Are ISDs... underwhelmingggg???

By Blail Blerg, in Star Wars: Armada

love to, now direct me to where i can buy them with Imperial ships.

That must be the price you pay.

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Now you will pay the price for your lack of vision!

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Edited by Deathseed

like any ship in this game they have to fight as a team with other ships, they can't win on their own. If the other guy is fighting as a unit and attacking one ship at a time the big guy will be his first target to gang up on.

I'm a little worried with MC80s having higher shields and access to a support team. With Ackbar, Mc80 broadsides fire the same amount of dice (and with more red dice), and have a higher ability for self-repair. The only thing the lack is gunnery team, but it's not like an attacking ISD gains a second attack on the same ship with a gunnery team either.

So my worry is that a self-healing eternal MC80 can hold off the supposedly monsterous Imperial star Destroyer simply by spamming engineering and let Ackbar and the passive gunners (with any passive turbolasers) do the work for him, along with the rest of the fleet.

Sounds like XI7s will be very popular this time around, so I don't buy the "MC80s have more shields" argument. I'd rather have hull than shields.

Well, they can work as long as you have more activations against the MC80. But as soon as it activates, I'll use my Engineering 7 ( 4 + engineering team (1) + token from Raymus(2)) to move four shields over from the other side and use the last two to re-float another shield. With redundant shield in the other slot (since ECM is in the first) I'll just keep moving shields as you knock them down. If I have to repair from zero that's three shields I can throw up in desperation on the attacked arc. It will take you what, two? three? turns to punch through? While I'm using my brace token to half your dealt damage?

Meanwhile I have two gunnery team assault frigates knocking on your VSDs/GSDs/Raiders that try to get too close, before concentrating fire on the ISD. All with Home One Ackbar by the way.

Yes I know XI7s are good, but you can still move shields from anywhere to anywhere, and XI7s still allow the deflection of at least one point, not zero. ISDs can try to do this as well with Yularen but they can't pump up the engineering like the 80 can and need to hold the token. Ion cannon batteries (remember them?) can take away the token Yularen is holding for 5 points and a blue critical.

Hull is going to be a linchpin against the MC80, and I'm thinking massed APTs are the way to bypass super repair MC80s and gamble on Crew Panic, Power failure, Faulty countermeasures, Projector misalignment... something. Twin Raiders using them with Screed or Ordnance Expert support is what I would like to try.

ISDs attacking this need to find a way to make their attack hurt. XI7s are good, H-9s are also good, but I'm looking to the Ion cannons for something to help. Massed NK-7s don't work quickly enough to be useful (I tried a mock VSD=ISD list all carrying NK-7s, wasn't fast enough to beat Ackbar), but putting it on your ISD could be good because when it hits, if you're not punching into the shields, you're knocking away a defense token. Since that officer slot is holding Raymus and not Wallex, that's one token gone away with each attack. It will be the contain first, then useful things will go away. It's another thing to mount on the Raiders, with Screed on supervision.

Edited by Norsehound

Either I'm missing something with Rebels, some combo of skill or dice or I just understand my friend to well, and he understands me. Becouse as I mentioned, my experience has been utterly counter to what some Rebel players are saying.

Im honestly wondering just what kind of lists The Rebels are encountering for what feels to me like such lopsided victory.

I'll admit that my two ISD 2 list always takes ecm, gunnery team and xi-7 turbolasers as standard. To run them without those three upgrades to me is giving you opponent a free ship kill.

That being said I also never chase. I always move to head off the Rebels to block there movement. Between the massive base of the ISD and the MC80 (even medium bases to an extent) I cage them in and fire away. It's not a strategy I like to be honest, but if I don't control the movement their broad sides will be the death of my ISDs.

My phone hates me.

I think a smart AF player will deploy his AFs center facing forward... so that you have literally no idea which way he will turn left or right. And then make is his turns close to the board edges, so that it will take severe maneuvering on your ISDs to try and even get close to blocking. Imagine trying to block someone in the corner, within your deployment zone turning. While you're starting facing forward. Its near... impossible?

