Victorys and Interdictor

By Lord Thallium, in Star Wars: Armada Fleet Builds

So I want to utilize my Victorys and my Interdictor, Because of there slow speed and lack of maneuverability I have chosen to go with Moff Jerjerrod. Now I don't own any Wave 6 stuff so keep that in mind while looking over the fleet but I do believe that the fleet would benefit from Quad Battery Turrets (which may be added when I get some wave 6 ships). I am not sure where or not I should have the Gozanti with my fighters or go with 2 or 3 Rouges instead with maybe some additional upgrades to the ships.

The goal of the fleet is to use Jerjerrod to maximize my maneuverability and the Interdictor to protect the 2 Victorys and keep there shields up while the Gozanti pushes my fighters to run interference until the Victorys can get the job done.

Thanks for looking and your input.

Victory Fleet
Author: Tyrelkills

Faction: Galactic Empire
Points: 395/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 121 total ship cost

Victory II-Class Star Destroyer (85 points)
- Skilled First Officer ( 1 points)
- Leading Shots ( 4 points)
= 90 total ship cost

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Projection Experts ( 6 points)
- G-8 Experiemental Projector ( 8 points)
- Targeting Scrambler ( 5 points)
= 112 total ship cost

Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
= 28 total ship cost

1 Darth Vader ( 21 points)
1 TIE Interceptor Squadron ( 11 points)
1 Saber Squadron ( 12 points)

If you're going Projection Experts try and get Wulf Yularen (if you have him) in there too, will give you silly amounts of engineering. As for squads, I'd go Ciena and Valen rather than Darth and Saber.
When you get W6 try get disposable capacitors on two of your big ships and/or QBT on the Vics. Maybe drop the G8s, EHB and the TIE-In to get the points.

Yes I have everything up to wave 6. So this is my changes in the mean time. I do like the G-8s The hope is I can slow an enemy ship down enough to keep it in the front arc the Victorys just that much longer but it can be removed if it doesn't preform as intended. I would like more points for bid but until I get wave 6 and trade some points around this will be how it sits.

Victory Fleet
Author: Tyrelkills

Faction: Galactic Empire
Points: 397/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 121 total ship cost

Victory II-Class Star Destroyer (85 points)
- Skilled First Officer ( 1 points)
- Leading Shots ( 4 points)
= 90 total ship cost

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- G-8 Experiemental Projector ( 8 points)
- Targeting Scrambler ( 5 points)
= 119 total ship cost

Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
= 28 total ship cost

1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)
1 Black Squadron ( 9 points)

I find the lack of gunnery teams disturbing.

Yeah, gunnery teams are a must! Drop EHB and Black for two GT.

Only other change i might make is Targeting Scramblers - whilst very useful they are for defending at close range and getting the Vics into close will be hard. If you are going to go for it maybe drop them to Vic Is to get the black dice as you'll be a close range anyway.

Otherwise you could change TS for GSR and Comms Net (to give the Interdictor an engineering token for Wulf to exploit whilst you Nav and CF) and give you another point for your bid.

Completely agree with the above posters. For objectives, you might consider Blockade Run/Most Wanted, Contested Outpost, and maybe Dangerous Territory. As it stands, strategic fleets can abuse blue pretty easily, and Opening Salvo gives a competent player around 80 points just for scratching the Vics, even without MSU. Jerjerrod Victories can afford to do things other than navigating and still stay on target, so the Gozanti as a squadron pusher may not be needed. Dropping it entirely allows you to add in GTs and DTTs/QBTs on the Vics, and gives 4 more points to do whatever you want with (*cough* a set of capacitors *cough*) This looks like a fun list, good luck! :)

Edited by The Jabbawookie
8 minutes ago, Kendraam said:

Yeah, gunnery teams are a must! Drop EHB and Black for two GT.

Only other change i might make is Targeting Scramblers - whilst very useful they are for defending at close range and getting the Vics into close will be hard. If you are going to go for it maybe drop them to Vic Is to get the black dice as you'll be a close range anyway.

Otherwise you could change TS for GSR and Comms Net (to give the Interdictor an engineering token for Wulf to exploit whilst you Nav and CF) and give you another point for your bid.

Id keep targeting scrambles for a couple of reasons:

-demolisher

-mc30

-btAvenger

-bombers

-any ship gets close to you, rolling Double hits and or hit/crit.

Its like Lando. Same, but different. Better for the multiuse. And, while its not you who gonna get close range, your opponent might have brawlers. Most of the cases youll be player 2 against these kind of ships, and probably those Will have more ships than you, meaning theyll have first-last activation. Scrambler Will help you in Such situations. But bombers Will Come at you regularly, denying black crits is Good.

2 minutes ago, Kendraam said:

Yeah, gunnery teams are a must! Drop EHB and Black for two GT.

Only other change i might make is Targeting Scramblers - whilst very useful they are for defending at close range and getting the Vics into close will be hard. If you are going to go for it maybe drop them to Vic Is to get the black dice as you'll be a close range anyway.

Otherwise you could change TS for GSR and Comms Net (to give the Interdictor an engineering token for Wulf to exploit whilst you Nav and CF) and give you another point for your bid.

