Please share thoughts or post other 3 list ISD variants here.
ISD II (120)
-Gunnery Team (7)
ISD II (120)
-Gunnery Team (7)
ISD II (120)
-Motti (24)
Total 398
Objectives:
Advanced Gunnery
Contested Outpost
Dangerous Territory
I would really like to see others thoughts on a 3 ISD list so please share
3 ISDs
It looks glorious. You could also relegate one of them to ISD I; then you can fit Gunnery Teams on all of them and get a 5 pt bid to have a bigger chance of winning the bid (and likely going second). There is really not much flexibility in such a list and I see no better upgrade than Gunnery Team.
I actually like ISD 1s better if im not taking ECMs. Here's a list ive been wanting to try (still need to buy two more isds though) to test out how useful those tractor beams are.
ISD 1
-Motti
-Gunnery team
-phylon q7 beam
ISD 1
-Director Isard
-Gunnery team
-phylon q7 beam
ISD 1
-Gunnery team
-Phylon q7 beam
Points 396
Edited by oddeyeMotti is a cool option here, you have a strong chance of not loosing ANYTHING - even with your opponent trying to focus one down. I REALLY want to put XI7 on an ISD though - it's a no brainer against any imperial list, and against rebels I see so many Mk2's with Advanced Projectors it's almost an auto include.
If the tractor beams dont work out, xi7s it is!
basically gonna second oddeye on the ISD-1s and tractor beams, though I think Motti could use the ISD-2 to support his shorter ranged friends
no bid, but if you're flying ISDs only, then you've already ceased to give a **** about anything
Edited by ficklegreendiceI was thinking director isard could amplify the tractor beams effectiveness. You can see if opponent has navigate command on one ship a turn. Could be useful.
So the issue I see with your list is that for all your potential strength, nothing really ensures it all hits.
Here's an alternative:
395/400
ISD1: Darth Vader, Heavy Turbolaser Turrets, Relentless
ISD1: Support Officer, Heavy Turbolaser Turrets
ISD1: Support Officer, Heavy Turbolaser Turrets
Advanced Gunnery, Fleet Ambush, Dangerous Territory
The idea is that between Relentless and the SOs you can spam navigate commands without consequence until you are in attack position, then wade in with overwhelming firepower. The ships are maneuverable enough that getting front arcs should not be overly difficult.
I think I'm in love... also I think I need to buy 3 Imperial Star Destroyers.
Out of interest have you tried this list yet?
Not yet. I will be able to playtest of Vassal hopefully this coming weekend. Please let me know if anyone here gets a chance to play with a similar list.
Other option is to run 3 x ISD2 with Vader. However that list would require some tight flying to maximise the side/front arcs.
Ran up against a build like this. Took two guppies and a mc80 with ackbar.
Took one ISD and dmg the other two 6 and 4 hull points.
My take away. I lost due to picking the wrong object. Minefield was not the smart choice. Other two was fleet ambush and adv gunnery. After wards fleet ambush would of been the better choice.
My a wings where tearing his ship apart. Saddly i took 3 a wings, 3 x wings and the hawk. If i went 4 a wings and 4 y wings it would of been more even. As the x wings where not effective bombers even with counting crits. Myself and the imp player figure 4 a wings would equal about 3 dmg. While the 4 y wings would bring 5 with atleast 2 crit happening. Which meant front shields down and hull prepped for a ackbar boardside.
Again i lost cause i let the fear of three ISD woth motti get to me and didnt stop and breath.
I'd take Motti/Gunnery teams over Vader, just for sheer dice output. Much easier to 2x that massive front arc than try and set up a dual arc with rerolls.
ISD I (110)
-Gunnery Team (7)
ISD I (110)
-Gunnery Team (7)
ISD I (110)
-Gunnery Team (7)
-Motti (24)
IG-88 (21) or Vader/Bossk/Dengar - your poison
Total 396
one rogue really does next to nothing on its own
the jump from ISD-1 to ISD-2, meanwhile, is surprisingly significant. There's something about just hurling 8 dice at medium range with gunnery team that tends to absolutely, no pun intended, dice enemy fleets
I would drop gunnery teams and use xi7 or htt depending on your meta. With 3 isds you want to vape stuff fast to trim activations.
Also, isd Is are scary because you can zip them in at speed 3 to use the blacks. Have an isd 2 as your flagship hanging back and two 1s brawling.
ISD 2- Motti, Gunnery Team, Overload Pulse (159)
ISD 1- Avenger, Gunnery Team (122)
ISD 1- Heavy Turbolasers (116)
397 pts. Keep Motti flagship behind, using ion cannon to exhaust defense, then hammer with the Avenger. Heavy Turbolasers on second ISD minimize defense against its attacks as well. (This has not been field tested, as I presently have only 1 ISD.)
edit: adjust points for correct totals
Edited by MarekMandalore