Best Interdictor CR

By OberMatthew, in Star Wars: Armada Fleet Builds

In your opinion, which is the best combination for an Interdictor Combat Retrofit?
We agree that the "support" version is more useful and versatile, but i wanted to examine the potential of this other variant!

This is my idea:

Moff Jerjerrod or Motti

Officer = Minister Tua

Support Team = Engine Tech

Offensive Retrofit = Tractor Beam

Defensive Retrofit = Electronic Contermeasure

Ion Cannon = Heavy Ion Emplacements / High-Capacity Ion Turbines

Experimental Retrofit = Targeting Scrambler

*we consider ships as MC30 or MC80 as an opponent

**I don't know if i should get the title "Interdictor"

I await your ideas and advice! Have a good day!

I usually run Motti and engineering team to get an extra point. So 9 points if you have token and dial. Really hard to kill. But other upgrades are what I use.

Thanks!

I tend to view it differently.

Targeting Scrambler and ET are out for me on a combat refit - the reason being, I ask myself - “what is the main point of difference between a suppression and a combat, other than the experimental slot?”

Its Red Dice

Its STANDOFF Range (relatively speaking)

Si gone are close range upgrades. I’ll use it as an ExHangar FC/FCT or Projection experts build to maintain range as much as possible.

Why would you want to use FCT? Imperial squadrons move sufficiently with at least 4.

PE i don't think it's good to have it, in a 400-point fleet it's the "interdictor" the main ship and it doesn't have to support slower neighboring ships. Can you deepen your point of view for pleasure? 🤔

59 minutes ago, OberMatthew said:

Why would you want to use FCT? Imperial squadrons move sufficiently with at least 4.

Same reason that things like Squall see use on the Quasar. Speed 4 is good, more than speed 4 is better! I'm assuming @Drasnighta 's using this to go along with the "standoff range" concept, since it's fighting at long range it probably wants to throw squads at long range too.

@Akhrin Can you explain me the "standoff range"?

8 minutes ago, OberMatthew said:

@Akhrin Can you explain me the "standoff range"?

Well I'm kinda interpreting @Drasnighta 's intention here, but I'd say it's that ability to keep the opponent at range, and start engaging them as soon as they come within quite a wide area. So you're controlling a large area of the board with red dice and fast fighters because of how much of the board they can threaten.

17 minutes ago, Akhrin said:

Well I'm kinda interpreting @Drasnighta 's intention here, but I'd say it's that ability to keep the opponent at range, and start engaging them as soon as they come within quite a wide area. So you're controlling a large area of the board with red dice and fast fighters because of how much of the board they can threaten.

Quite commanding with Squadron 2 and 2 red dice from each hull zone

Edited by Cleto0
50 minutes ago, Cleto0 said:

Quite commanding with Squadron 2 and 2 red dice from each hull zone

Squad 3 if you were paying attention 😁

Edited by Drasnighta

Additionally, you’d be surprised how much damage 3 squads can do when you’re striking the enemy stuck at speed 0 with the first activation of the game.

1 hour ago, Drasnighta said:

Squad 3 if you were paying attention 😁

lol I edited it from 3 to 2.

So the point is to make the interdictor an aircraft carrier and use the red dice to do damage from afar? But isn't there a risk that the opponent will engage all your squadrons?

21 hours ago, OberMatthew said:

Why would you want to use FCT? Imperial squadrons move sufficiently with at least 4.

Mauler Mithel, Lambdas, Morna/Bossk

Edited by Bertie Wooster
23 minutes ago, Bertie Wooster said:

Mauler Mithel

This guy, all day long