Double ISD?

By Netace, in Star Wars: Armada Fleet Builds

Forgive my ignorance if this is silly.......BUT

Has anyone looked at what two Imperial Star Destroyers escorted by their Fighter Wing would play out like at 400 pts? IT seems to me that if you keep the Rebel bombers at bay, Those ships should be able to engage most anything with decisive impact...

Argument for?

Arguments opposed?

Edited by Netace

Been on the recieving end. It sucks.

I will definitely run a 2 ISD w/ fighter wings on principle at least once. But I think a "canon" list will be lacking in anti-ship firepower.

An example:

Stock ISDs 400 pts

Ships: 299

ISD1 w/ relentless, expanded hangers, tractor beams, heavy turbolasers - 130

ISD1 w/ Tarkin, avenger, expanded hangers, tractor beams, xx9 turbolasers - 169

Squadrons: 101

TIE/ln x8 - 64

TIE/in x2 - 22

TIE/sa x2 - 18

Edited by Indomitable

So how would this do against 2 MC80s?

I would almost think it better to have boosted comms, to help command from far away. And perhaps Rhymer, to give the fighters extra range. Might also want to take off the turbolasers in favor of something like flight controllers, so that if the enemy also has some fighters you can take care of them quickly.

I would like to do this sometime, as right now I've been messing with 2x victories and a bunch of fighters. I would love to find a way to do this with ISDs instead, but Tarkin is quite the price tag.

Here's a first attempt at counter....

Was thinking that the fighter escort needs to be better.

2x ISD Counter

Faction: Rebel Alliance

Points: 400/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery

Defense Objective: Fire Lanes

Navigation Objective: Superior Positions

[ flagship ] MC80 Command Cruiser (106 points)

- Admiral Ackbar ( 38 points)

- Home One ( 7 points)

- Intel Officer ( 7 points)

- Engine Techs ( 8 points)

- Boosted Comms ( 4 points)

- Electronic Countermeasures ( 7 points)

- X-17 Turbolasers ( 6 points)

- Overload Pulse ( 8 points)

MC80 Assault Cruiser (114 points)

- Defiance ( 5 points)

- Intel Officer ( 7 points)

- Engine Techs ( 8 points)

- Electronic Countermeasures ( 7 points)

- Redundant Shields ( 8 points)

- X-17 Turbolasers ( 6 points)

- Overload Pulse ( 8 points)

1 Wedge Antilles ( 19 points)

1 "Dutch" Vander ( 16 points)

1 A-Wing Squadron ( 11 points)

ISD-1

-Darth Vader

-Gunnery Teams

-Boosted Comms

-XI-7 Turbolasers

-Avenger

ISD-2

-Gunnery Teams

-Boosted Comms

-Overload Pulse

-Major Rhymer

-TIE Bomber

-TIE Bomber

-TIE Bomber

-TIE Advanced

-TIE Advanced

-TIE Advanced

-TIE Advanced

Precision Strike

Contested Outpost

Superior Positions

The trick to double carriers is the objectives. You need to play objectives that force your opponent to approach the fighter ball and give armaments that synergize with your ship stats.

Edited by thecactusman17

Am I correct in thnking that all squadrons will activate after all ships have activated? OR if you want to use sqadrons at all, do you have to use a command dial to do so?

IF it's the former, and assuming you manage to store away 100 pts or so for fighter squadrons, what about this:

399pts.:

=========

Imperial Star Destroyer Mk I [110 (132)]
- Tractor beams 6
- Wulff Yularen 7
- xx-9 Turbolasers 5
- Ruthless Strategists 4

Imperial Star Destroyer Mk II [120 (171)]
- Darth Vader 36
- "Avenger" 5
- Overload pulse 8

Squadrons 96 pts

37th Fighter Wing (Ostr) -
- "Howlrunner" 16
- TIE Fighter x7 56

276th Bomber Group

- TIE Bomber x3 24

Battle group Key Concepts:

This Pairing is designed to engage and eliminate an entire ship, one at a time. The ISD Mk II will attempt to hang back a little, and use overload and avenger to put a ship in a vulnerable position. After that, Wulff's Ship follows up against the vulnerable ship, either eliminating it, or hoping to inflict significant critical damage. Use Tractor beam to keep a ship in the kill zone as long as possible.

The Fighter wing provides a screen that mostly hangs out between the two ships, and engage enemy fighter squadrons where it can. and all in dump on the ISD I (with it's forward position) will permit the Strategists to do their work.

The Bomber group is there to provide a meaning engagement against small, fast ships that might encircle the two ISD formation. They provide a credible threat against the smaller ships, or provide follow-up dmg against weakened enemy capital ships.

Opening Turns:

Barrel strait towards the enemy fleet, With ISD II behind and to one side of the ISD II. Once the initial joust is complete, cross paths to present Front arcs to both sides. Use Squadrons to interfere with enemy fighter presence, and to close kills on weakened target.

Vulnerabiilties:

BY presenting a front ar in both direction, you also present a rear arc in both direction, use judgement to determine if this the still the best course, altering to account for enemy fleet disposition.

Am I correct in thnking that all squadrons will activate after all ships have activated? OR if you want to use sqadrons at all, do you have to use a command dial to do so?

IF it's the former, and assuming you manage to store away 100 pts or so for fighter squadrons, what about this:

1

Squadrons can either activate in the ship phase if you give them Ship-Based Squadron Commands, or in the Squadron Phase with no commands. However, there are restrictions and conditions on both.

