clontroper5 4,233 Posted July 3, 2016 (edited) Interdict Author: Clontroper5 Faction: Galactic Empire Points: 387/400 Commander: Admiral Konstantine Assault Objective: Opening Salvo Defense Objective: Hyperspace Assault Navigation Objective: Intel Sweep Interdictor-class Suppression Refit (90 points) - Interdictor ( 3 points) - Commandant Aresko ( 7 points) - Projection Experts ( 6 points) - Phylon Q7 Tractor Beams ( 6 points) - SW 7 Ion Batteries ( 5 points) - G7-X Grav Well Projector ( 2 points) - G-8 Experiemental Projector ( 8 points) = 127 total ship cost [ flagship ] Interdictor-class Suppression Refit (90 points) - Admiral Konstantine ( 23 points) - Wulff Yularen ( 7 points) - Projection Experts ( 6 points) - Phylon Q7 Tractor Beams ( 6 points) - SW 7 Ion Batteries ( 5 points) - Grav Shift Reroute ( 2 points) - Targeting Scrambler ( 5 points) = 144 total ship cost Interdictor-class Suppression Refit (90 points) - Admiral Titus ( 2 points) - Projection Experts ( 6 points) - Phylon Q7 Tractor Beams ( 6 points) - SW 7 Ion Batteries ( 5 points) - G7-X Grav Well Projector ( 2 points) - Targeting Scrambler ( 5 points) = 116 total ship cost Card view link Fleet created with Armada Warlords This is pretty much the hardest list to kill because lando everything and repair 10-12 shields a Turn that can be moved to the appropriate ship. Will be a fun troll fleet, we will see if it can pull out wins or just 5-5s lol Edited July 3, 2016 by clontroper5 4 Green Knight, Formynder4, itzSteve and 1 other reacted to this Quote Share this post Link to post Share on other sites
Ardaedhel 10,844 Posted July 3, 2016 You're a b@stard. 2 Formynder4 and clontroper5 reacted to this Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted July 3, 2016 I'm confident It won't lose many games! Just not sure if it can win lol:P Quote Share this post Link to post Share on other sites
Ardaedhel 10,844 Posted July 3, 2016 I wonder if you could lean them up a bit and use them to anchor a bomber list? Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted July 3, 2016 I wonder if you could lean them up a bit and use them to anchor a bomber list?not with all 3At best your looking at about 95-100 apiece plus admiral we have 310-325 points already while 90 points is a decent bomber force there isn't enough points for adequate fighter cover imo. Maybe 2 plus a gladiator or vsd Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 3, 2016 I'm confident It won't lose many games! Just not sure if it can win lol:P It will. As you didnt go for combat refit, so its vulnerable to bombers Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted July 3, 2016 I'm confident It won't lose many games! Just not sure if it can win lol:PIt will. As you didnt go for combat refit, so its vulnerable to bombers nah bombers won't have the fire power to kill it when it's regenerating 10 hits a turn and the carriers are stuck at speed 0-1 Quote Share this post Link to post Share on other sites
Ardaedhel 10,844 Posted July 3, 2016 I'm confident It won't lose many games! Just not sure if it can win lol:PIt will. As you didnt go for combat refit, so its vulnerable to bombers I agree, I think these super-tank healer lists all wither to bombers. I've seen more pickle-centered healing lists get gutted in one round by Yavaris or Rhymer's cronies... Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted July 3, 2016 I'm confident It won't lose many games! Just not sure if it can win lol:PIt will. As you didnt go for combat refit, so its vulnerable to bombers I agree, I think these super-tank healer lists all wither to bombers. I've seen more pickle-centered healing lists get gutted in one round by Yavaris or Rhymer's cronies... but have you ever seen a super tank healer list that also is a total tar trap? Quote Share this post Link to post Share on other sites
Ardaedhel 10,844 Posted July 3, 2016 I'm confident It won't lose many games! Just not sure if it can win lol:PIt will. As you didnt go for combat refit, so its vulnerable to bombers I agree, I think these super-tank healer lists all wither to bombers. I've seen more pickle-centered healing lists get gutted in one round by Yavaris or Rhymer's cronies... but have you ever seen a super tank healer list that also is a total tar trap? Yavaris is very happy sitting stationary in the front arc of an Interdictor or two if her B-wings are there too. I get that these are super tank regen monsters, but you can only take so many B-wing shots in a turn. Yavaris' activation alone (front arc and 3 double tapping B-wings) is nearly 13 average damage a turn, to say nothing of crits, burning off defense tokens, and support from the other 290 points of the fleet. Wave 2 style VSD-anchored Rhymer balls slow *themselves* to zero. I don't play those much, but I'm pretty sure they'll be just as happy to park in one spot and chill there all game while the unassisted bombers go to town on you. It's not like they're taking substantial return fire. Quote Share this post Link to post Share on other sites
