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Varyag

2x Interdictor + Quasar

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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

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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?

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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.

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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...

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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. 

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