Viable 2 ISD builds?

By Blail Blerg, in Star Wars: Armada

ISD2 Motti Flight Controllers SW-7 XI-7 boosted comms (2pts left over, add needa if you want, contain is pretty good though)

ISD2 Flight Controllers SW-7 XI-7 boosted comms

5x TIE Fighters

Rhymer

2x Firesprays

played a different version of it with 2 more squadrons. lost after leaving an AF on 3 HPs and the MC-80 on 1HP. it was a close game but we agreed dropping howlrunner and a TIE to add SW-7s and XI-7s means I can just do massive damage on the front zone salvo.

as for deployment. deploy motti centerish of your deployment zone with the back of his base on the back table edge. deploy all squadrons to the left/right of him depending on where your opponent is deploying. deploy your last ship to intercept your opponents fleet head one. the 2nd ship you deploy goes head on and Motti is a flanking ISD. it works great against rebels who want to broad side Motti being deploy on the back edge, will be just out of range.

the 2 ISD squadron swarm list is the most iconic to me and what i will be focusing on for my first few winter kit tournaments.

@Drasnighta

I am not, without a ship, nothing can Hyperspace Assault as I read it.Hyperspace Assault says "and up to 3 squadrons" meaning it requires a viable ship to assault the squadrons. Hence the battle comes down to kills and that list is good at it. No one in their right mind will pick Adv. Gunnery if I am player 2 and Mine fields allows me to close off an area of the game play.

On a foot note, you could change out the squadrons to taste, but I really like the Aggressor, it is slower than an A-wing but is as good against ships, ignores Escort and Counter and one more blue die.

Aggressor is speed 3 gets 4 blue anti squadron and 1 black battery and has counter 1. Only the ace IG88 ignores counter and escort. IG88 is also speed 5.

That will teach me to read the card and not trust Fleet generation tools.

I fear the Aggressor may be getting a re-think. Suddenly Ties and Firesprays got attractive again :-)

That will teach me to read the card and not trust Fleet generation tools.

I fear the Aggressor may be getting a re-think. Suddenly Ties and Firesprays got attractive again :-)

I'm running 2 aggressors as my only squadrons in the vassal tourney. Seem to be doing ok. I think the trick is not over committing them and having them being swamped but to use them to pick of an isolated squadron. Average rolls with 2x 4 blue dice should result in almost any non ace squadron being removed each round. Counter 1 is a bit gimmicky and not much of a deterrent.