Okay. So in a fit of sheer greed I opened up the 2nd ISD I bought. Played one practice game. (*read: playing with maaaselfffff)
(upgrades approx)
ISD2 ISD1 Raider Motti sq:Howl+2Ints
Gunnery Teams, ISD Titles, HTTs, ECM. Tractor Beam on ISD1.
vs
AF AF ScoutShirmp Ackbar sq:2A 2Scurrg 1X 1Keyan
All AP, Gunnery Teams on AFs, Admonition, APT, Ordnance Experts.
Well. I "outwitted" myself. My imperial brain thought I was for sure going to down the long side of the board. By placing my AFs facing straight forward along one edge, I was about to move them across the short side instead, and then turn later.
At first, took Ackbar down to hull... but then he recovered shields and flew a little farther.
As the Rebel ships did the turn, they focus fired out the Raider then the ISD1 on turn4. Turn 6 saw the end of the ISD2.
The rebel squadrons bombed the slow moving giant ships for around 8 damage. Were well worth it.
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Anyway. Does anyone have any ideas for good 2 ISD builds? All I can think of now (since this build did not work that well) is Rhymer ball... and that honestly is pretty boring. Basically the same as the 300pt VSD Ryhmerball that sits in a corner all day and waits for you to come to him.
This build I did I think could be better, but a naked Glad seems to be more useful. While my raider did seriously soak some damage, it just was a little too easy to take down.
Also, I feel like ISD2s are just wayy better. And I like having the extra Defensive retrofit. Even though it wouldn't have helped me. Advanced projectors wasnt useful cuz I used all every single shield and still died. ECM... meh. Redundant shields? I feel like these arent worth 8 points to recoup 1 shield. Perhaps .... dare I say... Engineering Captain?