doble interdictor

By spacoforatuto, in Star Wars: Armada Fleet Builds

insane idea in my mind trying a double interdictor...

interdictor suppression

darth vader

wullf yularen

disposable capacitor

grav shift reroure

g7-x grav well projector

heavy ion emplacements

projection experts

155 pts

interdictor suppression

minister tua

disp capacitor

g-8 experimental projector

g7-x grav well projector

overload pulse

projection expert

interdictor

ecm

tot 129

2* gozanti + comm net

tot 50

6 interceptors

tot 66

obj

station assault

contested outpost

minefields

yesterday i've tried a version with out tua & ecm and 4 advanced + lambda + jump master..... but i loose the last turn 1 interdictor so i choose to spend some points on ecm to grant it more survivability

any suggestion for a much effective combination of squadrons or blue obj?

I think Screed does Vader’s job much better in this list, for a lot fewer points.

Targeting Scramblers seem a must - this will really help keep you alive at close range.

I think you would be better served by fewer, more expensive squadrons due to the lack of carrier to mass activate - try Ciena and/or Maarek. Throw in Jendon perhaps to be able to keep Gozantis further out of the fray.

Maarek and Jendon both perform very well against ships, so that makes up for the lack of other damage in your list.

Double G7 begs a Nose Punch to exploit it...

1 hour ago, Drasnighta said:

Double G7 begs a Nose Punch to exploit it...

my friend was not very happy of them yesterday...

I guess I'm a little confused by this list. I clearly see the movement and obstacle shenanigans potential and intent of this list, but how are you pushing squadrons effectively and taking advantage of Comms Net? Just get them stuck in, and then start pushing tokens? I assume the Interdictors are mostly engineering themselves alive a good portion of the game.

Have you considered Konstantine for this list? He seems the ideal commander for a list that seems very intent on exerting control on others, particularly their speed. That's 13 points freed up right there. Vader probably come in handy for fixing your attack rolls at the cost of spending a (most likely) contain token, but that's a lot of points to modify mostly blue dice pools.

I'm not sure about squadron changes, but it seems there should be some unless they're working as-is for you somehow. I'd love to know basically how you manage them during a typical game.

As for the blue objective, Dangerous Territory seems doable, though your slow fleet may have some issues, even with pulling some obstacle shenanigans.

Otherwise, I honestly love the concept of this fleet. It's obviously not meant to win through brute force or via a high kill count, but rather by denying the opponent much of anything by being so tanky/shifty. Again, it seems the selected squadrons may be a liability of hemorrhaging out easy points to your opponent, so I'm still curious how you use them in this fleet.

I second screed! 99% of the time with a brace in play 3 damage is the same as 4, so if you can cancel a miss or an acc to get the crit you are golden.

Thanks for the suggestions. Now i study 2 versions using screed or konstantine increasing points and quality of squadrons...

Edited by spacoforatuto

I change the squadrons.

4 tie advanced

1 lambda

1 jumpmaster

Screed take the command of the fleet and the gozanties drop comm net... Now 397 points...

Edited by spacoforatuto