This is my experience. Makes it so much more difficult to predict where they're going when they're pointing straight forward, which is why I'm gravitating towards taking objectives as second player that give me more control over where the enemy deploys/maneuvers (Minefields) or lets me out-flank him wherever he goes (Hyperspace Assault with Demolisher).

I'm also experimenting with obstacle placement in the middle of the board right around the speed 2 marker, to try to encourage him to set-up on either the left or right side of the board (where space is tighter) if he's going to deploy moving forwards, or to deploy skewing one direction or the other, or slow down (which gives me more time to reposition), or speed up (collisions? chaos among the ranks?), or takes obstacle damage (hopefully he's not second player on Dangerous Territory :P ). Had mixed results so far, but will keep practicing, and am definitely open to suggestions. :D

Edit: Inserting a plug here for BiggIRL's excellent articles on obstacle placements, which I found extremely enlightening. In fact, the entire "Academy" series is well worth reading, if you have time and want to be exposed to new takes on familiar subjects.

Fortunately the ISD can recover faster from a juke than a Vic can (three yaw at speed 2), and speed 2 Raiders are extremely flexible. Ozzel in control of your fleet is a big help, too, when you need to change speed and direction, and squadrons can turn on a dime, so a good bombing wing under Rhymer can act as area-denial if you can afford to take one. But I agree, this can still pose a real problem if your opponent knows what he's doing, and I think it's a problem that transcends list-building.

* * *

Yeah, raiders atm also arent my cup of tea. I'm not good enough at being exact in the weak arcs at close range. Also... they kinda pop too fast for my liking. (I wasn't a swarm player in xwing either).

One other thought that occurred to me is that if you prefer glads to Raiders, that 12 point bid is exactly enough to convert one of the Raider Is with Ordnance Experts to a GSD I with Ordnance Experts. Personally I still like keeping one Raider around to double as an objective ship if I have to choose a mission like Intel Sweep, and as an anti-squadron deterrent hovering under the wing of an ISD. Dropping two TIEs (or one TIE and Leading Shots on the ISD) would be enough to convert the second Raider, if you wanted the basis of the next-generation "GenCon Special" (IGGG + ACMs/APTs + Ordnance Experts + Vader!!!), though that's a slightly different focus for the build. :P

You'll probably get better deployment advantages out of converting that second raider to squadrons if you're sour on the Raider atm, so it will come down to whether activation or deployment advantage is more important to your overall strategy.

Edited by Rythbryt

Yeah I'm going to have to think about even tougher rock formations. I'm already decent at it. But not Paul heaver level amazing.

Also I tried an dangerous territory game. It's really funny actually. The rocks go in weird places haha. And having to 2nd turn repair sucks! Lol. ****. I mean. It's not a lot of damage and yet at the same time it's a LOT of damage. :/.

I'm a little worried with MC80s having higher shields and access to a support team. With Ackbar, Mc80 broadsides fire the same amount of dice (and with more red dice), and have a higher ability for self-repair. The only thing the lack is gunnery team, but it's not like an attacking ISD gains a second attack on the same ship with a gunnery team either.

So my worry is that a self-healing eternal MC80 can hold off the supposedly monsterous Imperial star Destroyer simply by spamming engineering and let Ackbar and the passive gunners (with any passive turbolasers) do the work for him, along with the rest of the fleet.

Sounds like XI7s will be very popular this time around, so I don't buy the "MC80s have more shields" argument. I'd rather have hull than shields.

Well, they can work as long as you have more activations against the MC80. But as soon as it activates, I'll use my Engineering 7 ( 4 + engineering team (1) + token from Raymus(2)) to move four shields over from the other side and use the last two to re-float another shield. With redundant shield in the other slot (since ECM is in the first) I'll just keep moving shields as you knock them down. If I have to repair from zero that's three shields I can throw up in desperation on the attacked arc. It will take you what, two? three? turns to punch through? While I'm using my brace token to half your dealt damage?

Meanwhile I have two gunnery team assault frigates knocking on your VSDs/GSDs/Raiders that try to get too close, before concentrating fire on the ISD. All with Home One Ackbar by the way.

