Baudolino 20 Posted July 27, 2017 (edited) Will be playing it on monday:) I have been tinkering with this for some time. Interdictor Demolisher Raider II Gozanti Squadrons: Whisper / Phantom / Marek Steele Original: http://armadawarlords.hivelabs.solutions/view_list.php?token=121392&key=c6b1bde3ece8b3160b8528ac32dfeb01 Updated (now with 5 ships) and 15 point initiative bid: http://armadawarlords.hivelabs.solutions/view_list.php?token=123648&key=74b30a8500de4fdb7e5fa4ad1594e348 Interdictor/ 2x Raider / 2x Gozanti plus 4x squads While i think the new carrier is rubbish, I do think the disposable capacitors are a boon for the interdictor. Hope is to use interdictor to support the damage dealers with shields and rerolls. Also, when the time comes, to alpha strike a hostile ship with dual arcs using the disposable capacitors. I love those capacitors since the effect works until end of turn rather than for a single attack. Build will require some ace maneuvering, but I feel there is some potential here. Edited July 27, 2017 by Baudolino Quote Share this post Link to post Share on other sites
Megatronrex 2,867 Posted July 27, 2017 I'd swap Expanded launchers for external racks on the raider, replace nav teams with engine techs on the glad, and upgrade the interdictor to the combat variant. I'd consider changing up the squads as well but I haven't gotten good results from my phantoms. @GiledPallaeon can probably give you better advice in regards to an Interdictor build than I can. 1 GiledPallaeon reacted to this Quote Share this post Link to post Share on other sites
GiledPallaeon 2,873 Posted July 27, 2017 Overall the build is fine. If you're only taking one Experimental card, the Combat will serve your fleet in particular better since two reds are easier to control with Vader. If you're trying to up its damage output, which is my experience anemic at best despite any effort to the contrary, High Capacity Ion Turbines isn't usually the way to do it, just because it's so expensive. Ion Cannon Batteries usually works better, especially on Suppressions where you're chucking plenty of blues. If you're not worried about bid, Grav Shift Reroute and G-7X are both hilariously good values if you have unoccupied Experimental slots on an Interdictor. Grav Shift is definitely the more utility of the two, but they're both more than serviceable at two points apiece. Tua with Electronic Counter-Measures is fairly standard, as is Disposable Capacitors, Targeting Scrambler, and the title to round everything out. If you can keep everything close together, this list should work fine. Just remember that you have decently tight range restrictions on Targeting Scrambler and to a lesser extent Projection Experts. Ordinarily I'd agree with @Megatronrex that you're better off with Engine Techs over Nav Team, but since Montferrat requires Speed 3 and the Interdictor can't take ET in this version to keep up, I'd leave them off to make it harder to accidentally break formation. I'm not a giant fan of Expanded Launchers on a Raider, especially one looking for one shot like a Boarding Troopers load, External Racks will probably serve you just as well. And while we're on the subject of that ship, Impetuous I consider a gimme on any Kallus Raider, just to drag a little extra value out of the bugger. I would use Flechette Torpedoes on such a ship myself, but this is a decently multi-role build. All those changes leave us at 321 before squadrons, so you can get a little more spendy here. I don't take Dengar without escorts around myself, he's too prone to being focused before you get anything out of his expensive ability otherwise. If you want a multi-role fighter-bomber wing, Defenders is the way to go, since you're not exactly swimming in squadron commands. I'd do Maarek, a pair of generics, and Whisper, just because she's as slippery as a greased fish. Alternatively, Aggressors or Firesprays (if you own enough) offer decent fighter cover, if at the Rogue premium. If you have GSR, you can start abusing a couple other objectives, notably Station Assault, and Contested Outpost, though Hyperspace Assault with Demolisher wandering around is good if you really want someone to take the other two. All said and done, we end up somewhere around here. Hope this helps. 2 Megatronrex and BrobaFett reacted to this Quote Share this post Link to post Share on other sites
