Double Interdictor?

By Cleto0, in Star Wars: Armada Fleet Builds

Hello everyone!

I have made a Double Interdictor build over on my new blog website for Star wars games... if you want to check it out, here is the link: https://ffgstarwarsgames.wordpress.com/

Here is the article in text if you wanted it. We hope to come to you with more stuff weekly... Enjoy!

Hello guys!

This is the first in a series of weekly articles in which Ryan or I will write about a specific fleet/squadron/army that we made. These will not be focused on being super competitive, but we will always make them usable in casual tournaments. The main focus of this series will be making fun fleets utilizing interesting or underused mechanics. This week, I decided to write about a double interdictor build with a strong control factor.

For the first Interdictor, I chose the Suppression Refit and put on Disposable Capacitors, because that is basically required. I put Targeting Scramblers on next to ward off anyone trying to attack our command ship. This will make that ship super tanky at close range. A little known fact about this card, is that this can also be used against squadron attacks! This is potentially one of the best cards to use against bombers. G7-X Grav Well will deny certain spots on the board for our opponents. We can also use this against Raddus, putting it in the middle of the board to deny Raddus a good spot to land. The Ion cannon is really hard to choose one from, but since the Interdictor’s pool is so small, I think we just want to use the SW-7 Ion Batteries to make the pool get 3-4 hits every attack. This adds some consistency to the build and also makes the Interdictors more of a threat. You could also try heavy ions if you do desired.

Interdictor Suppression Refit (90)
• Disposable Capacitors (3)
• Targeting Scrambler (5)
• G7-X Grav Well Projector (2)
• SW-7 Ion Batteries (5)
= 105 Points

One of my favorite commanders right now is Thrawn. He adds some much needed flexibility to any list, and he will help the interdictors put out a bit more damage. I put Captain Brunson on this one to keep it healthy, and I put the Disposable Capacitors staple on this one as well. I put Grav Shift Reroute to put those obstacles where I want them and make some clear lines of attack. A great thing about this card is that you can put rocks closer together so that medium based ships can move through them, but large based ships cannot. If you set it up right, you can get the Interdictors to have a good path through the asteroids. We put another G7-X so that we can really control placement of ships.

Interdictor Suppression Refit (90)
• Grand Admiral Thrawn (32)
• Captain Brunson (5)
• Disposable Capacitors (3)
• Grav Shift Reroute (2)
• G7-X Grav Well Projector (2)
• SW-7 Ion Batteries (5)

Interdictor (3)
= 142 Points

Next let’s try to bolster our activation count with some flotillas.

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

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

= 50 points

Giving the interdictors engineering or navigate commands at the right time can be huge.

I also think that a light squadron screen would be nice, considering that bombers tend to eat through interdictors. Cienna Ree and Valen Rudor together form an amazing screen to stave off and take down a few bombers before they do too much damage.

Cienna Ree (17)

= 17

Valen Rudor (13)

=13

=30

We have 73 points left, and I think an Arquetens fits in here nicely. We out fitted him with Intel Officer and TRCs to pack more punch and Hand of Justice to refresh our braces on the Interdictors.

Arquitens Light Cruiser (54)
• Intel Officer (7)
• Turbolaser Reroute Circuits (7)
• Hand of Justice (4)
= 72 Points

Now for the objectives. The objectives in this list are for a slower list and also for 3 combat ships. This means that we can go with things that benifit from a slower assault and approach.

Assault: Opening Salvo
Defense: Contested Outpost
Navigation: Dangerous Territory

I chose this Assault Objective because Opening Salvo helps us deal more damage than we would normally do by 2-4 damage per ship. This includes our gozantis, who also do not get the benefit from Thrawn, will now be able to chuck 4 dice at medium range. This makes them a serious threat.

I went with Contested Outpost because Interdictors can only go up to speed 2, so they feel better sitting on the station and are not out of place. It also allows them to not deal with any early fighting, which is nice with Thrawn.

I went with Dangerous Territory for my Navigation Objective because we can take 3+ of these tokens while using Grav Shift Reroute to push some Obstacles out of our opponents path.

This is our final build:

Title: Dual Interdiction.

Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Opening Salvo
Defense: Contested Outpost
Navigation: Dangerous Territory

Arquitens Light Cruiser (54)
• Intel Officer (7)
• Turbolaser Reroute Circuits (7)
• Hand of Justice (4)
= 72 Points

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

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

Interdictor Suppression Refit (90)
• Grand Admiral Thrawn (32)
• Captain Brunson (5)
• Disposable Capacitors (3)
• G7-X Grav Well Projector (2)
• Grav Shift Reroute (2)
• SW-7 Ion Batteries (5)

Interdictor (3)
= 142 Points

Interdictor Suppression Refit (90)
• Disposable Capacitors (3)
• Targeting Scrambler (5)
• G7-X Grav Well Projector (2)
• SW-7 Ion Batteries (5)
= 105 Points

Squadrons:
• Ciena Ree (17)
• Valen Rudor (13)
= 30 Points

Total Points: 399

I think that is this one finished, I hope you enjoyed! If you have any questions, please comment down below.

-Chris

Edited by Cleto0
Moved Interdictor Title

I would be tempted to put tua and ecms on the interdictor , as that way you have an interdictor that can brace, unexhaust brace, and then brace again with interdictor and ecm. The tankiest of tanks. Also Opening salvo could get abused by your opponents if they bring a lot of ships, maybe swap it out for close range intel scan (Dust fields + grav shift = hilarity such as an mc 80 not making 1 shot for the entire game), Navigational hazards and salvage run also high quality for similar reasons. love the look of this however, hope it plays out :)

42 minutes ago, Alpharius18 said:

I would be tempted to put tua and ecms on the interdictor , as that way you have an interdictor that can brace, unexhaust brace, and then brace again with interdictor and ecm. The tankiest of tanks. Also Opening salvo could get abused by your opponents if they bring a lot of ships, maybe swap it out for close range intel scan (Dust fields + grav shift = hilarity such as an mc 80 not making 1 shot for the entire game), Navigational hazards and salvage run also high quality for similar reasons. love the look of this however, hope it plays out :)

That's not what Interdictor does. But what that said, I would question if you'd be better off with Brunson on the Interdictor . It seems like that would allow you to cancel two dice at long range, and then move into close range, using targetting scrambler, and still canceling dice. I'm not too sure how much the second interdictor brings to the table though.

I mean that the interdictor title could then unexhaust ecm to allow its use again, assuming the brace was targetted by an accuracy. The unexhausting of the brace would come from the hand of justice. Sorry I wasnt particularly clear now that I think about it :p

Any Luck with this build? I keep toying with Double Interdictors, but I have not had any sort of remarkable success.

It’s a different concept, but it’s the only double-dictor list that I know has had multiple successes ?

On 10/3/2018 at 1:22 PM, simpatikool said:

Any Luck with this build? I keep toying with Double Interdictors, but I have not had any sort of remarkable success.

Yes! I have been doing very well with this list, so far, but that may just be because I play good armada. Idk. I have an undefeated record of 2-0... ? take it for what you will. I will try to get more games in to give you a better idea.