Yes I know XI7s are good, but you can still move shields from anywhere to anywhere, and XI7s still allow the deflection of at least one point, not zero. ISDs can try to do this as well with Yularen but they can't pump up the engineering like the 80 can and need to hold the token. Ion cannon batteries (remember them?) can take away the token Yularen is holding for 5 points and a blue critical.

Hull is going to be a linchpin against the MC80, and I'm thinking massed APTs are the way to bypass super repair MC80s and gamble on Crew Panic, Power failure, Faulty countermeasures, Projector misalignment... something. Twin Raiders using them with Screed or Ordnance Expert support is what I would like to try.

ISDs attacking this need to find a way to make their attack hurt. XI7s are good, H-9s are also good, but I'm looking to the Ion cannons for something to help. Massed NK-7s don't work quickly enough to be useful (I tried a mock VSD=ISD list all carrying NK-7s, wasn't fast enough to beat Ackbar), but putting it on your ISD could be good because when it hits, if you're not punching into the shields, you're knocking away a defense token. Since that officer slot is holding Raymus and not Wallex, that's one token gone away with each attack. It will be the contain first, then useful things will go away. It's another thing to mount on the Raiders, with Screed on supervision.

Move shields, go on, eventually, 7 damage on average with Intel Officer means you will die. Let's see who out lasts who.

All the while you are doing that I am messing with you conga line with tractor beams or stopping a ship fight in front of the line.

Move shields, go on, eventually, 7 damage on average with Intel Officer means you will die. Let's see who out lasts who.

You're presuming I'd deploy my conga lines close enough that they would interfere with one another like that. If I stagger my deployment, my MC80 can slide beside the Assault frigate without causing collisions. You're affecting speed, not turning, and you are not picking these things for me.

Aye Intell officers, that's probably the way to go. I'll just save that Brace token for when you're doing more than four points of damage and kick it out then. I could switch to Wallex in this build, but Raymus is so much better for raw re-floating shields...

Note here, I'd like to see the Empire win this one. I'm playing devils' advocate for the Rebels because this is a list-type I want to be able to beat with my Star Destroyer lineup. Unfortunately I still think the Rebels are going to out-shoot the Empire without the Empire going to extremes (like Intel officers everywhere, or three ISDs).

All the while you are doing that I am messing with you conga line with tractor beams or stopping a ship fight in front of the line.

Move shields, go on, eventually, 7 damage on average with Intel Officer means you will die. Let's see who out lasts who.

You're presuming I'd deploy my conga lines close enough that they would interfere with one another like that. If I stagger my deployment, my MC80 can slide beside the Assault frigate without causing collisions. You're affecting speed, not turning, and you are not picking these things for me.

Aye Intell officers, that's probably the way to go. I'll just save that Brace token for when you're doing more than four points of damage and kick it out then. I could switch to Wallex in this build, but Raymus is so much better for raw re-floating shields...

Note here, I'd like to see the Empire win this one. I'm playing devils' advocate for the Rebels because this is a list-type I want to be able to beat with my Star Destroyer lineup. Unfortunately I still think the Rebels are going to out-shoot the Empire without the Empire going to extremes (like Intel officers everywhere, or three ISDs).

I generally fly my conga line at speed 1 so it becomes a non-issue....

Le gaspe!~

=( I'm kind of meh on them right now. They seem to die faster than you'd really hope, move earlier than you'd want them to and just... never have stuff to shoot at when you're playing an opponent who's equally or more competent than i am.

Their sheer expense makes them prohibitive to find in a 4 ship list, and being counter deployed sucks. Their speed is nice, but dang... Sometimes you still can't catch nothing.

You want more upgrades, but then it starts getting expensive. And its massive bulk makes it hard to coordinate with other ships.

Also, 2 ISD lists so far suck. =/

And 3ISD? LOL.

Maybe 3ISD with Cluster Mines... WAIT THATS IT.

