|Oh hello there, I didn't notice you getting choke-slammed out of hyperspace!|
So in Armada, the Interdictor is a cruiser that seems to be very similarly-sized to a Victory-class Star Destroyer. This is a bit different for those of you used to Immobilizers and Interdictors from the old EU days, but hey whatever. The important thing is it's a triangle and it has weird gravity balls.
|Team America: World Police gets where I'm coming from.|
Okay so like most ships your two Interdictor variants have a large amount of overlap. Some highlights:
- A high points cost at 90-93 base points. The Interdictor starts off just slightly cheaper than a Liberty-style MC80 (large ship!) and is the most expensive medium ship in the game thus far.
- A very high 9 hull points, the second-highest in the game (behind only the ISD) and an extremely high amount for a medium base ship.
- A competitive Command 2, which is the lowest Command value for a medium ship, making it much less cumbersome in its command requirements than other medium or larger ships.
- An extremely high (best in the game) Engineering 5, which makes it the champion of repair commands. A repair token even gives you 3 repair points, which is an awful lot. Spent together, a repair dial+token is an amazing 8 repair points!
- 4 defense tokens, although keep in mind 2 of those are contain, the weakest defense token.
- A low maximum speed of 2. The good news is it has one click of yaw on each movement joint at speed 2, making better at maneuvering than the VSD at the very least.
- Squadrons 2, which is adequate but not great for its cost. It's not really a capable carrier all things considered but it can pitch in on a crucial turn or two more frequently than the Squadrons 2 Gladiators will.
- 9 total shields, which are just a smidgen on the low end for an Imperial vessel of its size but combined with its 9 hull it has the same total durability as a Victory-class Star Destroyer with 18 shields+hull. The two contain tokens help keep this from being too much of a liability by making attacks that hit the hull unlikely to resolve the standard critical effect.
- Experimental retrofit slots, which we'll be covering below. Unique upgrades are always exciting!
First and foremost, it's clear that compared to ships in a similar points bracket that the Interdictor has some selling points but it's not wowing anyone with its raw combat power. With that established, always fill all of your Interdictor's Experimental Retrofit slots. Always. The Interdictor is counting on applying those unique upgrades to justify its cost increase over a Victory-class Star Destroyer. Effectively, a portion of the Experimental Retrofit's costs are subsidized into the base cost of the Interdictor. Please use them. Yes, we're getting to them! Be patient 😉.
Secondly, double-arcing is important. The front arc of an Interdictor is mediocre but the side arcs are better than usual for an Imperial ship of its size. A front arc+side arc is substantially better against most targets and brings your total offensive output up to the same level as a double-arcing VSD. This is extra important given the Interdictor lacks a weapon team slot for using things like Gunnery Teams so getting both of your attacks whenever possible, and preferably against the same target, is important.
|Immortan Joe is not impressed with only getting one attack!|
Because many of the Interdictor Experimental Retrofits affect enemy ship speed (during play or deployment) and/or alter obstacle placement, Interdictors are amazing at objective play when equipped properly. What it lacks in offensive oomph an Interdictor can make up for in scoring lots of objective points. For this reason I find it's often best to make a small bid for second player when using an Interdictor and to consider your objectives carefully so they synergize with your Experimental Retrofit suite.
In short, the Interdictor is more of a support/denial ship with some combat and repair options and getting use from its support/denial upgrades will determine whether it was a useful inclusion for your fleet. As a quick side note, it does prevent enemy fleets from jumping to hyperspace in Corellian Conflict, which gives it more strategic importance there. We won't be covering CC in this article, but it's even better in that format.
It has one, and the name is not imaginative!
|"So did you mean the Interdictor Interdictor or an Interdictor Interdictor?"|
As usual when discussing upgrade cards, let's discuss some particulars on how this works:
- The ability triggers upon the activation of any ship at all anywhere in the game (including the Interdictor itself). This means at the start of the activation, not during the activation.
