Moff Jerjerrod leads the fleet ensuring the Interdictor and Dominator (and to a lesser extent the Raiders) remain manoeuvrable and can keep the fire power pointed in the direction of the enemy. Captain Nessa removes a contain token replacing it with an evade as much as I would prefer Wulf Yularen, the points are just too much of a squeeze.
Projection Experts ensure I can keep feeding the Dominator shields as it powers up its attacks, whilst Targeting Scrambler will hopefully mitigate some damage onto any ships around the Interdictor.
In terms of hitting power, the Interdictor will manipulate the movement of enemy ships with the G-8 Experimental Projector before using the Disposable Capacitors to ensure a turn of long range hitting power before the enemy closes the distance.
If offensive power is increased even more through Quad Battery Turrets and Disposable Capacitors for the long range punch in the face. Finally SW-7 Ion Batteries ensures none of those blue dice are going to waste, stacking up the damage quickly. The ship is capable of throwing out 7 dice at a target with a faster speed than it at long range and 9 dice at close-medium range using the Dominator title and Quad Battery Turrets.
Finally, Gunnery Team ties it all together ensuring all that heavy fire power is capable to raining down onto two enemy targets as opposed to one. It's expensive, hits like a truck, it even goes against my theory of using too many upgrades. However, being an under used card, that attracts me right away.
Thanks for reading and be sure to check out the upcoming battle report including this fleet. Please subscribe to stay up to date with the blog and further Armada content.