Not necessarily - they require the Interdictor to be distance 1-3 of the defending ship... the defending ship can still be at long range.

If I was to go with VSD VSD Interdictor, I would build it something like this (I know you said you didn't have W6 yet, but I'm ignoring that restriction because you can just proxy the cards for fun games):

VSD-II x2
Gunnery Team
Disposable Capacitors
Leading Shots
XI7 Turbolasers

Interdictor Suppression
Moff Jerjerrod
Wulff Yularen
Disposable Capacitors
Targeting Scrambler
Grav Shift Reroute
SW7 Ion Batteries
Projection Experts
Interdictor

Bossk
Maarek Stele

Station Assault
Contested Outpost or Capture the VIP
And then maybe Minefields...

@Megatronrex you appear to be slacking off on your duties participate in every thread dedicated to making Interdictors good. . .

Thanks for all the excellent advice, Here is what I have come up with until I get my hands on wave 6 lol

I want to keep the Gozanti for the squadron push but also as that extra activation for when I need it.

Victory Fleet
Author: Tyrelkills

Faction: Galactic Empire
Points: 397/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Minefields

Victory II-Class Star Destroyer (85 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Leading Shots ( 4 points)
= 97 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- G-8 Experiemental Projector ( 8 points)
- Targeting Scrambler ( 5 points)
= 119 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 128 total ship cost

1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)

2 minutes ago, Khyros said:

Not necessarily - they require the Interdictor to be distance 1-3 of the defending ship... the defending ship can still be at long range.

TS only work when defending at close range - the defending ship must be distance 1-3 of the Interdictor (including itself)

and yes, @Coldhands, I agree TS are great for defending against multiple threats but my point was more that if you're going to be doing that then you'll be at close range, thus utilising the Vic Is black dice might be more helpful, plus it frees up some points. With Jerry in the list it would also be easier to get the Vics on target too.

and @Space_Cowboy17, I'm trying to take up the slack!

Using TS for bombers is rarely efficient; if they get a crit, and if you choose to exhaust scrambler for the round and reroll it, you’ve mitigated an average of 1 crit damage on 1 bomber for which you already had abundant contains, if needed. It makes more sense vs brawlers, but if you’re giving up GSR and/or G7, there needs to be a good reason, i.e. having a Demo/mc30 heavy meta.

29 minutes ago, Kendraam said:

TS only work when defending at close range - the defending ship must be distance 1-3 of the Interdictor (including itself)

and yes, @Coldhands, I agree TS are great for defending against multiple threats but my point was more that if you're going to be doing that then you'll be at close range, thus utilising the Vic Is black dice might be more helpful, plus it frees up some points. With Jerry in the list it would also be easier to get the Vics on target too.

and @Space_Cowboy17, I'm trying to take up the slack!

I'm going to run with the TS for now using it as a defense against brawlers mainly. My plan is to run the fleet in fairly close formation so that the Victorys are close enough to benefit from them. If it doesn't work I will be switching it out to the G7 to give me a little deployment insurance.

19 minutes ago, The Jabbawookie said:

Using TS for bombers is rarely efficient; if they get a crit, and if you choose to exhaust scrambler for the round and reroll it, you’ve mitigated an average of 1 crit damage on 1 bomber for which you already had abundant contains, if needed. It makes more sense vs brawlers, but if you’re giving up GSR and/or G7, there needs to be a good reason, i.e. having a Demo/mc30 heavy meta.

There is only a few players in my area and the meta changes as people learn more lol so the Interdictor load out is sure to change :P

Edited by Lord Thallium

Go for it Lord Thallium - I love running the Interdictor, so much fun, G8s especially (not so much for your opponent!) and the best way to tinker with your fleet is after flying it, nothing like experience. Let us know how you get on :)

32 minutes ago, The Jabbawookie said:

Using TS for bombers is rarely efficient; if they get a crit, and if you choose to exhaust scrambler for the round and reroll it, you’ve mitigated an average of 1 crit damage on 1 bomber for which you already had abundant contains, if needed. It makes more sense vs brawlers, but if you’re giving up GSR and/or G7, there needs to be a good reason, i.e. having a Demo/mc30 heavy meta.

You can use it twice with the title, dont forget it. Especially against yavaris b-wings, I dont think its wasted. Yavaris is very popular and strong, dont forget that, its highly likely youll face one or two things in the mentioned list every game.

Because @Space_Cowboy17demanded it.

Jerry's Victorious Dic
Author: Megatronrex

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Victory II-Class Star Destroyer (85 points)
- Captain Needa ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 106 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Disposable Capacitors ( 3 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 139 total ship cost

Victory II-Class Star Destroyer (85 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Reinforced Blast Doors ( 5 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 111 total ship cost

4 TIE Interceptor Squadrons ( 44 points)

This list does include wave 6 upgrades. Without wave 6 I'd run it like this.