- The Interdictor title itself is exhausted (taps, for you MtG-familiar folks out there) to ready (untap!) 1 other (non-Interdictor) card equipped to the Interdictor ("this ship").
Because the Interdictor's usefulness is based strongly around what Experimental Retrofit it's equipped with and it's the only ship in the game (...for now) that can use them, we should talk about them before going any further.
|Just make sure to install that hobbit-proof fencing. They seem to keep showing up and throwing rings into it.|
The G7-X Grav Well Projector messes with ship deployment speed. There are a lot of things to note about its effect:
- You place the token after deploying obstacles but before deploying fleets. This allows you to see what places are more favorable for opponent deployment and mess with them.
- The token can go anywhere in the play area. Normally due to its effect range, it's best to place it at your opponent's distance 3 deployment line (see the example below).
- In the case of Fleet Ambush it can be great fun to put the token in the ambush zone, however!
- The effect applies to any ship that deploys, even later in the game. Normally this is pointless after fleet deployment (and the tokens can be removed once the first turn starts), but when a ship deploys due to Hyperspace Assault, the G7-X grav well token can make it speed 0! Sneaky!
- Remember that the effect applies to any ship"at" distance 1-3 rather than "within," which means if even a tiny piece of the ship is in the debuff zone, speed 0.
- You can use the G7-X on your own ships if for some reason you want to be allowed to deploy your ships at speed 0 (normally the minimum is 1).
The important thing to note about its ability is that the token projects an extremely large circle of "you'll be sad if you deploy here."
For the strongest example, here is a deployment zone with two G7-X tokens in it (which would require two Interdictors, but bear with me), with the red circles representing the "speed 0 zone." Because the token measures distance 1-3 in a radius, the total circle is over one foot in diameter. It takes up a considerable amount of real estate and can really crimp your opponent's meaningful options in a game where he'd rather not be starting at speed 0.
Why wouldn't your opponent want to be speed 0 on the first turn? There's a lot of possibilities, some of which you have control over:
- You're second player playing an area control or token-grabbing objective (Fire Lanes, Contested Outpost, Salvo Run, Intel Sweep, Capture the VIP) and your opponent doesn't want to let you just walk away with it.
- You have a Rhymerball that can theoretically punch an enemy ship on turn 1 (with some help from Fighter Coordination Teams and the like) and your opponent would like to be able to spend some of his defense tokens against that.
- Your opponent simply wants to use a ship that would normally like to go speed 2 or higher most of the time (which is most ships) and doesn't want to spend the first few turns stepping on the gas to get there.
In short, the G7-X is helpful for a number of reasons but like many of the other Experimental Retrofits, it shines when used in objective play, so try to leverage that to the best of your ability by choosing objectives that synergize with it.
- The exact timing trigger for this one was uncertain until the FAQ resolved it: if you intend to use the G-8 you must do so at the beginning of an opponent's ship's Determine Course step. Your opponent then gets to decide if and how he wants to spend his navigate tokens/dials in response to the G-8 going off.
- Remember that the speed debuff is temporary. It's only in effect for that one maneuver then the speed reverts back to normal.
At the moment I don't find speed-control archetypes to be particularly competitive, but I'm going to shelve that topic until we get to
Because the G-8 Experimental Projector exhausts to use during an opponent's activation, it enjoys being paired with the Interdictor title so you can use it twice in a turn.
|Unknown to most Imperial crew members, the Interdictor's systems are secretly powered by a droid rave happening deep within the ship.|
- The timing windows on Grav Shift Reroute (hereafter GSR) are very important:
- The grav shift token is placed after deploying obstacles and before deploying fleets. This means you can premeasure to get the most obstacles of interest in your GSR bubble and then put the token down.
- The actual movement of obstacles happens after deploying fleets. All your opponent knows during deployment is that there is a token on the table and which obstacles it can affect. This can be extremely nerve-wracking and sometimes very powerful in actual implementation.
