ADM Screed Interdictor

By Cap116, in Star Wars: Armada Fleet Builds

Hey, Im putting together a fleet for a random game (not necessarily a Regionals competition fleet, or even Correllian Campaign), and wanted to get your collective opinion on this build...

In my initial plan I would hold Demo back, engage with the Interdictor and Raiders, then try and finish off the targeted ship with Demo on the following round.

Also, any thoughts on the objectives or different ones to use?

Name: Screed's Interdictor
Faction: Imperial
Commander: Admiral Screed

Assault: Advanced Gunnery
Defense: Planetary Ion Cannon
Navigation: Solar Corona

Interdictor Suppression Refit (90)
• Admiral Screed (26)
• Wulff Yularen (7)
• Disposable Capacitors (3)
• Targeting Scrambler (5)
• Heavy Ion Emplacements (9)
= 140 Points

Raider II (48)
• Disposable Capacitors (3)
• Heavy Ion Emplacements (9)
= 60 Points

Raider II (48)
• Disposable Capacitors (3)
• Heavy Ion Emplacements (9)
= 60 Points

Gladiator I (56)
• Captain Brunson (5)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Demolisher (10)
= 82 Points

Gozanti Cruisers (23)
• Suppressor (4)
= 27 Points

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

Total Points: 399

Thanks

I would drop Suppressor for comms net and give the interdictor grav shift re-route. The reason for that being objectives; most wanted as you have a number of ships to benefit from it, fleet ambush as although risky, manipulating obstacles will severely hamper your opponents ships in the ambush zone, and you can deploy far back enough to protect your own small ships, and finally salvage run. With that many small ships, and the ability to move dust fields, salvage run is such a good objective, have used it in the past to stop the likes of mon karren making a single front arc shot for a whole game (though that list also had G-8s). Apart from that dude, looks solid, happy hunting :)

Grint is generally better than Yularen on an Interdictor. I agree with the above advice; Suppressor can go and you always want to fill both Experimental Retrofit slots. They’re so cheap, and can have a significant impact on the game. And part of their cost is in the Interdictor itself. Fleet Ambush is bad. There are too many different kinds of threat that can start hitting you turn one. For example, Norra and ten Y-wings couldn’t care less about obstacles, they can hit you just fine round one, and whatever’s pushing them can usually find a safe spot to be. The same goes for Cymoons with a repair command on their second dial; they’ll start where they want, shoot you and replace shields/heal a crit next round. Better yellows are Contested Outpost and to a lesser extent Jamming Barrier. A sixth activation (Gozanti) and a bid will make Demolisher much more reliable; Ciena and Valen could go to facilitate that. Good luck, hope this helps.