Interdictor Sailor Soldier Spy

By Mostly_Harmless_Species, in Star Wars: Armada Fleet Builds

Little bit of alliteration there, (yes so funny).

Anyway, I wanted to make a viable interdictor list. So the plan is to go second, as fleet ambush and dangerous territory work nicely with the experimental tech. As for most wanted, i do have a naked gozanti I can sacrifice to the cause, but perhaps there is a better objective choice? As far the two main capital ships, do they have any large flaws? Here's the list btw:

Interdictor Sailor Soldier Spy

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Relentless ( 3 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Reinforced Blast Doors ( 5 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 170 total ship cost

Interdictor-class Suppression Refit (90 points)
- Minister Tua ( 2 points)
- Engine Techs ( 8 points)
- Disposable Capacitors ( 3 points)
- Electronic Countermeasures ( 7 points)
- Heavy Ion Emplacements ( 9 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 123 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

1 "Howlrunner" ( 16 points)
1 Ciena Ree ( 17 points)
1 Saber Squadron ( 12 points)
1 Valen Rudor ( 13 points)
= 58 total squadron cost

Heavy Ions competes with XI7 in their end goals- I’d consider dropping it to QBT to add more dice to all arcs pending speed control.

This refunds you one point which you can use to upgrade RBD to ECM, add another comms net, or just have a 2 pt bid.

Some other considerations- I’d swap Tua and the G7 Grab well projector for Brunson, Targeting scramblers, and the Interdictor title. Targeting scramblers can protect both the Interdictor and the ISD, and Brunson lets you cancel that one hit/crit your opponent needs for a crit effect that got through after scramblers. The title let’s you double down on one of these defensive buffs

14 hours ago, MandalorianMoose said:

Some other considerations- I’d swap Tua and the G7 Grab well projector for Brunson, Targeting scramblers, and the Interdictor title. Targeting scramblers can protect both the Interdictor and the ISD, and Brunson lets you cancel that one hit/crit your opponent needs for a crit effect that got through after scramblers. The title let’s you double down on one of these defensive buffs

But G7 and Grav well combine to make fleet ambush viable.

Nobody's gonna pick fleet ambush against this fleet. Unless he has two big ships in which case Fleet Ambush backfires.

8 minutes ago, Norell said:

Nobody's gonna pick fleet ambush against this fleet. Unless he has two big ships in which case Fleet Ambush backfires.

Actually they would be wrong. With 3 obstacles and a grav well you can block a single large ship from deploying in the ambush zone at anything other than speed 0, let alone 2.

2 hours ago, Norell said:

Nobody's gonna pick fleet ambush against this fleet. Unless he has two big ships in which case Fleet Ambush backfires.

Actually it is better to just put one big ship in the ambush zone than two. One ship can speed up and fight. Two means no defense tokens for the second.

So to plan for that contingency, could I bring g-8s on the interdictor to prevent any big ship that deploys in the ambush zone from successfully speeding up? Or would that reduce the viability of Dangerous territory? And even if an enemy big ship deployed in the ambush zone and attacked, the Motti ISD would eventually overwhelm it, even if it was Aspiration buffed up to 6 shields. So overall, I don’t think that fleet ambush could turn on me, as only one big ship that would probably die quickly could deploy in there.

7 hours ago, ovinomanc3r said:

Actually it is better to just put one big ship in the ambush zone than two. One ship can speed up and fight. Two means no defense tokens for the second.

Obviously. I would put one in the ambush zone and the second one would come in fast so it would be range in Turn 2 and tear apart the target the first ship already damaged.

3 minutes ago, Norell said:

Obviously. I would put one in the ambush zone and the second one would come in fast so it would be range in Turn 2 and tear apart the target the first ship already damaged.

Hahahaha. That isnt possible

Hahaha. Why?

11 minutes ago, Norell said:

Hahaha. Why?

You cant get a large ship across the table to threaten a slow moving fleet in 1 turn. You just cant.

Yes, impossible

My triple Cymoon got ambushed twice. It is just not possible to cross the distance and get a shoot onto the enemy fleet. Distance 3 + speed 3 + long range won't give you enough range to be there at round two. It is close though but not enough.