Thrawn's Interdictors

By Undeadguy, in Star Wars: Armada Fleet Builds

I've been wanting to run dual Interdictors ever since @Drasnighta had success with them, but I've never found the right load out I felt was my own take on it. That was until I read @ovinomanc3r 's thread about an objective based Imp fleet, and I suggested Thrawn as a commander. In under 24 hours, I had created my own Interdictor fleet, with inspiration from Dras and ovinomancer.

This was my first time playing Interdictors, and I'm surprised at how effect they are at pushing damage. I used Thrawn to push my squads for rounds 3, 4, and 5, and they also repaired every round, making this fleet very good at attacking and staying alive. I like the feel of it. Being able to go first or second, because I get my objectives to earn points or I get a strong alpha attack backed by DC, makes this list very fun. There is a lot of directions this list can go since Thrawn gives you flexibility.

Points: 400/400

Commander: Grand Admiral Thrawn

Assault Objective: Station Assault
Defense Objective: Fire Lanes
Navigation Objective: Sensor Net

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Grand Admiral Thrawn ( 32 points)
- Interdictor ( 3 points)
- Damage Control Officer ( 5 points)
- Disposable Capacitors ( 3 points)
- Ion Cannon Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
- G7-X Grav Well Projector ( 2 points)
= 145 total ship cost

Interdictor-class Suppression Refit (90 points)
- Damage Control Officer ( 5 points)
- Disposable Capacitors ( 3 points)
- Ion Cannon Batteries ( 5 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 107 total ship cost

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

2 Lambda-class Shuttles ( 30 points)
1 Gamma Squadron ( 10 points)
1 Maarek Steele ( 21 points)
2 TIE Defender Squadrons ( 32 points)
1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)

I like the squadron setup.

How did you perform with only three activations? I heard three activation are viable again it just happened anyone here was brave enough to try it yet.

I am happy about those dictors putting damage. I was not sure. Maybe I tried my fleet one of these days.

fighter coord teams

Why thrawn?

Intel?

Edited by Ginkapo
18 minutes ago, Ginkapo said:

fighter coord teams

Why thrawn?

Intel?

Thrawn let's you Repair and push squads. 3 ships can push 6 squads, with the Lambdas going in the squad phase. They are just there for Strategic. Relay is just an expensive bonus sadly. I've thought about Intel, and I can drop Valen for a Jumpmaster.

I did consider FCT, but decided against is because it don't have Flight Commander either. I could easily drop DCO on both and Comms Net and pick up FCT and FC.

I don't have enough experience playing Lambdas or Interdictors to know what is good or how to fly them.

2 minutes ago, Undeadguy said:

I don't have enough experience playing Lambdas

Without FCT you cannot always reach tokens turn 1. Without Intel you can be locked down.

1 hour ago, ovinomanc3r said:

I like the squadron setup.

How did you perform with only three activations? I heard three activation are viable again it just happened anyone here was brave enough to try it yet.

I am happy about those dictors putting damage. I was not sure. Maybe I tried my fleet one of these days.

While I think 2 Interdictors is a fun list, I think dropping 1 for a Vic II is better. After all, I only have 2 Interdictors and my squads to attack with. If I don't get 2 attacks out of the Interdictors each round, I'm going to struggle to actually kill anything. A Vic II would solve that, and I kind of feel the 4 Experimental slots is over kill. Plus a Vic works better with Thrawn revealing squad dials since I have 3 vs 2.

I was worried about running 3 ships, but it's a fairly strong list as second player. I think it can heal the damage it is dealt if my opponent delays activations by not engaging, because the following rounds I'll repair and should be at medium.

Just now, Ginkapo said:

Without FCT you cannot always reach tokens turn 1. Without Intel you can be locked down.

I'm not sure what tokens I'd need to grab round 1. Seems like I'm extending my squads out to get killed very quickly. And without Escort, Intel will die quick. I need to tinker with it more to figure out the right squad composition.

It’s a punchless Nose Punch... That makes me sad...

All the setup, all the windup, butno follow through with the threat.

Certainly, the main part of using the inter dictor is abusing what makes it unique. If you are not squeezing every bit out of it, you will feel more comfortable with a Vic2.

Thats the only way I had my success with them. Doing what a Vic2 cannot.

45 minutes ago, Drasnighta said:

It’s a punchless Nose Punch... That makes me sad...

All the setup, all the windup, butno follow through with the threat.

Certainly, the main part of using the inter dictor is abusing what makes it unique. If you are not squeezing every bit out of it, you will feel more comfortable with a Vic2.

Thats the only way I had my success with them. Doing what a Vic2 cannot.

I could easily fit in Rhymer by dropping a Tie/D and getting FCT+FC in the list. But I felt that was copying you're list too much and I wanted to have my own style integrated into it.

Nose punch, even then, these days, its the sum of the Parts... You really need to go full bore, or not at all... So its a definite decision to make, and I applaud making it ;)

If you're lacking - at a minimum - FC/FCT and Rhymer... You can't punch. Even then, you can really only reliably punch with what Speed-5s you can throw with Rhymer, because Rhymer may be out of range if he has any horizontal movement component to his cross-board flurry.

I will completely admit - I'm set in that way because its the only way I found the double Interdictor to work. I've seen others try double and even triple at times, but the Gimmick seems to be greater than the sum of its parts. The fact that it hits hard and fast and follows up quickly and abuses objectives...... I don't know.

I do want to see how you do with your decisions, and how it feels as a list. For example, I'm so hyper-aggressive with the Interdictors, I get no use out of Disposable Capacitors (and generally give them up for Expanded Hangars FCT)... DCOs definitely increase brawling ability, but again... FC/FCT.... :)

So yeah. Interested to see, because I know I'm stuck-rut in there... And next paycheque, I might just get that second Interdictor permanently (rather than having to brorow) to keep practicing with it.

Edited by Drasnighta