Just as some food for thought, it is possible to have a fairly decked-out ISD II in a 4 ship build with a fairly sizeable squadron screen, though it's fairly light on "extra" upgrades, abuses the fact that the Empire gets dirt-cheap stunt fighters, and requires taking a couple of Raiders (which I realize isn't everyone's cup of tea). So yeah, disclaimers. :)

A list like this has basically everything I'd consider to be a need/optimization for a list focused around a single ISD:

  • An ISD II for durability (optimization-bordering-on-need)
  • Gunnery Teams to maximize that huge front arc (need, I think)
  • ECMs to use dat Brace (need)
  • The ever-useful GSD I Demolisher (I mean seriously, does anyone ever want to leave home without this? And if so, why?)
  • Two Raiders for early deployment/activation shenanigans and objective-running (I feel at least one is a need with an ISD, so you have a feasible chance of recovering from a sub-optimal "first deployment" before the game ends. You know... just in case that happens occasionally to you, too :P )
  • Catastrophic roll insurance (Leading Shots on the ISD II, Ordnance Experts on the Glad and two Raiders) (optimization)
  • Ozzel to make your speed 3-4 ships more finesse-able for you, and unpredictable for your opponent (optimization)
  • Eight TIE fighters for deployment shenanigans/fighter screen (at least some fighters are a "need," and eight feels about right--coupled with supporting fire from two well-positioned Raiders, that's a surprising amount of anti-squadron damage)
  • A 12 point initiative bid (12 probably isn't a "need," at least for me... though it may be for some :) ).

Stack the deck with objectives that will favor your fleet. My default (post-Ackbar) is usually Most Wanted for choice of objective ships (it's the red I can most easily live with), Hyperspace Assault since Demolisher is built for that, and either Superior Positions (calculated deployment--yay!) or Minefields (funnel, funnel, funnel, baby...), although this list is capable of doing any of the navigate objectives and can get advantages from any of them--Intel Sweep if you're seeing a lot of AFII-only builds in your local meta (dat Raider), or Dangerous Territory if you're tired of running over asteroids with your ISD. :P

A twelve-point bid ought to be enough to get you choice of initiative basically all the time, which can be huge.

On deployment, if you deploy a Raider first, then the eight TIEs, then the other Raider and Gladiator, you can see seven opposing deployments before you commit your ISD to its starting position (eight if you're second player). Unless your opponent is running a super heavy fighter build (like, 12-14 squadrons-heavy), you should have a pretty good idea where the fight will materialize by the time the ISD goes on the table (and, as an aside, even against said super-heavy squadron build, you'll have answers in the form of your TIEs, especially if you can bring supporting fire to bear from the Raiders and ISD II).

On activation order, four ships (two being fast, semi-expendable Raiders) gives the opportunity to "pass" on the ISD a couple of times before activating it in the round (even if you decide you want to wait to activate Demolisher last), which can be used to allow more advantageous attacks to materialize.

If the twelve point bid seems a bit... excessive, there's lots of room for customization, including:

  • Taking up to two more TIEs (10 squadrons total) if you drop an upgrade like Leading Shots (400 points)
  • Upgrading the GSD I to a GSD II if you're worried about enemy squadrons escaping your Raiders and TIEs (394 points)
  • Putting ACMs+Montferrat (398 points) or Intel Officer+APTs (400 points) or Engine Techs (396 points) on the GSD I Demolisher, or Expanded Launchers if you drop Leading Shots (397 points)
  • Any title(s) on the Raider(s) (392-396 points)
  • Swapping one Raider I with Ordnance Experts to a Raider II with Overload Pulse (396 points)
  • Any of the ISD titles (including Devastator) (391-398 points)
  • Xi7s on the ISD (394 points)
  • Needa + TRCs on the ISD (397 points)
  • Chiraneau on the ISD (for selectively nibbling at squadrons with your TIEs?) (398 points)
  • A generic Jumpaster (for seven squadrons, and selectively nibbling at squadrons with your TIEs?) (400 points)
  • Swapping a TIE for Dengar (for selectively nibbling at squadrons with your TIEs? ... and so on, and so forth...) (400 points)
  • APTs on up to two ships (three if you drop Leading Shots) (398-399 points)
  • Quad Laser Turrets on two ships if you're still worried about squadron bombers (398 points)
  • Two tractor beams (though having only one medium-large base ship limits your options) (400 points)
  • Upgrading Admiral Ozzel to Motti, Screed, Vader, or even Tarkin if you drop Leading Shots (392, 394, 400, and 398 points, respectively)
  • [And probably 20-30 more, but you get the point--in this game, 12 points can buy a ton of stuff]

