What changes would make Interdictor Combat Refit better?

By flatpackhamster, in Star Wars: Armada

12 hours ago, flatpackhamster said:

Agree. I'd like all ships to have a variety of titles, particularly early waves. AFmk2 really needs a couple of new ones. Dominator and Devastator are both overpriced (Devastator by about 6pts and Dominator by about 4 IMO). A minimum of 3 or 4 titles per ship would really help.

Can’t argue with that. But they used a lot of good design space with early wave titles that are just horrid. Independence, for example.

Still, there must be a lot of titles left they could make, for most ship types.

As to FFG’s difficulties making the X-Wing app... I can’t for the life of me understand how it could be difficult or expensive. As someone pointed out above, there are a half dozen talented programmers doing it for free. Just... hire one of those guys?

4 hours ago, Cpt ObVus said:

Just... hire one of those guys?

A lot of them aren't American, Able to be Licensed *and* are willing to work on site for the necessary Creative Control as per the license agreements.

I know, because I asked on behalf of an Armada Listbuilder Designer.

I wouldn't go with a ship card errata. I'd prefer upgrades that fit that version.

To be honest the best thing should be an experimental retrofit (as it is an interdictor after all) that enhanced the combat retrofit strength (basically range and AS fire). It might be something that would be useless on the other version or less optimal like...

- AS black dice crit counts as damage against squadrons.

- adding AS batteries to the battery armament under some restrictions (only attack once, it must discard a command dial to do so, whatever)

- better red dice somehow

Or something that just cannot be put on the other version due to ship variant restrictions that we now have got on the Starhawk.

- Reusable disposable (yeah, I know) capacitors would be nice.

- Other defense tokens setups.

- Powerful defensive effects (extra engineer, shield funny effect, stuff like TS, better, but only for itself) as the combat version might be not more powerful rather than tankier.

If you could do something like this:

Interdictor Combat Refit (93)
• Linked Turbolaser Towers (7)
• Local Fire Control (4)
• Targeting Scrambler (5)
= 109 Points

I would consider it, but you can't, i feel like I can find a reason to take every ship variant in the game other than this one.

As many have already said a title that gives slots only to the combat refit would help a lot, but needs to be next to no points.

Also like many others have said more experimental retrofits that deal with red dice or attacking squadrons would help.

Its in a pretty rough place its honestly the worst ship in the game by a fairly significant margin.

I think just another experimental retrofit slot. Failing that, as others have suggested, a weapons team or turbolaser slot (maybe add weapons team, switch ions for turbos).

If you have to fix it through a title, have a title that adds an experimental retrofit slot (max of 2 such slots), or one that adds a turbolaser slot — it wouldn’t need to be combat refit-exclusive, I think.

Oh if only they'd have made it similar to how a lot of us fans wanted for the very beginning-an interdictor for all the fancy tech slots, and a dedicated combat cruiser...Just wishful thinking now.

2 hours ago, Tayloraj100 said:

I think just another experimental retrofit slot. Failing that, as others have suggested, a weapons team or turbolaser slot (maybe add weapons team, switch ions for turbos).

If you have to fix it through a title, have a title that adds an experimental retrofit slot (max of 2 such slots), or one that adds a turbolaser slot — it wouldn’t need to be combat refit-exclusive, I think.

The problem with just giving it a second Experimental Retrofit slot is that then you’d have basically two ships that cost within three points of each other, one having more flak dice than the other, and you’d practically never see the Suppression Refit. I think it would end up being a flip flop of where we are now.

Even if they ended up being roughly as popular as each other, I feel like such a small variation on a ship with only two versions would be boring. Of course, there are many ships in the game with very slight differences between them, I guess.

1 hour ago, Cpt ObVus said:

The problem with just giving it a second Experimental Retrofit slot is that then you’d have basically two ships that cost within three points of each other, one having more flak dice than the other, and you’d practically never see the Suppression Refit. I think it would end up being a flip flop of where we are now.

Gonna have to disagree with that one. Even if we ignore the fact it’s easier to trigger blue crits, blue battery dice are just more reliable when the Dictor can’t fix reds (barring Vader.)

Also, the Suppression refit is cheaper, and close range flakking... isn’t really what the ship wants to be doing. It doesn’t have great synergy with squadrons to leverage it, it doesn’t have a good reroll for the flak, and concentrated bombing will still take it down, should your opponent decide to target it. I’ve used squads to kill a Suppression refit round 2, and flak was not going to be the answer.

I suspect it would be a Star Cruiser/Battle Cruiser scenario: you could pay more, and one is a hair better but mostly just different, and not worth the points in most lists.

5 hours ago, The Jabbawookie said:

Gonna have to disagree with that one...

Fair enough. Either way, I feel like just giving the Combat Refit another Experimental Retrofit slot would be a fairly unexciting fix. Not that it wouldn’t be useful. I guess I just prefer a greater level of variance between frames. But barring any actual errata or recosting, that ship may have sailed for the Interdictor. And as you pointed out, it’s entirely possible that giving it that slot still wouldn’t be enough to make it worthwhile.

Tough puzzle.