So there is a local tourney about to happen and the TO has decided to keep it to a wave 1 level of 300pts BUT allow wave 2 ships so Sullust vets can play with their toys.
I really really really want to run my ISD but I'm finding that the point constraint is very tough.
I tried a practice game where I ran a full-on carrier with boosted comms, expanded hangar and wing commander and a demolisher with screed but was only able to cram 3 bombers and a couple of ties (including Howl and Rhymer). I was playing a relative newb to the game and he brought a LOT of ties and a VSD and demolisher.
It did not go well. The poorly supported ISD was a sitting duck for the demolisher (plus I rolled poorly and he rolled well), and the low-rent Rhymer ball was tied down for half the game by pesky ties. I imagine vs a rebel player with many activations and a well deployed fighter screen it would have gone even worse.
My next idea is to bring a brutal brawler ISDII designed to dish out punishment and disrupt defenses. At medium range with intel officer and a blue crit it would be possible to nearly strip defensive options and drill through most shields (thanks to the x17), next activation finishes.
Intel Officer
Avenger ship title
X17
ECM
Gunnery team
Admiral Motti
NK7 Ion Cannons
The idea is to start this thing at speed 3 with an engineering command for the token then a navigate to slow down to spd 2 then a concentrate fire and then spam engineering to keep it alive and swinging
It would be supported by an "Insidious" GSD with Assault proton torpedoes, the idea there is that I trail it behind and try to catch ISD flankers in the rear and potentially finish them off after they have been softened by the ISD.
In addition there would be a nominal fighter screen of 2 squints, Howl and a Tie.
This Idea has not been tested yet. Any thoughts on issues (other than the obvious ones) OR any other ideas on how to effectively bring an ISD into a 300 point game? If this doesn't work, I got nothing.