Regardless of whether you opt for big initiative bid or more goodies, I find that careful deployment is incredibly valuable for the ISD, maybe more so than for any other ship given its large base, more complicated speed choices ("Do I start at 3? Slow-walk at 1? Start at 2 and adapt? Where am I going? Where's everyone else going? Will I clear that huge rock? Who's even driving this thing? Oh look, the edge of the universe..."), and the fact that everything shoots at it all the time. When out-positioned/out-activated, all the potential issues you identified are magnified, so "stacking the deck" with an above-average numbers of ships and/or squadrons has helped me. The fact that the ISD II has extended range and ECMs is a big boon, too.

If you went with the less durable (and more range-dependent) ISD I, the base list could hold 10 TIEs with a 13 point initiative bid, meaning you could take any of the above upgrades/combos, plus Expanded Launchers on the Demolisher, or a whole host of upgrades to the squadron core. Even Tarkin is in play if you drop something like Leading Shots (with four ships to benefit, this is tempting), and you can add Relentless to Tarkin if you want the ISD to be more responsive (397 and 400 points, respectively).

I definitely agree the problems with the ISD (high cost, deployment/activation difficulties, etc) are more difficult to work around the more ISDs you add to the ledger. If you really skimp (and I mean reeeeeeeeeeeeeeeeally skimp), you can get two naked ISD IIs with a naked Raider I and Ozzel with twelve TIEs (400 points exactly), which offers some deployment advantages and... um, not much else. Go with a more realistic build that capitalizes on the fact that the ISD IIs are, you know, ISD IIs, and it tops out at three ships and eight TIEs with Ozzel (396) or Motti (400). Not exactly the sort of stuff that dreams are made of. Take the dangerous Demolisher instead, and you're topping out at three ships and five TIEs (without Raider support), four TIEs if you go with Motti or Screed rather than Ozzel. You could always drop the Raider/Glad to get more squadrons in, but then you're committing to deploying an ISD first, which kind of defeats the point... With three ISD builds there's virtually nothing else left to deploy, so... problem solved, I guess? :P

Personally, I'm enjoying the ISD (new challenges and all) far more than the VSD (and no, this isn't a "knock-the-VSD" comment, I just personally like the ISD's speed and upgrade composition more, plus its thematic feel on the table, etc.), so I'm purposefully building the rest of my fleet around the ISD in a way that tries to balance out its limitations, especially in deployment and activation choices. Now if I could only figure out what to do with squid-head...

Ok Bail, do you win your games normally? If not, then what are you doing wrong? Are you playing too spread out? Are you attacking the wrong ships and thus letting the opponents dictate engagements?

Let's figure that out first before we start the condemnation of a fine ship.

While I agree it's far too early to pronounce a ship unfit for service (even non-Yavaris/Salvation Nebs seem to be having something of a resurgence), I don't think that's what the OP was doing. I read the OP as identifying issues--primarily the sheer expense, which leads to difficulty getting deployment/activation advantages, maneuvering a base of that size, etc--that are real issues for the ISD. Not insurmountable issues, for sure, but new issues (since we haven't had a ship this large or fast or focus-able or expensive before). Asking for feedback from the broader community on how to address these new issues seems like a profitable forum discussion to me.

Just my two cents, as someone who's found so many of these forum discussions extremely valuable, even on topics that I thought I was pretty well-versed in. :)

You can actually goose that a little and go with an ISDII, Glad I, Glad I, Raider I, and 6 Ties. Like this! http://armadawarlords.hivelabs.solutions/view_list.php?token=3306

Takes you to 399, but still pretty good!

