I collect both rebel and imperial expansion and have almost all of them but the Interdictor is the ship that I get the least. I love playing imperial but this ship just seems really bad. For its price the hull is good, shields are average but the armament is just a joke. I get that the ship is not supposed to be a front-line heavy hitter but it doesn't excel in any other way either. Lastly it has the exclusive experimental retrofit upgrade slot but this slot feels totally wasted. The cards for it seem to range from bad (or uninteresting) to meh.
Right now to me the ship seems like it is just a giant and way to expensive "in case of" Raddus or Profundity. I just don't see any cost effective use for this ship.
Now I don't know what the publics opinion is on this ship but I believe it is way to expensive for what it can do so I have a cool suggestion: Precizion Hyperspace Jump also known as Tactical Microjump. These could be a really cool, thematic and cinematic way to improve this ships Arsenal.
Tactical Microjump would allow a friendly ship to jump from anywhere on the board to range X of the Interdictor.
I think Tactical Microjumps would indirectly also be great for the Victory 1. This ship almost never sees play since the Quasar Fire is better (more cost effective) as a carrier and with the Victory 1s horrendous movement it is impossible to ever get it in black die range so the Victory 2 is better as an offensive ship. The Tactical Microjumps would allow the Victory 1 to be actually useful.
Also an interesting idea for the Tactical Microjump could be that the jumping ship could jump into range X of the Interdictor where X is 4-(the jumping ships command value). This would allow a big ship like the Victory to jump into range 1 of the Interdictor but it would allow a very small ship like the Raider to jump into range 3 of the Interdictor possibly allowing it to jump into the back of a big enemy ship (just like Grand Admiral Thrawn does with the Thrawn Pincer). Thus giving an incentive to use this ability with smaller ships. I believe many people are unhappy with the Raider, as it always seems to die before it gets to deliver its payload. Making Tactical Microjumps a great way to revive this ship as well.
This would also finally give the empire the ability to "jump" something that the rebels can already do with Raddus and Profundity all be it in a different way (which makes it more compelling in my opinion).
This would certainly be a very powerful upgrade but I do not believe that it would be impossible to balance.
Ways to balance Tactical Microjump could include:
- Very high point cost
- requires 2 experimental retrofit slots
- requires specific upgrade card (possibly an Officer) on the jumping ship
- exhaust the card after use
- discard the card after use
- make the card unique
- make it a modification
- reduce the jumping ships speed temporarily to 0 for its next move
- allow the jumping ship only one attack on its next turn
- allow the jumping ship to use only one defense token per attack on it for the rest of the turn
- allow only ships of the same size or smaller than the Interdictor to jump to it
- After deploying fleets place 1 round token on this card. Allowing jumps only on that turn
- ...
I personally think it is a shame that this was not Grand Admiral Thrawns ability since he was famous for this maneuver but what ever.
Tell me what you think of Tactical Microjumps! Would you like to see them in Star Wars Armada?