Baudolino 20 Posted July 27, 2017 2 hours ago, GiledPallaeon said: Overall the build is fine. If you're only taking one Experimental card, the Combat will serve your fleet in particular better since two reds are easier to control with Vader. If you're trying to up its damage output, which is my experience anemic at best despite any effort to the contrary, High Capacity Ion Turbines isn't usually the way to do it, just because it's so expensive. Ion Cannon Batteries usually works better, especially on Suppressions where you're chucking plenty of blues. If you're not worried about bid, Grav Shift Reroute and G-7X are both hilariously good values if you have unoccupied Experimental slots on an Interdictor. Grav Shift is definitely the more utility of the two, but they're both more than serviceable at two points apiece. Tua with Electronic Counter-Measures is fairly standard, as is Disposable Capacitors, Targeting Scrambler, and the title to round everything out. If you can keep everything close together, this list should work fine. Just remember that you have decently tight range restrictions on Targeting Scrambler and to a lesser extent Projection Experts. Ordinarily I'd agree with @Megatronrex that you're better off with Engine Techs over Nav Team, but since Montferrat requires Speed 3 and the Interdictor can't take ET in this version to keep up, I'd leave them off to make it harder to accidentally break formation. I'm not a giant fan of Expanded Launchers on a Raider, especially one looking for one shot like a Boarding Troopers load, External Racks will probably serve you just as well. And while we're on the subject of that ship, Impetuous I consider a gimme on any Kallus Raider, just to drag a little extra value out of the bugger. I would use Flechette Torpedoes on such a ship myself, but this is a decently multi-role build. All those changes leave us at 321 before squadrons, so you can get a little more spendy here. I don't take Dengar without escorts around myself, he's too prone to being focused before you get anything out of his expensive ability otherwise. If you want a multi-role fighter-bomber wing, Defenders is the way to go, since you're not exactly swimming in squadron commands. I'd do Maarek, a pair of generics, and Whisper, just because she's as slippery as a greased fish. Alternatively, Aggressors or Firesprays (if you own enough) offer decent fighter cover, if at the Rogue premium. If you have GSR, you can start abusing a couple other objectives, notably Station Assault, and Contested Outpost, though Hyperspace Assault with Demolisher wandering around is good if you really want someone to take the other two. All said and done, we end up somewhere around here. Hope this helps. I liked the build you set up - love defenders. Play them all the time, but i find the phantom ability and the two red dice to be intriguing. Want to do a couple of games with them. The ability to attack ships with 2 red dice and then withdraw from AA range afterwards is interesting. The reason I went for the suppression variant was because of the point price- not because i need two experimentals. I might step up to the combat refit, but I don``t really need the extra red dice. Disposable caps take care of the initial fire and after that it`s a knife fight all the way. Every game i had so far have have been close-medium from 4th round out. With the exception being the times the flagships just flew right past each other.... I'm going to work with the build you set up, but i also made another with 5 ships and initiative bid where i changed demolisher for another raider. With this as with the other, excellent maneuvering is key. Keep in mind this is something i'm looking for though. I typically run ISD II with Demolisher and 2x Gozanti with 64 points of defenders and Vader on top. I want something that plays a bit different. My worries are that it will be too hard though and that there are weaknesses i'm just not observing. So this is the new alternate build- 5 ships with 15 point initiative bid: http://armadawarlords.hivelabs.solutions/view_list.php?token=123648&key=74b30a8500de4fdb7e5fa4ad1594e348 Playing on monday against evil rebels. Quote Share this post Link to post Share on other sites
iamfanboy 1,302 Posted July 27, 2017 Y'know, I was just about to post up a "Hey, is this Interdictor list any good?" that is similar to your first list, but made some... different... choices because my ship pool is very limited. It's also for my friend, who really loves the Interdictor (it has balls, after all, heh) and I was wondering if I should post it here to get your thoughts on it? Quote Share this post Link to post Share on other sites