I got to run my ISD-II through shock trials yesterday, and whoo buddy let me tell you that in my meta at least, Neith earned the fear she struck into their hearts. I run her as a gunship, but at the same time I fly her the way I *wanted* to fly the Victory - in a way, it is just a natural progression. The slow roll across the field is much more viable when you can jog to the side and cut your distance a half mark to draw them into your range. I will need more experience against distant deployment, admittedly.

I got to run my ISD-II through shock trials yesterday, and whoo buddy let me tell you that in my meta at least, Neith earned the fear she struck into their hearts. I run her as a gunship, but at the same time I fly her the way I *wanted* to fly the Victory - in a way, it is just a natural progression. The slow roll across the field is much more viable when you can jog to the side and cut your distance a half mark to draw them into your range. I will need more experience against distant deployment, admittedly.

The ISDs do just fine if your opponent's trajectory is toward you. ... Very much worse when they fly away or obliquely to get around you.

I got to run my ISD-II through shock trials yesterday, and whoo buddy let me tell you that in my meta at least, Neith earned the fear she struck into their hearts. I run her as a gunship, but at the same time I fly her the way I *wanted* to fly the Victory - in a way, it is just a natural progression. The slow roll across the field is much more viable when you can jog to the side and cut your distance a half mark to draw them into your range. I will need more experience against distant deployment, admittedly.

The ISDs do just fine if your opponent's trajectory is toward you. ... Very much worse when they fly away or obliquely to get around you.

And thus, my SOUPER SEEKRET battle plan is revealed: Don't let them point their guns at you.

An ISD II with ECMs, Motti, and Needa replacing the contain token can be worth the point investment.

I'm also of the mindset that the ISD should be placed last when it comes to deployment, so an initiative bid may be more important for an Imperial player with a single ISD list.

I've done all of this. Motti, meh. I've blown him up on ISDs with Ackbar. Also Needa... really isn't sure he's worth it even.

I do this also, but it hasn't helped that much.

I feel like the imperial second player objectives are boring as hell. Contested Outpost all day. Adv gunnery?

Minefields. BOOORING.

I love ya Brah... but I have come to the conclusion that you just ain't good at these games... or you are always mad/sad... dunno.

;)

These toys need YOU to make them work.

:lol:

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An ISD II with ECMs, Motti, and Needa replacing the contain token can be worth the point investment.

I'm also of the mindset that the ISD should be placed last when it comes to deployment, so an initiative bid may be more important for an Imperial player with a single ISD list.

I've done all of this. Motti, meh. I've blown him up on ISDs with Ackbar. Also Needa... really isn't sure he's worth it even.

I do this also, but it hasn't helped that much.

I feel like the imperial second player objectives are boring as hell. Contested Outpost all day. Adv gunnery?

Minefields. BOOORING.

I love ya Brah... but I have come to the conclusion that you just ain't good at these games... or you are always mad/sad... dunno.

;)

These toys need YOU to make them work.

:lol:

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I ran something similar to this last night! I was minus a Raider, had Mithel, Dengar, 2 Firesprays, Rhymer and a TIE Advanced. The fleet worked very well.

An ISD II with ECMs, Motti, and Needa replacing the contain token can be worth the point investment.

I'm also of the mindset that the ISD should be placed last when it comes to deployment, so an initiative bid may be more important for an Imperial player with a single ISD list.

I've done all of this. Motti, meh. I've blown him up on ISDs with Ackbar. Also Needa... really isn't sure he's worth it even.

I do this also, but it hasn't helped that much.

I feel like the imperial second player objectives are boring as hell. Contested Outpost all day. Adv gunnery?

Minefields. BOOORING.

I love ya Brah... but I have come to the conclusion that you just ain't good at these games... or you are always mad/sad... dunno.

;)

These toys need YOU to make them work.

:lol:

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I ran something similar to this last night! I was minus a Raider, had Mithel, Dengar, 2 Firesprays, Rhymer and a TIE Advanced. The fleet worked very well.

Darned Right!!!

