Trying Out The Interdictor

By Crawfskeezen, in Star Wars: Armada Fleet Builds

I'm trying something new here. I just got one of these bad boys and want to test it out.

Interdictor 1 - 396 Points

Imperial

Admiral Konstantine

Most Wanted, Planetary Ion Cannon, Superior Positions

Imperial Star Destroyer Cymoon 1 Refit (112)

  • Admiral Konstantine (23)
  • Intel Officer (7)
  • Gunnery Team (7)
  • XI7 Turbolasers (6)

Interdictor Suppression Refit (90)

  • G-8 Experimental Projector (8)
  • G7-X Grav Well Projector (2)
  • Interdictor Title (3)

Gozanti-class Cruisers (23)

  • Comms Net (2)
  • Boosted Comms (4)

Gozanti-class Cruisers (23)

  • Expanded Hangar Bay (5)

Squadrons

  • Maarek Stele (21)
  • TIE Defender (16)
  • Tie Interceptor x4 (44)

The idea is to slow them down and gunnery team them out of the front of the ISD, Intel Officer on the Braces, XI7s to stop Redirects. Konstantine and the G-8 on the Interdictor can knock 2 speed off one ship and then I can do 1 speed off of another with the G-8 being refreshed by Interdictor. One Gozanti (with EHB) will control some squadrons, the Interceptors to screen the ships and the Defenders to screen and hit something when it gets close enough. The other Gozanti will either help out with squadron commands or throw tokens at the other ships. The G7-X will allow me to dictate somewhat deployment and allow me to position my own deployment to keep the primary targets in my ISDs front arc. Most Wanted and Superior Positions were pretty straight forward choices in my mind but I'm still not set on Planetary Ion Cannon. The 4 point bid could be increased if I drop something on the Gozantis. Or drop one all together for more upgrades or squadrons.

I've never used an Interdictor before so any suggestions are welcome.

Anything to fix those red dice?

37 minutes ago, ovinomanc3r said:

Anything to fix those red dice?

An unhealthy amount of faith in the dice gods? Switch the Cymoon to an ISD I or II to take Leading Shots? Intensify Forward Firepower, Concentrated Fire tokens? What would you suggest?

23 minutes ago, Crawfskeezen said:

An unhealthy amount of faith in the dice gods? Switch the Cymoon to an ISD I or II to take Leading Shots? Intensify Forward Firepower, Concentrated Fire tokens? What would you suggest?

I would go with commander-based solutions, basically Vader, Thrawn or Tarkin, but you want to get something from Konstantin and I like the idea. So... what about removing expanded hangar bay and boosted coms (-9) from those gozantis, going with just Howl and 5 interceptors (-10) and adding IF and DTTs. Add another coms net and you get:

- a 4 squadron alpha (right now is also the besto you have anyways).

- double cf tokens to 1st feed IF and 2nd get another reroll. It requires an specific activation order but could work one round.

- 5 red dice +1 from CF dial (maybe), with one dmg guaranteed and a special reroll from DTT. DTT impact is hard to calculate but I would say you went from 3,75 average to almost 5 (not counting the CF extra die)

You could also take advantage from Konstantin and go with QBT instead of DTT for an extra blue die.

Edited by ovinomanc3r
21 hours ago, ovinomanc3r said:

I would go with commander-based solutions, basically Vader, Thrawn or Tarkin, but you want to get something from Konstantin and I like the idea. So... what about removing expanded hangar bay and boosted coms (-9) from those gozantis, going with just Howl and 5 interceptors (-10) and adding IF and DTTs. Add another coms net and you get:

- a 4 squadron alpha (right now is also the besto you have anyways).

- double cf tokens to 1st feed IF and 2nd get another reroll. It requires an specific activation order but could work one round.

- 5 red dice +1 from CF dial (maybe), with one dmg guaranteed and a special reroll from DTT. DTT impact is hard to calculate but I would say you went from 3,75 average to almost 5 (not counting the CF extra die)

You could also take advantage from Konstantin and go with QBT instead of DTT for an extra blue die.

I like everything you suggest. 2 Defenders don't do much by themselves for too long. Howlrunner makes the Interceptors more dangerous to squadrons. I think Dual Turbolaser Turrets are a better play. I intend for the enemy ships to be going at the same speed or slower than me.

I see the activation play. Activate last with a Gozanti to throw the CF token at the end of a previous round. Top of next round use token for Intensify Firepower, activate another Gozanti with CF and throw that token back onto the ISD.

Just looking at the numbers it looks like that leaves me at 390 with a 10 point bid.

Thanks for the suggestions.

Looks like you also should switch Superior Positions for Solar Corona My personal Preference. I would also take Targeting Scramblers over the Well Projector. this being that many people just nav anyway and you end up gaining nothing. Makes your Interdictor harder to kill, which is the best. ? I second the change to Vader.

35 minutes ago, Crawfskeezen said:

I like everything you suggest. 2 Defenders don't do much by themselves for too long. Howlrunner makes the Interceptors more dangerous to squadrons. I think Dual Turbolaser Turrets are a better play. I intend for the enemy ships to be going at the same speed or slower than me.

I see the activation play. Activate last with a Gozanti to throw the CF token at the end of a previous round. Top of next round use token for Intensify Firepower, activate another Gozanti with CF and throw that token back onto the ISD.

Just looking at the numbers it looks like that leaves me at 390 with a 10 point bid.

Thanks for the suggestions.

Yes the activation order is basically that: token - reroll - token / IF - token - reroll- token / IF - token...

Problem it forces you into a dictor <>gozanti - cymoon - gozanti <> dictor what makes you predictable. Just keep in mind wainting for a good shot is more valuable than one reroll so if you have to waste a cf token to get that shot do it! You shouldn't waste it really as gozantis are command 1 so well planned you could choose another command to give for that round.

1 minute ago, ovinomanc3r said:

Yes the activation order is basically that: token - reroll - token / IF - token - reroll- token / IF - token...

Problem it forces you into a dictor <>gozanti - cymoon - gozanti <> dictor what makes you predictable. Just keep in mind wainting for a good shot is more valuable than one reroll so if you have to waste a cf token to get that shot do it! You shouldn't waste it really as gozantis are command 1 so well planned you could choose another command to give for that round.

Right, and on top of that, if it comes to it later on I can just discard IF. It's not ideal I know but if it's the difference between sinking a ship or not then I may as well try. Gozanti command is pretty easy to navigate, if I screw that one up we're in bigger trouble anyway ?.

9 minutes ago, Crawfskeezen said:

Right, and on top of that, if it comes to it later on I can just discard IF. It's not ideal I know but if it's the difference between sinking a ship or not then I may as well try. Gozanti command is pretty easy to navigate, if I screw that one up we're in bigger trouble anyway ?.

You could also spend those 10 point upgrading to combat gozantis for damage every round!