GiledPallaeon 2,873 Posted July 28, 2017 11 hours ago, Baudolino said: I liked the build you set up - love defenders. Play them all the time, but i find the phantom ability and the two red dice to be intriguing. Want to do a couple of games with them. The ability to attack ships with 2 red dice and then withdraw from AA range afterwards is interesting. The reason I went for the suppression variant was because of the point price- not because i need two experimentals. I might step up to the combat refit, but I don``t really need the extra red dice. Disposable caps take care of the initial fire and after that it`s a knife fight all the way. Every game i had so far have have been close-medium from 4th round out. With the exception being the times the flagships just flew right past each other.... I'm going to work with the build you set up, but i also made another with 5 ships and initiative bid where i changed demolisher for another raider. With this as with the other, excellent maneuvering is key. Keep in mind this is something i'm looking for though. I typically run ISD II with Demolisher and 2x Gozanti with 64 points of defenders and Vader on top. I want something that plays a bit different. My worries are that it will be too hard though and that there are weaknesses i'm just not observing. So this is the new alternate build- 5 ships with 15 point initiative bid: http://armadawarlords.hivelabs.solutions/view_list.php?token=123648&key=74b30a8500de4fdb7e5fa4ad1594e348 Playing on monday against evil rebels. How much table time do you have with GSR? I wrote it off until I put it on the table on a whim, and realized that even after the Interdictor tax, it's a great capability to have, and one often underestimated by opponents who don't see it often. That build looks better, and you have Vader, which theoretically overrules my normal objections about rerolls for Raiders. I don't expect you'll get great mileage out of Boarding Troopers, but a couple blocked braces might be all you need. Phantoms are definitely powerful, but I don't have a deft enough hand to actually use them. They're annoyingly fragile, and one of the more expensive squadrons per unit hull, much to their detriment. Be sure to report back with your findings. 7 hours ago, iamfanboy said: Y'know, I was just about to post up a "Hey, is this Interdictor list any good?" that is similar to your first list, but made some... different... choices because my ship pool is very limited. It's also for my friend, who really loves the Interdictor (it has balls, after all, heh) and I was wondering if I should post it here to get your thoughts on it? Dunno who you're talking to, but I know were it my thread I wouldn't mind. Quote Share this post Link to post Share on other sites
Baudolino 20 Posted July 28, 2017 7 hours ago, iamfanboy said: Y'know, I was just about to post up a "Hey, is this Interdictor list any good?" that is similar to your first list, but made some... different... choices because my ship pool is very limited. It's also for my friend, who really loves the Interdictor (it has balls, after all, heh) and I was wondering if I should post it here to get your thoughts on it? Of course you can post:) Any interidictor is welcome here:) 1 Kendraam reacted to this Quote Share this post Link to post Share on other sites
Baudolino 20 Posted July 28, 2017 14 minutes ago, GiledPallaeon said: How much table time do you have with GSR? I wrote it off until I put it on the table on a whim, and realized that even after the Interdictor tax, it's a great capability to have, and one often underestimated by opponents who don't see it often. That build looks better, and you have Vader, which theoretically overrules my normal objections about rerolls for Raiders. I don't expect you'll get great mileage out of Boarding Troopers, but a couple blocked braces might be all you need. Phantoms are definitely powerful, but I don't have a deft enough hand to actually use them. They're annoyingly fragile, and one of the more expensive squadrons per unit hull, much to their detriment. Be sure to report back with your findings. Dunno who you're talking to, but I know were it my thread I wouldn't mind. I haven´t used GSR yet. Not really considered it until you mentioned it. Could be very powerfull in combination with some of the objective cards. My initiative bid is shrinking quickly though..:( Using raider with the current setup will work better if i have initiative. Without initiative i´ll likely only get full effect against large base ships. I need to study the build you suggested as well as my 5 ship alternative. I´m excited about taking out my interdictor, though my Arquintans could likely do much of the same job. The thought of double arcing with 10 dice on the interdictor, does get my quite excited. As does re-rolling those accuracies and other annoying dice, when defending. Raiders have crazy maneuvering at speed 2 so i should be able to keep formation until they pounce- if i can just make sure they don´t leave the interdictor behind, it could be a very interesting battle. Vader has served me well over the last 3 games. Quote Share this post Link to post Share on other sites
