Boosting the 'Dictor

By SpaceC0wboy, in Star Wars: Armada

The 'What will Wave 8 Be' thread started turning into a 'How do we fix the Interdictor' thread, so for sanity's sake I'm doing this.

The Interdictor is the only Armada ship I don't own. Don't get me wrong, I want to, but I can't see buying something that I'll never use. I've yet to hear "the interdictor is a great ship, leave it alone!". So, how would FFG go about fixing it?

I'm going to straight steal @PartyPotato 's post, I think it has great merit on second thought:

Give me interdictor upgrades!!!

more experimental retrofits.

Ion Vortex - 2 pts - discard to place token within long range. All squadrons at distance 3 must immediately move distance 1 towards the token. Remove token after being resolved.

Shield Damage reflectors - 3 pts - If the hull being attacked by a ship has at least 1 shield exhaust to reduce damage by 2. Select Any ship at close range that immediately takes 2 damage.

So much cool stuff you could do with experimental retrofits.

I think a fighter pull is a great idea, simple and would be an interesting unconventional change to a battle. I initially knocked the Shield Damage reflectors however I thought a bit about it and think it could be a really good(and funny) idea. Imagine, this Interdictor comes CHARGING at you with it's reflectors on using engine techs. I initially shut down reflectors as too expensive however @PartyPotato had a great rebuttal stating that the Interdictor is already overcosted therefore cheap upgrades would bring the cost in line. The idea of a charging 'dictor cracks me up, the shock effect of shepherding enemy ships around the board would also make it viable. At best I think Armada is a game of taking one bad choice over another, I think these 'deflector shields' would pull that off in spades.

Feel free to add in your own fixes to the Interdictor, I'm intruiged to hear y'alls thoughts!

Edited by SpaceC0wboy
added second tag.

Play it a bunch.

Use it to do the things nothing else can.

The most success I ever had was with it, and when tried by someone else, it’s placed highly at a regional.

it just doesn’t get the opportunity to shine because it’s dismissed out of hand.

The Interdictor should have made squadrons have a hard time moving correctly. That makes the most sense for Grav well stuff. And I still adhere to the Tie Fighter anime. It should be able to nullify something like 3 Ywings worth of bombing attacks. Maybe once a game.

8 minutes ago, Drasnighta said:

it’s placed highly at a regional

Actually now that you mentioned it, our regional in Ohio had an Interdictor fleet take 4th.... top 4 ain't bad!

Faction: Galactic Empire
Points: 396/400

Commander: Moff Jerjerrod

Assault Objective: Station Assault
Defense Objective: Fire Lanes
Navigation Objective: Salvage Run

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Projection Experts ( 6 points)
- Disposable Capacitors ( 3 points)
- Electronic Countermeasures ( 7 points)
- Ion Cannon Batteries ( 5 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 140 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 83 total ship cost

Raider-I Class Corvette (44 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 54 total ship cost

Gozanti-class Cruisers (23 points)
- Vector ( 2 points)
- Admiral Chiraneau ( 10 points)
- Expanded Hangar Bay ( 5 points)
= 40 total ship cost

2 Lambda-class Shuttles ( 30 points)
1 Darth Vader ( 21 points)
1 "Mauler" Mithel ( 15 points)
1 Valen Rudor ( 13 points)

3 minutes ago, Blail Blerg said:

The Interdictor should have made squadrons have a hard time moving correctly. That makes the most sense for Grav well stuff. And I still adhere to the Tie Fighter anime. It should be able to nullify something like 3 Ywings worth of bombing attacks. Maybe once a game.

I mean, if we're playing "I saw it in a movie," I want the ability to sac an a-wing to strip the front shields from an ISD.

Just now, geek19 said:

I mean, if we're playing "I saw it in a movie," I want the ability to sac an a-wing to strip the front shields from an ISD.

I saw this in a movie, I'll sac a Awing to destroy a SSD. And remember, capital ships have no guns and shouldn't do any damage at all. Fighters should be the primary component of the game.

2 dictors and quasar ends 3rd in a regional I went. Wave 6 now with 7 maybe can do better I think now with dcaps is a good ship, but need to think diferent, Also I think new sweets for them can improve them

8 minutes ago, Blail Blerg said:

Fighters should be the primary component of the game.

I know it's sarcasm but

giphy.gif

1 minute ago, Darth Sanguis said:

I know it's sarcasm but

giphy.gif

Exactly.

Do you remember that thread? holy moly.

I think I'd play an interdictor a lot more if it was even slightly less expensive.

What if they just knocked 10-15 points off of it?

Just now, Blail Blerg said:

Exactly.

Do you remember that thread? holy moly.

Survivors is what we are m8. lol

Just now, Darth Sanguis said:

Survivors is what we are m8. lol

More like forever scarred aye.

2 minutes ago, duck_bird said:

I think I'd play an interdictor a lot more if it was even slightly less expensive.

What if they just knocked 10-15 points off of it?

Yup... yup yup yup.

I'd love a 80 point INT, It'd make me feel better about having to load heavy costs onto it just to make it survive the combat part of the game. ETs, Tua/ECMs, G8s/Scramblers... stuff adds up quick...

