hangar Bay 5
TOTAL POINTS: 38
SHIP: Gozanti Cruisers 23
grey.gif
UPGRADES PTS
Admiral Ozzel 20
TOTAL POINTS: 43
grey.gif
SQUADRONS PTS
Colonel Jendon 20
Maarek Stele 21
Major Rhymer 16
Zertik Strom 15
Lambda Shuttle × 1 15
TIE Phantom Squadron × 1 14
TIE Phantom Squadron × 1 14
Captain Jonus 16
TOTAL POINTS: 131

I had the chance to try ICB in an Interdictor. It helped a bit. I would need to try it more to render judgement

I plan on scraping the dust off my Interdictors when I get my Wave 6 goodies, mainly to try some aggressive Interdictor builds centered around Disposable Capacitors.

Suppression Refit

Title
Wulff Yularen
Projection Experts
G8 Projector
Targeting Scramblers

Thereafter, I flip flop between Overload Pulse, ICB, and Leading Shots. I rather like OP when I'm running it with a mass of APT Raiders.

Disposable Capacitors is going to be an auto-include for me when it arrives, but I've had some good times with Phylons for double the speed control fun.

@Plagueis

That is exactly the kit I have used whenever my ID gets on the table. Lean and Mean!

17 minutes ago, BrobaFett said:

@Plagueis

That is exactly the kit I have used whenever my ID gets on the table. Lean and Mean!

My Inter is so mean it does not even bother to fire......... Speed Zero Bubble Baby!!!!!

I'm still trying to figure out a viable Double Dictor list. I really hope that Disposable Capacitors gonna make it work.

9 hours ago, Norell said:

I'm still trying to figure out a viable Double Dictor list. I really hope that Disposable Capacitors gonna make it work.

Nose punch and its variations have worked for a few people - it depends I guess on what you consider viable. :)

I mean, its technically tournament winning! :D (Even though that was only a small local tournament)

12 minutes ago, Drasnighta said:

Nose punch and its variations have worked for a few people - it depends I guess on what you consider viable. :)

I mean, its technically tournament winning! :D (Even though that was only a small local tournament)

The variation of nose punch I threw at my friend was pretty successful, though it only has a single dictor.

I'm now convinced that I need to treat Interdictors like the technological test beds they are. By that I mean stuff random crap on them and see what sticks. The build I ran last night was:

INT Suppression/Grav Well/Grav Shift/High Capacity Ion Turbines

Arquitens Light/Commander Vader

Arquitens Light

Raider 1/ Kallus

Gozanti

Mauler/Howlrunner/Valen/Cienna/Whisper

Turns out a BBBBR side arc kicks out solid damage. Without putting the commander on my INT, I was less worried about losing it. It actually pulled off an Ackbar slash.

Next build will probably try adding Tua/ECM. The actual combat portion of the ship will be at 107 and has slightly less durability than a MC80 Command with ECM at 113 points but more ability to repair. Firepower is similar. I'm not sure if worth it just for combat, but with 4 more points for GSR/GW it suddenly has a big impact on setup and the whole match.

Actual Comparison INT(Tua/ECM/HCIT)/MC80(ECM)

18HP/23HP

Same Maneuvers

3.75/4.5 Unmodified average side arc damage

3/2.25 Unmodified Front Arc

Same expected double arc damage for front/side

2/3 command

2/4 squadron

5/4 engineering

Edited by Church14