Varyag 205 Posted December 31, 2017 The plan is to slow the enemy ships and keep them in front of the Interdictors, while the Quasar stays at range and deals with enemy fighters. Commander: Admiral Konstantine Assault: Station Assault Defense: Contested Outpost Navigation: Navigational Hazards Interdictor Suppression Refit (90) • Damage Control Officer (5) • Engineering Team (5) • Phylon Q7 Tractor Beams (6) • G-8 Experimental Projector (8) • G7-X Grav Well Projector (2) • Overload Pulse (8) = 124 Points Interdictor Suppression Refit (90) • Damage Control Officer (5) • Engineering Team (5) • Phylon Q7 Tractor Beams (6) • Grav Shift Reroute (2) • G7-X Grav Well Projector (2) • Overload Pulse (8) = 118 Points Quasar Fire II (61) • Admiral Konstantine (23) • Ruthless Strategists (4) • Flight Controllers (6) • Boosted Comms (4) = 98 Points Squadrons: • 4 x TIE Advanced Squadron (48) • Saber Squadron (12) = 60 Points Total Points: 400 Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted December 31, 2017 You have almost all If the ingredients for a Nose Punch.... Use it! Strike the enemy before they can react or use defense tokens! Quote Share this post Link to post Share on other sites
Dr alex 591 Posted January 1, 2018 And drop the overload pulses, that’s 16 points worth of nothing given you don’t have anything huge to follow it up with Quote Share this post Link to post Share on other sites
Jabby 1,042 Posted January 1, 2018 On 31/12/2017 at 6:08 AM, Drasnighta said: You have almost all If the ingredients for a Nose Punch.... Use it! Strike the enemy before they can react or use defense tokens! Ive been seeing the phrase ‘nose punch’ all over the forum. What does it mean? Quote Share this post Link to post Share on other sites
Dr alex 591 Posted January 1, 2018 Speed 0 the opponent in the grav well, then first activation use squall/FCT plus flight commander to fling Rhymer and some friends down to shoot the speed 0 ship when it can’t use it’s defence tokens. I have yet to achieve anything with it but it’s Dras’ thing on a different tack, you’d get a lot more out of swapping saber for soontir fel in that squad mix, escort plus soontir is a nasty combination for enemy fighter wings. I think your problem here is you lack punch, either of the nose or any other variety. If you swapped the overload pulses for the extra dice ion cannon upgrade I can’t remember the name for that comes with the liberty that would add to your meaningful punch. As would disposable capacitors. Though for both of these you lose your tractor beams as they are either offensive retros or modifications. 1 Helias de Nappo reacted to this Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted January 1, 2018 My Ion recommendation for Interdictors is Ion Cannon Batteries. Has a reasonable chance of going off with both shots of a double arc, and still provides a benefit if all you have is a front arc shot (unlike High Capacity Ion Turbines). Double Interdictor lists when they are the combat ships require aggression. You need to, basically, dive in close to bring your targeting scramblers into useage as quickly as possible against most threats, as you will (eventually) lose long range slug fests. but move to click for double arcs - don’t just meander forward. ... Your double arc is basically an ISD-2 front arc at medium range... Quote Share this post Link to post Share on other sites
Mad Cat 2,250 Posted January 1, 2018 I would go for projection experts & vet captain on each interdictor to repair each other no matter which the enemy chooses to concentrate on. Also take the interdictor title on the first to get more use out of the G8. Zertek gets braces and has escort for only 3 extra points than a TIE-A. Then take a combination of TIE-B & TIE-I for some hitting power possibly including Sabre Squadron. Finally Agent Kallus on the carrier would be fun with that long range flak. 1 Helias de Nappo reacted to this Quote Share this post Link to post Share on other sites