- When moving obstacles, keep in mind that the obstacle itself can be moved to within distance 2. This means you need to be sure that despite any repositioning or turning of the obstacle, its end position doesn't have any protrusions that made any part of it move beyond distance 2. If you intend to reposition/turn the obstacle, I find it helps to measure from the current obstacle distance 2 in the direction you want it to go and then you can spin it around a bit but ensure it doesn't go past that distance 2 line.
- Another thing to note about moving obstacles is they can move in whatever direction you like so long as they're within the GSR token bubble. You can pull them together, push them apart, shove them wherever. Just make sure the obstacle stays within 2 of its original position is all.
- In instances where obstacles have tokens on top of them (like Dangerous Territory), the tokens come along for the ride. Just make sure not to move obstacles on top of tokens already on the table, as that's specifically disallowed.
|Man, EPCOT got weird.|
- The Interdictor is a friendly ship to itself, you can use it on your own Interdictor
- It's important to distinguish that the friendly ship needs to be at distance 1-3 of the Interdictor and the attack against it needs to be at close range. You need both of these elements to be true use the Targeting Scrambler.
- Because it triggers during the Spend Defense Tokens step, I recommend using the Targeting Scrambler first and then deciding what other tokens to spend once you see how the rerolled dice turn up.
Targeting Scrambler enjoys being used with the Interdictor title for the same reason as the G-8 Experimental Projector - being able to use it twice in a turn (in two separate enemy activations, mind you) can be quite powerful for reducing incoming damage to your fleet.
|Pew pew pew! I hate space frisbees!|
Interdictor Suppression Refit
The Interdictor Suppression Refit is in my opinion the "default" Interdictor. I feel this way because it is slightly cheaper than the Combat Refit and has access to two Experimental Retrofit slots. Given Experimental Retrofit upgrades are one of the strongest reasons for including an Interdictor in your fleet, having access to two of them is pretty appealing. We've talked a lot about the Experimental Retrofits above as well as some basics of Interdictor use and those all apply here.
Ion Cannon slot
Because the Suppressor Refit is packing a lot of blue dice, would like some extra oomph in the aggro department, and should preferably be double-arcing, it's quite possible to treat it as an overweight team-player CR90B and equip it with SW-7 Ion Batteries to ensure its blue dice will always be dealing damage. Because the Interdictor's arcs won't regularly be dealing more than 3 or 4 damage, accuracy icons are of limited use against targets other than flotillas and thus converting those accuracy icons into more damage is frequently quite helpful.
The other option for the ion cannon slot is the oft-forgotten-about Ion Cannon Batteries. Particularly when used with commanders like Darth Vader or Screed, being able to get reliable blue crits can increase the damage the Interdictor deals indirectly by triggering the Ion Cannon Batteries critical effect. This either removes enemy command tokens (if they have them) or (more frequently) deals an additional shield damage.
Support Team slot
It's rare for Imperial ships to get access to this slot at all and the Interdictor has a lot more meaningful options with it than you'd first think. I'll mention the ones that are independent of specific builds we cover later:
Engine Techs are the easy (if expensive) choice when you'd like to speed your Interdictor up a bit. At the very least, they're quite effective for helping your Interdictor cover more ground and with a navigate dial + the extra speed-1 maneuver, you get 4 total clicks of yaw at speed 2+1, which is not bad maneuverability at all!
Engineering Team has value if you've got a means of supplying the Interdictor with constant repair tokens (from Tarkin or other sources) and don't intend to use repair dials much. 4 repair points (3+1) is 2 shields per use and equivalent to what heavier ships get from a full repair dial, so it's not to be overlooked as an option.
You have a lot of good options here. A few that come to mind immediately:
Wulff Yularen is great for on-demand token regeneration (often a repair token due to the Interdictor's high Engineering value) but can also be useful in builds focusing on maximizing your repair ability. Similarly, Commandant Aresko can find a welcome home as an officer on an Interdictor with the Interdictor title, as you can use his ability up to twice per turn to get some free command tokens. The only issue with Aresko is you need to be careful to stay near friends and it helps if those friends are usually doing commands the Interdictor wants tokens from (but free tokens are still good, really, it's just Wulff is usually better unless you're getting tokens you actually want with Aresko).
