Don't move!

By Sybreed, in Star Wars: Armada Fleet Builds

I just made this list... it's probably not really competitive due to the presence of the Interdictor, but it looks like it could be fun. The whole goal is to prevent movement and have the Glads do their work.

Name: Dictor + Double Glads
Faction: Imperial
Commander: Admiral Screed

Assault: Most Wanted
Defense: Hyperspace Assault
Navigation: Solar Corona

Interdictor Suppression Refit (90)
• Admiral Screed (26)
• Captain Brunson (5)
• Disposable Capacitors (3)
• G-8 Experimental Projector (8)
• Grav Shift Reroute (2)
• Ion Cannon Batteries (5)
• Interdictor (3)
= 142 Points

Gladiator II (62)
• Hondo Ohnaka (2)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Demolisher (10)
= 83 Points

Gladiator II (62)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Insidious (3)
= 74 Points

Gozanti Cruisers (23)
= 23 Points

Squadrons:
• Captain Jonus (16)
• 2 x Mandalorian Gauntlet Fighter (40)
• Zertik Strom (15)
= 71 Points

Total Points: 393

Jonus + Glad 2 is kind of a risky combo, but I'm fine trying it. Against a no squad fleet this could be extremly good.

Looks cool. People bash on the Interdictor, but I think that ship is finally coming into its own.

I would, first and foremost, switch to Heavy Ion Emplacements on the Interdictor. Then I would drop the Insidious title. Finally, I would consider changing the APTs to ACMs, but only because they pair well with the HIEs. (Usually I prefer the APTs).

But I can see where you are going with the Ion Cannon Batteries and the Gauntlets, so I understand if this advice is contrary to those goals.

20 hours ago, stonestokes said:

I would, first and foremost switch to Heavy Ion Emplacements on the Interdictor. Then I would drop the Insidious title. Finally, I would consider changing the APTs to ACMs, but only because they pair well with the HIEs. (Usually I prefer the APTs).

Yes. Please add HIEs. You can totally afford to drop Insidious. I also agree that you don’t need Screed if you switch to HIEs.

I personally haven’t seen the joys of Guantlets. Maybe with ion batteries it works, but you might only get one round of it going off before it just doesn’t matter anyway. How many points to you want dedicated to trying to mess with your opponents commands? You could drop them, kit out those glads, and just blow up their ships with HIEs and ACMs. At that point, who cares what their commands are?

I don't understand why I should drop Screed if I go HIE

23 minutes ago, Sybreed said:

I don't understand why I should drop Screed if I go HIE

I wasn’t thinking. You could still use the crit effect.

the fleet performed pretty well. Jonus' effect was completely wasted as I went too aggressive with Demo and it died on turn 3. I decided to keep Insidious and lo and behold, it got the killing blow on the MC80 with a medium range black shot on its rear. The Interdictor was, as expected, impossible to kill. G-8 were very dissapointing for 8 points. Only good thing they did was to force my opponent to stay still and have its own flotilla ram its own ship.

Did you fly with the Mandalorian Gauntlets? I have found myself somewhat underwhelmed by them.

In my experience, the G8 shines when you have additional other movement denying shenanigans. Like Q7s or Konstantine. There are more opportunities to force the enemy fleet to get out of position.

If I am not flying the above type of interdictor fleet, I tend to favor take the combat refit.

Insidious is a hidden gem, almost always gets dismissed as 'not-demolisher' and then toward the end of a game it pounces

1 hour ago, simpatikool said:

Did you fly with the Mandalorian Gauntlets? I have found myself somewhat underwhelmed by them.

In my experience, the G8 shines when you have additional other movement denying shenanigans. Like Q7s or Konstantine. There are more opportunities to force the enemy fleet to get out of position.

If I am not flying the above type of interdictor fleet, I tend to favor take the combat refit.

I didn't as I felt I was going too hard with the "command denial" shenanigan. I upped the Escort for Jonus, that's it.

I would drop anything to get ETs.

This is how I would do it to make it more competitive. Drop the squads for a swarm ball. Swap back to Glad I. Drop Screed for JJ, and pick up Targeting Scrambler. This leaves you with some points left, so I took Projection Experts, which will keep the Glads alive in conjunction with TS.

You're fleet isn't bad, but you lose dice on your attacks. Dropping 1 for Screed and then getting an Acc leaves you with 1 extra die, and a maximum of 5 damage. Taking JJ and dropping Jonus will increase your maximum and average damage, but decrease the options you have while attacking.

Also, HIE and ACMs are a great combo and would be the only reason to maintain Screed over JJ. You can expect to fight a lot of large ships, and dropping shields quickly is the best way to kill them.

Faction: Imperial
Commander: Moff Jerjerrod

Assault: Most Wanted
Defense: Hyperspace Assault
Navigation: Solar Corona

Interdictor Suppression Refit (90)
• Moff Jerjerrod (23)
• Captain Brunson (5)
• Projection Experts (6)
• Disposable Capacitors (3)
• Targeting Scrambler (5)
• Grav Shift Reroute (2)
• High-Capacity Ion Turbines (8)
• Interdictor (3)
= 145 Points

Gladiator I (56)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Demolisher (10)
= 77 Points

Gladiator I (56)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Insidious (3)
= 70 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Valen Rudor (13)
• Ciena Ree (17)
• Mauler Mithel (15)
• Howlrunner (16)
• 2 x TIE Interceptor Squadron (22)
= 83 Points

Total Points: 400

On 4/17/2018 at 1:57 PM, Undeadguy said:

This is how I would do it to make it more competitive. Drop the squads for a swarm ball. Swap back to Glad I. Drop Screed for JJ, and pick up Targeting Scrambler. This leaves you with some points left, so I took Projection Experts, which will keep the Glads alive in conjunction with TS.

You're fleet isn't bad, but you lose dice on your attacks. Dropping 1 for Screed and then getting an Acc leaves you with 1 extra die, and a maximum of 5 damage. Taking JJ and dropping Jonus will increase your maximum and average damage, but decrease the options you have while attacking.

Also, HIE and ACMs are a great combo and would be the only reason to maintain Screed over JJ. You can expect to fight a lot of large ships, and dropping shields quickly is the best way to kill them.

Faction: Imperial
Commander: Moff Jerjerrod

Assault: Most Wanted
Defense: Hyperspace Assault
Navigation: Solar Corona

Interdictor Suppression Refit (90)
• Moff Jerjerrod (23)
• Captain Brunson (5)
• Projection Experts (6)
• Disposable Capacitors (3)
• Targeting Scrambler (5)
• Grav Shift Reroute (2)
• High-Capacity Ion Turbines (8)
• Interdictor (3)
= 145 Points

Gladiator I (56)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Demolisher (10)
= 77 Points

Gladiator I (56)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Insidious (3)
= 70 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Valen Rudor (13)
• Ciena Ree (17)
• Mauler Mithel (15)
• Howlrunner (16)
• 2 x TIE Interceptor Squadron (22)
= 83 Points

Total Points: 400

I might try this tomorrow. How good are Glads as 2nd player?