HIE Interdictor

By Khyros, in Star Wars: Armada

So there have been several threads discussing HIE Raider IIs, and how at 60 points they're viable (still contested as to how viable). You can build an Interdictor with Dcaps and HIE for 102 points, 42 more than a Raider. I'm not going to argue that those are 42 points well spent. But the Interdictor does provide a platform for further investment that the Raider doesn't, mainly the Experimental Retrofit slot. Could the Interdictor find purchase with the HIE/Dcap combo? Perhaps something like Interdictor Suppression w/ Brunson, Dcaps, G7X, Grav Shift, HIE, Projection Experts, Interdictor. You now have a ship that can manipulate obstacles, hide behind them to cancel a die from two different attacks via Brunson & Interdictor title, making it a relatively undesirable ship to attack. Meanwhile the Projection Experts mean that you can toss out shields to other folks if they don't attack you. Worth trying? Or is the Interdictor just beyond hope? (PS - Is the Interdictor seriously not considered a Star Destroyer, and as such can't equip the 7th Fleet title?)

I had plenty of success with Ion Cannon Batteries on my Interdictors to help add damage. HIE has better potential than ICB and it's probably worth using, but runs against the basic Interdictor issue of them eating too much of your fleet.

I think for the point investment it's too much of a one trick pony. HIEs are an exhaust to use card, so those D-caps are really only getting 1 HIE off, if any. After that, the Interdictor will have to fight at medium range, and while it can be built to be tanky, it still can only get HIEs off up to once a round...

I feel like it' may be a pretty heavy point sink to use it as a combat focused ship.

But **** I'd try anything once.

I think @Drasnighta mentioned using the interdictor for what other ships can't do. I've been seeing that's fairly true. The only time they really seem to shine locally is with either Konstantine shenanigans or doctors and/or deployment/obstacle manipulation.

As a combat ship they always seem to come up short and sink tons of points.

It is not a Star Destroyer.

in new Canon, it is referred to as a Cruiser.

Just now, Drasnighta said:

It is not a Star Destroyer.

in new Canon, it is referred to as a Cruiser.

You'd think, as a "cruiser", it would have all red dice. Part of me feels like it'd be a much better ship with 4 reds in place of its blues.

2 minutes ago, Darth Sanguis said:

I think for the point investment it's too much of a one trick pony. HIEs are an exhaust to use card, so those D-caps are really only getting 1 HIE off, if any. After that, the Interdictor will have to fight at medium range, and while it can be built to be tanky, it still can only get HIEs off up to once a round...

I feel like it' may be a pretty heavy point sink to use it as a combat focused ship.

But **** I'd try anything once.

I think @Drasnighta mentioned using the interdictor for what other ships can't do. I've been seeing that's fairly true. The only time they really seem to shine locally is with either Konstantine shenanigans or doctors and/or deployment/obstacle manipulation.

As a combat ship they always seem to come up short and sink tons of points.

Everything you've said is true. I've always seen them with SW7 or ICBs since leaving the ion cannon slot empty feels... dirty. And obviously their focus should still be on shenanigans - whether that be messing with people's activation speed or with the obstacles, or being a doctor healing the other ships. But they've always come up short. HIE is a once per round, and they really only get one good shot every round anyways, perhaps its enough to actually make them hold their own enough in combat to make their support role worthwhile? I plan on trying it out at some point (along with 100 other things), but figured I'd throw it out there since the Interdictor seems to get looked over a lot as non-viable.

2 hours ago, Khyros said:

Everything you've said is true. I've always seen them with SW7 or ICBs since leaving the ion cannon slot empty feels... dirty. And obviously their focus should still be on shenanigans - whether that be messing with people's activation speed or with the obstacles, or being a doctor healing the other ships. But they've always come up short. HIE is a once per round, and they really only get one good shot every round anyways, perhaps its enough to actually make them hold their own enough in combat to make their support role worthwhile? I plan on trying it out at some point (along with 100 other things), but figured I'd throw it out there since the Interdictor seems to get looked over a lot as non-viable.

The problem is...why Interdictor, when you could VSD-II, instead?

It's cheaper, has better defense tokens and better shield arrangement, doesn't even lose anything in speed, and has a turbolaser slot for extra shens. (Of note, a VSD-II + QBT costs the same as a naked Interdictor)

This is really the problem with combat usage of Interdictors - there just aren't any upgrades that make sense for them that wouldn't make more sense on a VSD-II.

Here is a solid Interdictor build that can drop into most fleets. It is certainly costlier than a Victory, and it's raw combat stats are inferior. As was mentioned before though, an Interdictor is about adding some Shennighans. If you aren't all-in on making the best use of the Experimental upgrades, then by all means pick a Victory!

Interdictor-class Suppression Refit 90

commander-icon-black.png Custom Commander 0

title-icon-black.png Interdictor 3

officer-icon-black.png Minister Tua 2

support-team-icon-black.png Engine Techs 8

offensive-retrofit-icon-black.png Disposable Capacitors 3

defensive-retrofit-icon-black.png Electronic Countermeasures 7

ion-cannons-icon-black.png Heavy Ion Emplcements 9

experimental-retrofit-icon-black.png Targeting Scrambler 5

experimental-retrofit-icon-black.png Grav Shift Reroute 2

Total cost of ship and upgrades, commander excluded=129

Electronic Countermeasures were selected to give a little more flexibility to the "Interdictor" title on what to refresh, either Electronic Countermeasures or Targeting Scramblers, as the situation demands.

Use of this build relies a bit on luck with the Blue dice, but makes the Interdictor a viable threat when it can double arc. Double Arcing is mildly assisted by engine techs (You ARE holding a Navigate token, right?), which also provide some much needed "need for speed" as well to an otherwise lethargic ship.

Edited by LeatherPants

Too bad the wording on the Interdictor title doesn’t let it use HIE twice in a turn...

Yes. But the Interdictor has equal firepower of 3 Blue +1 Red dice out of 3 of its arcs. If the crits aren't appearing on one shot you could get lucky and double arc or fire at a second target with the second shot giving more chances of activating the HIE.

The cost of well equipped Interdictors soon mounts up. With the competing GT Cymoon available for 119 points or ISD-I, BT, Avenger & LS for 122 you may quickly overshoot that and wonder why you are doing so. Still a tooled up VSDII, QBTs, GTs, D-Caps & HIEs is not cheap either at 109 and it feels the loss of Leading shots more I think (unless you have Vader as a commander).

The main reason I wouldn't want a well equipped Interdictor with all the trimmings & HIEs is the cost. Not necessarily how much it takes up in my fleet, but how much it gives away when it is destroyed. Enemies would try to destroy it and it doesn't have the speed to get away from all the attention.

Edited by Mad Cat