If you'd like to make the Interdictor even tankier, you have a lot of good options there too. Minister Tua allows you to equip a Defensive Retrofit (I would recommend Electronic Countermeasures or perhaps Reinforced Blast Doors) for even more tankiness. Captain Needa can replace one of your contains with an evade, giving you much better defenses against long ranged attacks. The Damage Control Officer is solid on an Interdictor due to its two contain defense tokens - you can substantially reduce damage from Assault Proton Torpedoes, Assault Concussion Missiles, Ion Cannon Batteries, and Norra Wexley's ability too. I wasn't really sold on the Damage Control Officer originally, but having played against him a few times now, in the right circumstances he can be amazing.
Failing all that you can always use every Command 2 ship's favorite "might as well" officer, the Skilled First Officer. Getting some Slicer Tools insurance and having a great deal of control over your command stack at a critical point for only 1 point is a steal on a Command 2 ship.
Grav Shift Reroute + G7 Grav Well Projector
These two Experimental Retrofits go well together for making objectives relying on obstacles quite strong for you. You can include other elements in as you please, but these two are the cornerstone. You can include Admiral Titus on another ship (I'd use a different officer for the Interdictor) to further mess with enemy speed early on while you lock down your objective points.
Wulff Yularen + Projection Experts + Targeting Scrambler + Interdictor title
The "Interdoctor" is all about making life easier for your nearby ships and increasing your tankiness. With Wulff Yularen able to provide an infinite repair token + a repair dial, you can use Projection Experts to send 2 shields out to help other ships and still have 6 repair points left to regenerate 3 shields of your own. Combine that with Targeting Scrambler and your Interdoctor can be a potent source of damage prevention for your fleet. This build works fine with either Interdictor chassis given the only requirement for Experimental Retrofits is the Targeting Scrambler. If you're using it on a Suppressor Refit, fill the remaining slot with whichever Experimental Retrofit you prefer. When using this build with Tarkin, you won't need Wulff for the tokens so replace him with another defensive officer.
Fighter Coordination Team + Flight Commander + Expanded Hangar Bays
This is currently the only way for Imperials to really get much mileage from the Fighter Coordination Team+Flight Commander combination. You're still only Squadron 3 with the Expanded Hangar Bays so you'll need more dedicated carriers to pick up the slack, but you can fling squadrons a surprising distance with some help from that distance 1 Fighter Coordination Team push. I don't find this specific build to be extremely competitive, but if you've always envied Rebels for their Fighter Coordination Team shenanigans, this is the best Imperial version you'll get for now and it can certainly surprise some people with its ability to throw a Hail Mary pass with a Rhymerball. Add Experimental Retrofits to taste.
Phylon Q7 Tractor Beams + G-8 Experimental Projector + Interdictor title
I mentioned earlier that I wasn't too keen on the speed control archetype as a fleet and I haven't changed my mind since writing that. However, it can be fun even if it's not a really consistent sub-theme. If you'd like to give it a try, here's the basic setup. Make sure to include a Slicer Tools Gozanti as well to stop opponents from using navigate commands to minimize the damage. Ion Cannon Batteries can also be a fun upgrade for zapping off extra navigate tokens from other ships when you get the chance.
For +3 points, the Combat Refit differs from the Suppressor Refit in a few ways:
- Replaces 1 anti-ship blue die in the front and side arcs with a red die.
- Gains a black die for its flak
- Loses one Experimental Retrofit slot
In the end, it mostly comes down to "how many Experimental Retrofits would you like to use?" If the answer is one, then I'd strongly recommend the Combat Refit over the Suppressor Refit as those 3 points go a little ways towards making the Interdictor a bit more effective as a combat vessel.