(Ship based ones are either command dial or command token. Squadron phase ones, barring other rules, are either move OR shoot, rather than both, etc)

Am I correct in thnking that all squadrons will activate after all ships have activated? OR if you want to use sqadrons at all, do you have to use a command dial to do so?

IF it's the former, and assuming you manage to store away 100 pts or so for fighter squadrons, what about this:

399pts.:

=========

Imperial Star Destroyer Mk I [110 (132)]

- Tractor beams 6

- Wulff Yularen 7

- xx-9 Turbolasers 5

- Ruthless Strategists 4

Imperial Star Destroyer Mk II [120 (171)]

- Darth Vader 36

- "Avenger" 5

- Overload pulse 8

Squadrons 96 pts

37th Fighter Wing (Ostr) -

- "Howlrunner" 16

- TIE Fighter x7 56

276th Bomber Group

- TIE Bomber x3 24

Battle group Key Concepts:

This Pairing is designed to engage and eliminate an entire ship, one at a time. The ISD Mk II will attempt to hang back a little, and use overload and avenger to put a ship in a vulnerable position. After that, Wulff's Ship follows up against the vulnerable ship, either eliminating it, or hoping to inflict significant critical damage. Use Tractor beam to keep a ship in the kill zone as long as possible.

The Fighter wing provides a screen that mostly hangs out between the two ships, and engage enemy fighter squadrons where it can. and all in dump on the ISD I (with it's forward position) will permit the Strategists to do their work.

The Bomber group is there to provide a meaning engagement against small, fast ships that might encircle the two ISD formation. They provide a credible threat against the smaller ships, or provide follow-up dmg against weakened enemy capital ships.

Opening Turns:

Barrel strait towards the enemy fleet, With ISD II behind and to one side of the ISD II. Once the initial joust is complete, cross paths to present Front arcs to both sides. Use Squadrons to interfere with enemy fighter presence, and to close kills on weakened target.

Vulnerabiilties:

BY presenting a front ar in both direction, you also present a rear arc in both direction, use judgement to determine if this the still the best course, altering to account for enemy fleet disposition.

Edited by Indomitable

I'm finding this list to be most impressive. I made it a couple of days ago and Motti is the secret ingrediant that turns ISD-IIs from scary, to absurd

Motti ISD (399 of 400 pts)
Flagship: (174 pts)

  • Imperial II-Class Star Destroyer(120 pts)
  • Admiral Motti (24 pts)
  • Relentless (3 pts)
  • Intel Officer (7 pts)
  • Gunnery Team (7 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)

Fleet Ship 1: (152 pts)


  • Imperial II-Class Star Destroyer(120 pts)
  • Avenger (5 pts)
  • Intel Officer (7 pts)
  • Gunnery Team (7 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)

Fleet Ship 2: (52 pts)


  • Raider I-Class Corvette(44 pts)
  • Impetuous (4 pts)
  • Ordnance Experts (4 pts)

Squadrons (21 of 133 pts):


  • 1x Darth Vader Tie Advanced Squadron (21 pts)

Objectives:


  • Advanced Gunnery
  • Contested Outpost
  • Minefields
Edited by HERO

Am I correct in thnking that all squadrons will activate after all ships have activated? OR if you want to use sqadrons at all, do you have to use a command dial to do so?

IF it's the former, and assuming you manage to store away 100 pts or so for fighter squadrons, what about this:

399pts.:

=========

Imperial Star Destroyer Mk I [110 (132)]

- Tractor beams 6

- Wulff Yularen 7

- xx-9 Turbolasers 5

- Ruthless Strategists 4

Imperial Star Destroyer Mk II [120 (171)]

- Darth Vader 36

- "Avenger" 5

- Overload pulse 8

Squadrons 96 pts

37th Fighter Wing (Ostr) -

- "Howlrunner" 16

- TIE Fighter x7 56

276th Bomber Group

- TIE Bomber x3 24

Battle group Key Concepts:

This Pairing is designed to engage and eliminate an entire ship, one at a time. The ISD Mk II will attempt to hang back a little, and use overload and avenger to put a ship in a vulnerable position. After that, Wulff's Ship follows up against the vulnerable ship, either eliminating it, or hoping to inflict significant critical damage. Use Tractor beam to keep a ship in the kill zone as long as possible.

The Fighter wing provides a screen that mostly hangs out between the two ships, and engage enemy fighter squadrons where it can. and all in dump on the ISD I (with it's forward position) will permit the Strategists to do their work.

The Bomber group is there to provide a meaning engagement against small, fast ships that might encircle the two ISD formation. They provide a credible threat against the smaller ships, or provide follow-up dmg against weakened enemy capital ships.

Opening Turns:

Barrel strait towards the enemy fleet, With ISD II behind and to one side of the ISD II. Once the initial joust is complete, cross paths to present Front arcs to both sides. Use Squadrons to interfere with enemy fighter presence, and to close kills on weakened target.

Vulnerabiilties:

BY presenting a front ar in both direction, you also present a rear arc in both direction, use judgement to determine if this the still the best course, altering to account for enemy fleet disposition.

I like it, but overload pulse on Avenger doesn't make sense, as the defender gets to use their tokens prior to it taking effect. Also bombers are 9 not 8, pull ruthless strategists and OP change a bomber into Rhymer. My 2 cents

They get to use tokens against that OP ship, yes. They don't get to use any tokens at all vs. Avenger. I played against something very similar using VSDs in place of the other ISD last week and it's a brutal combo.

They get to use tokens against that OP ship, yes. They don't get to use any tokens at all vs. Avenger. I played against something very similar using VSDs in place of the other ISD last week and it's a brutal combo.

Agreed, but on his list OP is on Avenger.