Edited by Darth Sanguis
1 minute ago, duck_bird said:

I think I'd play an interdictor a lot more if it was even slightly less expensive.

What if they just knocked 10-15 points off of it?

That's generally the Interdictor's problem.

Though I haven't seen if HIE ups the damage enough to work. And of course you have to use it for what it does, but sometimes what it does just doesn't amount to enough. ISDs nowadays can full on battering ram fight against super MC80s. What makes you think the Interdictor stands a chance? Sure, you drop his speed, but if he just keeps nerving and being smart, he'll have a good chance to catch you with their that ISD, or a 2nd ISD or his squads.

Dictor is OP

Just now, Darth Sanguis said:

Yup... yup yup yup.

I'd love a 80 point INT, It'd make me feel better about having to load heavy costs onto it just to make it survive the combat part of the game. ETs, Tua/ECMs, G8s/Scramblers... stuff adds up quick...

Yeah frankly, even if you see Rebels, the INT isn't supposed to be the must-survive flagship. Its an expensive but side asset.

We also have WAYYY enough interaction between ship to ship combat. I want to see ship based interactions for squadron vs ship and squadron vs squadron combat.

As a long time Rebel player who is playing some Imps for a while as training, I don’t understand dislike for the Interdictor. If it didn’t have access to experimental retrofits, I guess I would see the point of complaining.

I run the the Suppresion Refit with every slot but the Support Team filled. I don’t feel at all like I painted a target on a worthless ship. I get a decent deployment and scenario buff with GSR, Targeting Scramblers counterintuitively means you fly it right up next to their big hitter and shine. DCaps means you get long range shots. HIE isn’t tested enough yet but provides a potential Damage buff.

Fly it near Hand of Justice and you get more mileage from the limited defense tokens.

Parts of above are a bit symptomatic of what I meant...

... comparisons to the capabilities and operating ways of other ships...

... where is the focus on what it does that others don’t? ?

im convinced through my nose Punch efforts, that it needs nothing but an open outlook.

Sure, knocking 10-15 points off it makes it better.

... knock 10-15 points off ANYTHING and you’ll see more of that thing ?

12 minutes ago, Blail Blerg said:

Though I haven't seen if HIE ups the damage enough to work. And of course you have to use it for what it does, but sometimes what it does just doesn't amount to enough. ISDs nowadays can full on battering ram fight against super MC80s. What makes you think the Interdictor stands a chance? Sure, you drop his speed, but if he just keeps nerving and being smart, he'll have a good chance to catch you with their that ISD, or a 2nd ISD or his squads.

I fought one with HIE and D-Caps in a list rife with HIE's. The HIE+Caps certainly made it much scarier but you're throwing an expensive upgrade on an expensive ship. The HIE's certainly help, but I think some new experimental retro's are in order.

I'll stick by upgrades like @PartyPotato 's reflector shields, they mitigate cost, add defensive and offensive power and expand the ship's role.

12 minutes ago, SpaceC0wboy said:

I fought one with HIE and D-Caps in a list rife with HIE's. The HIE+Caps certainly made it much scarier but you're throwing an expensive upgrade on an expensive ship. The HIE's certainly help, but I think some new experimental retro's are in order.

I'll stick by upgrades like @PartyPotato 's reflector shields, they mitigate cost, add defensive and offensive power and expand the ship's role.

I agree that they need new experimentals. I hope they don't make a Rebel ship with experimentals though.

8 minutes ago, SpaceC0wboy said:

I fought one with HIE and D-Caps in a list rife with HIE's. The HIE+Caps certainly made it much scarier but you're throwing an expensive upgrade on an expensive ship. The HIE's certainly help, but I think some new experimental retro's are in order.

I'll stick by upgrades like @PartyPotato 's reflector shields, they mitigate cost, add defensive and offensive power and expand the ship's role.

I was also thinking about how to play devils advicate with all the love black dice throwing ships have gotten recently. Would make a Demo or Raddus MC75 think twice before going full ham at an interdictor. It also provides some support for less popular admirals likes Sato.

2 minutes ago, Blail Blerg said:

I agree that they need new experimentals. I hope they don't make a Rebel ship with experimentals though.

The new Solo movie cruiser, the Arrestor I think? Fits perfectly with adding experimentals to the Empire.

Agreed @Blail Blerg . I enjoy the fact that unlike a lot of war games out there the two sides are somewhat asymmetrical. If anything I think it would be cool if the Rebels got something with a new mechanic. I thought that's how fleet commands were gonna go but FFG decided to headshot that idea. This discussion is for another thread entirely though.

I personally think that if Raddus takes off, Grav Wells are gonna pick up.

1 minute ago, SpaceC0wboy said:

Agreed @Blail Blerg . I enjoy the fact that unlike a lot of war games out there the two sides are somewhat asymmetrical. If anything I think it would be cool if the Rebels got something with a new mechanic. I thought that's how fleet commands were gonna go but FFG decided to headshot that idea. This discussion is for another thread entirely though.

Yeah. I'm okay with both sides getting the "MOVIE QUOTE" mechanic though lol.

But yeah, I would also be down for Rebels getting some unique upgrade.

And keeping all of these unique! Xwing has had so much trouble cuz both sides get to do the same things. We don't need that here.