Megatronrex 2,867 Posted July 28, 2017 If you're worried about keeping up with your raiders swap projection experts with engine techs. In my experience using PE to support small ships is very hit or miss. Raiders tend to either die to 1 shot or manage to escape back into evade range. Flotillas are either dead, scattering, or dealing with ram damage not shields. Don't underestimate the value of using an engine teched Interdictor as a ram ship either. 2 GiledPallaeon and MandalorianMoose reacted to this Quote Share this post Link to post Share on other sites
iamfanboy 1,302 Posted July 28, 2017 First off, this is a bit limited by the ships I own, and that he owns - literally, he owns one Interdictor and that's it. I don't have any of the II squadrons, no Wave 6 stuff, no ISD, and no multiples of anything Imperial - cards I can proxy, ships are a bit... harder. Assault Objective: Opening Salvo Defense Objective: Contested Outpost Navigation Objective: Superior Positions 137 Interdictor-class Suppression Refit: Admiral Motti, Interdictor, Wulff Yularen, Projection Experts, SW 7 Ion Batteries, Targeting Scrambler, Grav Shift Reroute 91 Gladiator I-Class Star Destroyer: Demolisher, Ordnance Experts, Engine Techs, Expanded Launchers 58 Raider-I Class Corvette: Impetuous, Agent Kallus, Ordnance Experts, External Racks 30 Gozanti-class Cruisers: Vector, Expanded Hangar Bay Total cost of ships and upgrades, commander included =321 68 Soontir Fel, "Mauler" Mithel, Dengar, Zertik Strom An 11-point bid for the sake of the Demo, Motti to make the whole group a little tougher to kill, a mixed Raider that can help with the squadron game and then move on to finish off something wounded, Targeting Scrambler and Grav Shift to maximize the Interdictor's battlefield shaping ability, Wulff to grab Engineering tokens and make the Interdictor near impossible to kill. The Gozanti is there with the Raider to push all four squadrons on the decisive turn, though I cut Slicer's Tools for the sake of the bid. I AM focusing too much on the squadron game with this list (I'd call about 75% of the Raider's points about that, so 130ish invested?), because I was planning on Rebel bomber-heavy while playing against it and wanted to hand him a list with a decent chance of winning against that while still using his Interdictor. I think that if I had the II Squadrons I'd ditch it for IG-88, Mithel, Saber Squadron, and Jendon, and turn the Raider into a Arquitens, but on the other hand the Raider's a touch more survivable with the Projection Experts nearby... Quote Share this post Link to post Share on other sites
Kendraam 230 Posted July 29, 2017 Thinking of trying a no squad build - would like comms net, flechettes and another BT but already a 7pt bid isn't enough! Faction: Galactic Empire Points: 393/400 Commander: Admiral Konstantine [ flagship ] Imperial I-Class Star Destroyer (110 points) - Admiral Konstantine ( 23 points) - Avenger ( 5 points) - Boarding Troopers ( 3 points) - Quad Laser Turrets ( 5 points) = 146 total ship cost Interdictor-class Suppression Refit(90 points) - Interdictor ( 3 points) - Disposable Capacitors ( 3 points) - G-8 Experiemental Projector ( 8 points) - Targeting Scrambler ( 5 points) = 109 total ship cost Raider-I Class Corvette (44 points) = 44 total ship cost Raider-I Class Corvette (44 points) = 44 total ship cost Gozanti-class Cruisers (23 points) - Suppressor ( 4 points) = 27 total ship cost Gozanti-class Cruisers (23 points) = 23 total ship cost Thoughts? Tempted by the Combat Dictor for more flak but I'd lose the G8s Quote Share this post Link to post Share on other sites
Phil B 55 Posted July 29, 2017 (edited) Pure filth, I love it. Just hope I don't get drawn against you tomorrow. I would put your Admiral on the Dictor, as you are going to be up close and personal with the ISD. Edited July 29, 2017 by Phil B Afterthought 1 Kendraam reacted to this Quote Share this post Link to post Share on other sites
Kendraam 230 Posted July 29, 2017 ISD is more survivable than the Dictor - thought about a Raider but that asking for trouble! Quote Share this post Link to post Share on other sites