Ardaedhel 10,844 Posted July 3, 2016 I am, btw, quite prepared to eat copious amounts of crow after critiquing this list much as I did Clonisher... 2 Formynder4 and clontroper5 reacted to this Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted July 3, 2016 I'm confident It won't lose many games! Just not sure if it can win lol:PIt will. As you didnt go for combat refit, so its vulnerable to bombers I agree, I think these super-tank healer lists all wither to bombers. I've seen more pickle-centered healing lists get gutted in one round by Yavaris or Rhymer's cronies... but have you ever seen a super tank healer list that also is a total tar trap? Yavaris is very happy sitting stationary in the front arc of an Interdictor or two if her B-wings are there too. I get that these are super tank regen monsters, but you can only take so many B-wing shots in a turn. Yavaris' activation alone (front arc and 3 double tapping B-wings) is nearly 13 average damage a turn, to say nothing of crits, burning off defense tokens, and support from the other 290 points of the fleet. Wave 2 style VSD-anchored Rhymer balls slow *themselves* to zero. I don't play those much, but I'm pretty sure they'll be just as happy to park in one spot and chill there all game while the unassisted bombers go to town on you. It's not like they're taking substantial return fire. again troll fleet, I said I wouldn't lose but would struggle to winBasically I'm not getting close to those b-wings and taking that 5-5 Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted July 3, 2016 I am, btw, quite prepared to eat copious amounts of crow after critiquing this list much as I did Clonisher... might have to play you sometime next week haha 1 Ardaedhel reacted to this Quote Share this post Link to post Share on other sites
Diabloelmo 406 Posted July 4, 2016 This is truly a thing of beauty - if absolutely nothing else, you'll have the most visually attractive fleet on any given table! I'm already pretty fond of the Suppression + SW-7 loadout, getting a double arc with one of these in blue range is going to be a world of hurt for pretty much anything - 6 dice that are guaranteed to deal damage or lock down defense tokens is nothing to sneeze at, with a pair of reds on top of that is simply gravy. Added to that is is the fact that they are split evenly between two attacks, and you are certain to get something through no matter what the target is. Doubling down on the G7-X likewise seems like the sort of thing you'd want to do if you are able, and it's what I did with my contest entry. Locking down almost the entirety of an opponent's deployment area is going to make for some fairly difficult choices made during deployment, and in many cases you would be able to force your opponent to deploy their fleet as close as physically possible to objectives for the simple fact that they will need to spend the first couple turns speeding up. 1 clontroper5 reacted to this Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted July 4, 2016 Doubling down on the G7-X likewise seems like the sort of thing you'd want to do if you are able, and it's what I did with my contest entry. Locking down almost the entirety of an opponent's deployment area is going to make for some fairly difficult choices made during deployment, and in many cases you would be able to force your opponent to deploy their fleet as close as physically possible to objectives for the simple fact that they will need to spend the first couple turns speeding up. thanks!I originally was going to go Full "Screw you" by bringing 3 g7s and just saying "your speed 0 deal with it" but decided a 2nd targeting scrambler was more important haha Quote Share this post Link to post Share on other sites
Diabloelmo 406 Posted July 4, 2016 Doubling down on the G7-X likewise seems like the sort of thing you'd want to do if you are able, and it's what I did with my contest entry. Locking down almost the entirety of an opponent's deployment area is going to make for some fairly difficult choices made during deployment, and in many cases you would be able to force your opponent to deploy their fleet as close as physically possible to objectives for the simple fact that they will need to spend the first couple turns speeding up. thanks!I originally was going to go Full "Screw you" by bringing 3 g7s and just saying "your speed 0 deal with it" but decided a 2nd targeting scrambler was more important haha I'd probably argue that going three G7s would actually be counter-productive towards one of the goals that the upgrade should be trying to accomplish - giving your opponent only bad choices to choose from. By leaving a small gap, you can make a small area more attractive in which to deploy at least part of their fleet, but this area would be a place that you would like them to be - the opposite corner of their deployment zone from your main objective and your fleet, for example. With three, that "choice", illusionary as it may be, is no longer something that your opponent will need to consider. Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted July 4, 2016 Doubling down on the G7-X likewise seems like the sort of thing you'd want to do if you are able, and it's what I did with my contest entry. Locking down almost the entirety of an opponent's deployment area is going to make for some fairly difficult choices made during deployment, and in many cases you would be able to force your opponent to deploy their fleet as close as physically possible to objectives for the simple fact that they will need to spend the first couple turns speeding up.thanks!I originally was going to go Full "Screw you" by bringing 3 g7s and just saying "your speed 0 deal with it" but decided a 2nd targeting scrambler was more important haha I'd probably argue that going three G7s would actually be counter-productive towards one of the goals that the upgrade should be trying to accomplish - giving your opponent only bad choices to choose from. By leaving a small gap, you can make a small area more attractive in which to deploy at least part of their fleet, but this area would be a place that you would like them to be - the opposite corner of their deployment zone from your main objective and your fleet, for example. With three, that "choice", illusionary as it may be, is no longer something that your opponent will need to consider.definitely trueThat's kinda the conclusion that I came to as well haha This fleet is so trolly Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 4, 2016 I still believe that ISD 2xInterdictor flotilla fleet is better in this case. More firepower, comparable amount of healing, more activations. And more AS Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted July 4, 2016 I still believe that ISD 2xInterdictor flotilla fleet is better in this case. More firepower, comparable amount of healing, more activations. And more AS better? Probably...But whats the fun in that Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 4, 2016 I still believe that ISD 2xInterdictor flotilla fleet is better in this case. More firepower, comparable amount of healing, more activations. And more AS better? Probably...But whats the fun in that No contest Actually for the healing list like this the best counter is something like double liberty with gunnery teams. Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted July 4, 2016 I still believe that ISD 2xInterdictor flotilla fleet is better in this case. More firepower, comparable amount of healing, more activations. And more AS better? Probably...But whats the fun in that No contest Actually for the healing list like this the best counter is something like double liberty with gunnery teams. yea they could wreak my face unless I keep there speed down which is harder to do against larger ships Quote Share this post Link to post Share on other sites
clontroper5 4,233 Posted July 4, 2016 I still believe that ISD 2xInterdictor flotilla fleet is better in this case. More firepower, comparable amount of healing, more activations. And more AS maybe like this?IiGi Author: Clontroper5 Faction: Galactic Empire Points: 399/400 Commander: Admiral Konstantine Assault Objective: Advanced Gunnery Defense Objective: Fire Lanes Navigation Objective: Minefields [ flagship ] Imperial I-Class Star Destroyer (110 points) - Admiral Konstantine ( 23 points) - Avenger ( 5 points) - Skilled First Officer ( 1 points) - Leading Shots ( 4 points) = 143 total ship cost Interdictor-class Combat Refit (93 points) - Interdictor ( 3 points) - Commandant Aresko ( 7 points) - Projection Experts ( 6 points) - Targeting Scrambler ( 5 points) = 114 total ship cost Interdictor-class Suppression Refit (90 points) - Wulff Yularen ( 7 points) - Projection Experts ( 6 points) - SW 7 Ion Batteries ( 5 points) - G7-X Grav Well Projector ( 2 points) - Targeting Scrambler ( 5 points) = 115 total ship cost Gozanti-class Cruisers (23 points) - Suppressor ( 4 points) = 27 total ship cost Card view link Fleet created with Armada Warlords 1 PT106 reacted to this Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 4, 2016 My latest take on this is to drop Wullf and Aresko for comm nets on Gozanti. Gives a similar effect, cheaper, more flexibility. I experimented with both ISD1 and ISD2 and feel that Gunnery team ISD2 is better suited for a list like this. so my latest take on this is: Doctor NoAuthor: PT106 Faction: Galactic Empire Points: 398/400 Commander: Admiral Konstantine Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Intel Sweep [ flagship ] Interdictor-class Combat Refit (93 points)- Admiral Konstantine ( 23 points)- Projection Experts ( 6 points)- Grav Shift Reroute ( 2 points)= 124 total ship cost Interdictor-class Suppression Refit (90 points)- Interdictor ( 3 points)- Projection Experts ( 6 points)- G-8 Experiemental Projector ( 8 points)- Targeting Scrambler ( 5 points)= 112 total ship cost Imperial II-Class Star Destroyer (120 points)- Gunnery Team ( 7 points)- Phylon Q7 Tractor Beams ( 6 points)- Leading Shots ( 4 points)= 137 total ship cost Gozanti-class Cruisers (23 points)- Comms Net ( 2 points)= 25 total ship cost Card view link 1 clontroper5 reacted to this Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted July 4, 2016 Clon, to give you background on the tankiness. My MC30T with Ackbar, enhanced armanent, sensor teams and a double side arc one shotted PTs interdictor yesterday. Lack of ECM makes them very vunerable. Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 4, 2016 (edited) Clon, to give you background on the tankiness. My MC30T with Ackbar, enhanced armanent, sensor teams and a double side arc one shotted PTs interdictor yesterday. Lack of ECM makes them very vunerable. Well, to be fair, not many things may survive a double ISD1 front-arc shot, lets be fair here. However what matters is the fact that it's not too hard to put a way more damage that the list can heal away in a turn. Edited July 4, 2016 by pt106 Quote Share this post Link to post Share on other sites