How much damage can I heal (Steel Sqaudron submission)

By Do I need a Username, in Star Wars: Armada

So I decided that I didn't need too much experience to find weird Jank junk . . . thus, this, my submission for the June article contest:

The Interdictor, a ship with no clear purpose. For 20 points less that an ISD, it has a marginal early benifit. The question is wether of not that benitis is worth it. The meta would indicate no. However, it also has five enginering points, so I decided to see how much I could do with that. Thus, I created this:

Heal them up

Faction: Galactic Empire

Points: 400/400

Commander: Admiral Konstantine

Assault Objective: Close-Range Intel Scan

Defense Objective: Contested Outpost

Navigation Objective: Navigational Hazards

Interdictor-class Combat Refit (93 points)

- Wulff Yularen ( 7 points)

- Projection Experts ( 6 points)

- Quad Laser Turrets ( 5 points)

- NK-7 Ion Cannons ( 10 points)

- Targeting Scrambler ( 5 points)

= 126 total ship cost

Interdictor-class Combat Refit (93 points)

- Commandant Aresko ( 7 points)

- Projection Experts ( 6 points)

- Quad Laser Turrets ( 5 points)

- NK-7 Ion Cannons ( 10 points)

- Targeting Scrambler ( 5 points)

= 126 total ship cost

[ flagship ] Interdictor-class Combat Refit (93 points)

- Admiral Konstantine ( 23 points)

- Interdictor ( 3 points)

- Agent Kallus ( 3 points)

- Projection Experts ( 6 points)

- Quad Laser Turrets ( 5 points)

- NK-7 Ion Cannons ( 10 points)

- Targeting Scrambler ( 5 points)

= 148 total ship cost

At first glance, it may appear really bad, and in many ways it is. However, it may have a few tricks up its sleeve. For one, any fighters may be saddened to learn that attacking a ship may hurt them in the long run, especially if you try and kill the flagship. Additionally, this list can heal up to 13 shield points in one turn (and one of those can be a hull point) by using the combined power of Yularen and Aresko to get engineering tokens every time. Targeting scrambler means hitting one of them can be harder than it appears, and Konstantine has the ability to trigger more than your opponent may like. The identical arcs encourage double arcing. Additionally, NK-7’s have ample opportunity to trigger, and with enough shots, these ships can deal damage (average 3.5 at medium / close range) double arc will mean average 7 damage, and it only gets better from there. Clearly, an annoying ship to fight against. So while it may not win, this list shows the Interdictor is more than a nuisance (but still less than a Star Destroyer)

Edited by Do I need a Username
I spell so good...

That looks very like my World Cup list, though I used motti rather than konstantine for added 'really annoyingly tanky' points.

they were almost impossible to kill, but also found it almost impossible to kill anything. I found the quad laser turrets pretty unhelpful though, it just meant no one attacked them with bombers on low health, rather than actually killing bombers or deterring full health bombers.

NK-7's are something I didn't consider though. If you want maximum healing though, add a gozanti with repair crews or comms net...

The problem with the Interdictor never was the healing power but the lack of punch and the fact that it is easy to overwhelm its defense tokens.

If you are impossible to kill, VIP may be a better objective.

I'd drop NK-7 for Ion Cannon Battery or High Capacity Ion Turbines so you can dish out extra damage.

QLT is great since you don't have any fighters, but Disposable Capacitors would also be a great choice so you can hit at long range and then move into medium. That will help if you are having trouble killing ships. And there is the obvious synergy with blue crits.

I'd suggest DCO on your flag ship so it can counter APT.

How would it be with opening salvo?

You can heal you if damage goes to hull. And with disposable capacitors and opening salvo bonus you could get your kill, maybe.

A friend of mine won the NYC store champ with a very similar list. I posted it in the july1-2 store champs thread.

I run the double MC80 Assault version for fun and it takes a scary amount of abuse for just two ships.

I had games finish with full tabling and had removed all damage cards and was back to fill Shields with this. It loses to fighters but what else is new?

Neo Invincible (387/400)
=======================
MC80 Assault Cruiser (114 + 72)
+ Admiral Ackbar (38)
+ Major Derlin (7)
+ Electronic Countermeasures (7)
+ Leading Shots (4)
+ Medical Team (1)
+ Enhanced Armament (10)
+ Defiance (5)
Modified Pelta-class Assault Ship (56 + 17)
+ Raymus Antilles (7)
+ Shields to Maximum! (6)
+ Medical Team (1)
+ Flechette Torpedoes (3)
Modified Pelta-class Assault Ship (56 + 8)
+ Lando Calrissian (4)
+ Medical Team (1)
+ Flechette Torpedoes (3)
GR-75 Medium Transports (18 + 4)
+ Repair Crews (4)
GR-75 Medium Transports (18 + 4)
+ Repair Crews (4)
GR-75 Medium Transports (18 + 2)
+ Comms Net (2)
Advanced Gunnery
Fire Lanes
Solar Corona

Edited by ForceSensitive
Whoops