The options here are pretty much the same as the Suppressor Refit. One particular exception I would like to focus on regards the Ion Cannon upgrade slot. Specifically, due to having only 2 blue dice per hull zone, upgrades that buff blue dice (like the SW-7 Ion Batteries) or rely on blue crits (like the Ion Cannon Batteries) are less reliable and thus less appealing as upgrade choices. Overall, I'd recommend leaving the Ion Cannon slot empty on a Combat Refit. If you'd like to put something there anyways, then I'd recommend High Capacity Ion Turbines to add an extra blue die to the side arcs.
Again, the options here are pretty much the same as the Suppressor Refit. The "Objectives lock-down" build is impossible but otherwise any of the other 3 work just fine as a Combat Refit.
Commanders that synergize with Interdictors
Bringing the Interdictor up to 11 hull makes it a rather serious problem to remove, especially when that Interdictor equips a defensive officer and/or is using Targeting Scrambler. Make it a full-fledged Interdoctor and you've got a ship that makes killing Motti's ships even tougher than usual. The main downside is you can find your fleet particularly slow (say you're using VSDs and Interdictors), but with good objective choice and something like Grav Shift Reroute added in you can hopefully get some benefit from a small bid for second player.
This combination is less impressive, but a Targeting Scramblers Interdictor with Engine Techs can be a fun Gladiator-buddy (keeping them safer with Targeting Scramblers and following them around to pick up after them) and Screed can allow you to get more mileage from upgrades like Ion Cannon Batteries. I don't really recommend going this way as Screed is generally stronger with ordnance ships using black crit upgrades, but it can be a fun alternative to play in more casual games.
Grand Moff Tarkin
Because Grand Moff Tarkin can run a variety of fleets, there's a few different ways to use Interdictors with him. My favorite is running an Interdoctor build and having Tarkin spam repair tokens later on. With a whole fleet repairing continuously, it can be difficult to crack through into your heavier ships. I won't claim this particular combination is top tier, but it is fun.
Vader at first seems an odd choice here, but he actually works fairly well with an Interdictor. Because the Interdictor has 2 contains to spend for rerolls, Vader can get blue critical upgrades to fire pretty consistently. This combined with rerolling blank red dice and in most cases accuracy results from both dice colors ups the damage output of the Interdictor fairly well. The Interdictor itself can also add some fun tricks to Vader's fleet, making it a bit more nuanced. Good uses of Targeting Scrambler can also allow some of your ships to avoid problems caused by exhausted defense tokens due to Vader whipping the crews into shape. The main problem with this combination is the expense (Tarkin has this issue too): Vader himself is an expensive commander and the Interdictor is a relatively expensive ship that punches below its weight class. It can be tough to get a fleet that feels "complete" at 400 points here. At 500+ points, it's much less of an issue.
The Interdictor is currently struggling a bit in the competitive scene. I can understand why: in a 400 point game, devoting over 100 points to a support-oriented ship that punches under its weight class can be a tough sell. I will say in the Interdictor's defense that even though it doesn't hit the table when I'm going to a competitive event, I've always had fun with it when I do play it. It's a bit unforgiving in that you really need to get value from its support abilities to make up for its weaker attacks. Therefore its Experimental Retrofits and other upgrades need to be chosen with a strong consideration of your objective suite as well as the rest of your fleet. It's really difficult to throw an Interdictor into an Imperial fleet "just because" and have it pull its weight for that reason.
When used well in a fleet it can still pull its weight. In particular, many of the "how do I fit this thing into a fleet?" problems vanish when playing at higher points levels in either a casual setting or in a Corellian Conflict campaign (which can go up to 500 points and where the Interdictor gains an additional debuff for the enemy fleet by preventing them from jumping out of battle). It's not one of the first Imperial ships I would recommend picking up but it should not be ignored. Once your Imperial collection matures a little bit, I recommend playing around with an Interdictor.