Screed's interdictor

By namdoolb, in Star Wars: Armada Fleet Builds

So since i've been playing catchup with armada my most recent acquisition is the interdicor, and it's been very fun to play around with.

I have a good feeling about this build, and wanted to get a little feedback on it before i start testing it out:

Screed interdictor gladiator (388/400)
=====================================
Interdictor Combat Refit (93 + 54)
+ Admiral Screed (26)
+ Wulff Yularen (7)
+ Phylon Q7 Tractor Beams (6)
+ G-8 Experimental Projector (8)
+ Leading Shots (4)
+ Interdictor (3)
Gladiator I-class Star Destroyer (56 + 27)
+ Ordnance Experts (4)
+ Engine Techs (8)
+ Assault Proton Torpedoes (5)
+ Demolisher (10)
Raider II-class Corvette (48 + 17)
+ Admiral Montferrat (5)
+ Disposable Capacitors (3)
+ Heavy Ion Emplacements (9)
Gozanti-class Cruisers (23 + 11)
+ Admiral Titus (2)
+ Comms Net (2)
+ Expanded Hangar Bay (5)
+ Vector (2)
Darth Vader (21)
Dengar (20)
Soontir Fel (18)
Hyperspace assault
Most Wanted
Minefields

,

The plan is fairly simple; leverage the mobility reduction of the interdictor to assist demolisher in getting into prime firing positions.

Crits from the raider and gladiator should be free-flowing thanks to screed, and with any luck the interdictor can make itself tanky enough to take what is thrown at it.

Gozanti exists to push squadrons around (when it has to) and pass off tokens (when it can). And the squadron force is purely to tie up and (hopefully) kill enemy squadrons. But mostly keep them away from my ships.

Still missing imperial squadrons II and corellian conflict. Other than that if it comes with something imperial i have it, if not then i don't. (trust me there's a couple of squadrons i would have liked to play here which i don't own yet.)

For the Interdictor, drop to the Support Refit, add Disposable Capacitors and change Leading Shots to Heavy Ion Emplacements there as well (you won't need to reroll because you have Screed). Also, if you are just going to use Wulff Yularen for Engineering tokens, take Taskmaster Grint instead; that will save you some points.

I would also probably drop the Vector title and Expanded Hangar Bays. Your Gozanti is going to push squadrons one time before Vader is killed. I kind of wonder if you might not be better off with a second Gozanti and 4 TIE fighters instead of your current squadrons.

9 hours ago, stonestokes said:

For the Interdictor, drop to the Support Refit, add Disposable Capacitors and change Leading Shots to Heavy Ion Emplacements there as well (you won't need to reroll because you have Screed). Also, if you are just going to use Wulff Yularen for Engineering tokens, take Taskmaster Grint instead; that will save you some points.

I would also probably drop the Vector title and Expanded Hangar Bays. Your Gozanti is going to push squadrons one time before Vader is killed. I kind of wonder if you might not be better off with a second Gozanti and 4 TIE fighters instead of your current squadrons.

What he said. Agree with him. 2 HIE with dcaps +demo(swich apt to acm if you have 2 hie) is really nasty.

19 hours ago, stonestokes said:

For the Interdictor, drop to the Support Refit, add Disposable Capacitors and change Leading Shots to Heavy Ion Emplacements there as well (you won't need to reroll because you have Screed). Also, if you are just going to use Wulff Yularen for Engineering tokens, take Taskmaster Grint instead; that will save you some points.

I would also probably drop the Vector title and Expanded Hangar Bays. Your Gozanti is going to push squadrons one time before Vader is killed. I kind of wonder if you might not be better off with a second Gozanti and 4 TIE fighters instead of your current squadrons.

So, I would love to go up to 2 Hie's, and in an ideal world I'd already have 2. (At which point the acm's would definitely trump the apt's.)

However, the challenge is in acquiring said Hie's without buying a whole expansion pack which has very little to offer me besides that individual card.

(Still working on that, and when I can get my hands on the second one for a reasonable price I'll jump on it)

Really not sure about dropping to the suppression refit: I get that with dcaps the initial volley is actually better, but in order to get dcaps I have to give up my tractor beam. (Without that I can't pin ships in place half as well.)

I think I will pull leading shots from the interdictor though; if the roll is bad enough that leading shots is actually viable, then it's a roll I can probably make just as good by screeding as I can by using LS

Is there any suggestions for replacing leading shots? (given that I don't have a second heavy ion emplacements to put in there)

My thinking on Wulf vs grint (and I did debate between the two) is this:

Both are equally efficient at buffing my engineering, but grint requires that I take an engineering dial to do anything, whereas with Wulf I can do a different command if I want to whilst I cycle through engineering tokens... I can even use Wulf to cycle through different tokens if I want to (although I probably wouldn't).

I do get that the gozanti is a little heavy on the points, (i could probably live without the hangar bay) but at the same time I don't need much (if any) more of a bid than I have, and There's not too much else to spend the points on.

I did deliberate a little on the squadrons I was going to use; I wanted to take aces because the defence tokens allow them to survive for longer (generic tie's are not going to keep enemies away for long enough). The Vader soontir dengar combination is something I have always found to be pretty effective at winning squadron wars... I would normally have more support for them in there, but the squadron command value is a little tight in this list.

This is a list I had succes with in Wave VI. (Won 2 store champs with it).