Jerry's Victorious Dic
Author: Megatronrex

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Victory II-Class Star Destroyer (85 points)
- Warlord ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- H9 Turbolasers ( 8 points)
- Leading Shots ( 4 points)
= 118 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Ion Cannon Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 141 total ship cost

Victory II-Class Star Destroyer (85 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Dual Turbolaser Turrets ( 5 points)
- Leading Shots ( 4 points)
= 110 total ship cost

1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)

I highly recommend getting Quad Battery Turrets and Disposable Capacitors if you're going to run a Vic list.

I'll be ordering wave 6 after Christmas, I like both builds and may have to give them a try as well. Thanks for the input.

13 minutes ago, Lord Thallium said:

I'll be ordering wave 6 after Christmas, I like both builds and may have to give them a try as well. Thanks for the input.

The first one has been undefeated so far (it hasn't faced @Space_Cowboy17) but it has a very hard time scoring more than a 7-4 in tournaments. I won every game with it in a small 4 person SC and still came in second overall, by 1 tournament point. I've never run the second one so I don't know how it will fare. @GiledPallaeon has a lot of experience with Interdictor lists too.

1 hour ago, Khyros said:

Not necessarily - they require the Interdictor to be distance 1-3 of the defending ship... the defending ship can still be at long range.

The card begs to differ. Keeping it is probably a sound idea but the Interdictor title will help it a lot.

targeting-scrambler.png

1 hour ago, Khyros said:

If I was to go with VSD VSD Interdictor, I would build it something like this (I know you said you didn't have W6 yet, but I'm ignoring that restriction because you can just proxy the cards for fun games):

VSD-II x2
Gunnery Team
Disposable Capacitors
Leading Shots
XI7 Turbolasers

Interdictor Suppression
Moff Jerjerrod
Wulff Yularen
Disposable Capacitors
Targeting Scrambler
Grav Shift Reroute
SW7 Ion Batteries
Projection Experts
Interdictor

Bossk
Maarek Stele

Station Assault
Contested Outpost or Capture the VIP
And then maybe Minefields...

Station Assault is a trap, but if there's a list that can do it it's that one. Disposable Capacitors are outright necessary, they are why dual Vic-2 builds are returning to the game, because they allow the ship to overwhelm any other target at long range once per game, Ackbar included (and after that you should be at blue anyway).

58 minutes ago, Megatronrex said:

Because @Space_Cowboy17demanded it.

Jerry's Victorious Dic
Author: Megatronrex

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Victory II-Class Star Destroyer (85 points)
- Captain Needa ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 106 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Disposable Capacitors ( 3 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 139 total ship cost

Victory II-Class Star Destroyer (85 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Reinforced Blast Doors ( 5 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 111 total ship cost

4 TIE Interceptor Squadrons ( 44 points)

This list does include wave 6 upgrades. Without wave 6 I'd run it like this.

Jerry's Victorious Dic
Author: Megatronrex

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Victory II-Class Star Destroyer (85 points)
- Warlord ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- H9 Turbolasers ( 8 points)
- Leading Shots ( 4 points)
= 118 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Ion Cannon Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 141 total ship cost

Victory II-Class Star Destroyer (85 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Dual Turbolaser Turrets ( 5 points)
- Leading Shots ( 4 points)
= 110 total ship cost

1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)

These are solid lists. You need to understand the other guy will be flying around you, but with good objective placement you can usually nullify that as an issue.

As far as my own personal experience with Interdictors goes, they need a couple things to be effective. 1. They need a fleet that doesn't rely on them to do damage, and 2. They need a setup that both neutralizes their slow speed as a factor and allows consistent double arcs for something resembling damage output. JJ helps with that a lot. I will also suggest that barring exceptional circumstances/fleet builds, the Combat Refit makes a great wall poster while the Suppression actually gets work done. Lots of practice with GSR really helps make that effective, but it's also definitely one of the better ER's, whereas G7-X needs multiples, and G-8 needs other additional speed shenanigans to approach effectiveness, and by the time you're done, you forgot any upgrades that actually kill ships. Those are my thoughts.

Ran the fleet in its first game. I had a devastating defeat mostly due to the fact I deployed horribly. The fleet did work in essence but I lost at deployment.

Though I will be losing the G-8s as it didn't come into play at all instead I'll add the G7s. I'll be testing the fleet again this weekend so I'll let you know how the next game goes

Seconded game with this fleet and I faired far better then the first. My deployment was spot on and I didn't make nearly as many mistakes as the first game, only 1 accidental ram this time lol. I was able to get into position that kept both his heavy hitters in both my Victorys arc down side was his 2 heavy hitters were a Liberty and Home one with Dodona, in a decisive turn 5 he got lucky and knocked out both Victorys thanks to Dodona and drawing Structural damage with both Criticals dooming my ships. The Gozanti and Interdictor both survived each with a single damage and both Squadrons survived as well. The Interdictor was pivotal to my fleets survival without it I probably would have lost the Victorys and turn or two earlier. The targeting scramblers and Projection experts keep me alive under the full firepower of both Liberty and Home one for longer then they should have also I couldn't roll damage to save my life lol. Both Victorys were lost but I destroyed almost equal in my opponents fleet final score was a 6-5 in my opponents favour. More play testing to happen but this fleet is improving every game.