:D

The Raider 1 I used only had Ordnance Experts on it but the darn thing thanks to the re-roll was dealing 2 damage every time. I just kept it at speed 2 with the squadrons. Worked amazingly well. Demolisher with Advanced Proton Torpedoes was a sight to behold. Played a game of Precision strike and that combo with Demolisher netted me 8 out of the 10 victory tokens I got. My ISD 2 was great as well. Using Ozzel worked good though I did not use him too much, it was still great to start off slow and then suddenly jump into the fray.

The Raider 1 I used only had Ordnance Experts on it but the darn thing thanks to the re-roll was dealing 2 damage every time. I just kept it at speed 2 with the squadrons. Worked amazingly well. Demolisher with Advanced Proton Torpedoes was a sight to behold. Played a game of Precision strike and that combo with Demolisher netted me 8 out of the 10 victory tokens I got. My ISD 2 was great as well. Using Ozzel worked good though I did not use him too much, it was still great to start off slow and then suddenly jump into the fray.

I think a lot of people try to treat MINIATURES Games as if they are video games... wrong... wrong... wrongies!

:lol:

Just played a quick game against myself. (About freaking time, stupid work)

I think the ISD is fine. The MC80 is the underwhelming one. Felt like just dud. Maybe I need to work on that.

Just played a quick game against myself. (About freaking time, stupid work)

I think the ISD is fine. The MC80 is the underwhelming one. Felt like just dud. Maybe I need to work on that.

I love the disparate opinions on this forum!

Just played a quick game against myself. (About freaking time, stupid work)

I think the ISD is fine. The MC80 is the underwhelming one. Felt like just dud. Maybe I need to work on that.

I love the disparate opinions on this forum!

Ok guys, today I did it. I took this:

The Rocky Mountains (400)

ISD-I // Motti / Veteran Captain / Gunnery Team / Leading Shots

ISD-I // Quad Laser Turrets / Gunnery Team / Leading Shots

ISD-I // Quad Laser Turrets / Gunnery Team / Leading Shots

It was against a fighter heavy list, with an MC80, Yavaris, and a Torpedo MC30. I realized early that fighter cloud was going to be ugly, the hope was to kill his capital ships before the fighters got too upedy. They ended up taking basically one and a half star destroyers, and their MC80 didn't die... plus my AA rolls were terrible.

but I did one-shoot the MC30 when it tried to block me. And the only reason Quad Laser Turrets weren't more effective was because Motti's ISD didn't take them. But I only had so many points left over...

in the end of the game my ISD was chasing down the Yarvaris, in kind of a scary way (banked Navigation commands all the way down). He was one point from death.

I... kind of want three ISDs now. To practice with and make better.

I... kind of want three ISDs now. To practice with and make better.

You don't know the POWER of the Tri side of the Force.

The Raider 1 I used only had Ordnance Experts on it but the darn thing thanks to the re-roll was dealing 2 damage every time. I just kept it at speed 2 with the squadrons. Worked amazingly well. Demolisher with Advanced Proton Torpedoes was a sight to behold. Played a game of Precision strike and that combo with Demolisher netted me 8 out of the 10 victory tokens I got. My ISD 2 was great as well. Using Ozzel worked good though I did not use him too much, it was still great to start off slow and then suddenly jump into the fray.

I think a lot of people try to treat MINIATURES Games as if they are video games... wrong... wrong... wrongies!

:lol:

I've found the cheat code of shouting "hey, look over there!" and quickly painting one of my opponent's ships with my colors to be highly effective. They see the neon yellow and polka-dot blue ship and just assume it's mine.

I... kind of want three ISDs now. To practice with and make better.

You don't know the POWER of the Tri side of the Force.

I suspect it isn't as strong as the fighter side of the force...

The Raider 1 I used only had Ordnance Experts on it but the darn thing thanks to the re-roll was dealing 2 damage every time. I just kept it at speed 2 with the squadrons. Worked amazingly well. Demolisher with Advanced Proton Torpedoes was a sight to behold. Played a game of Precision strike and that combo with Demolisher netted me 8 out of the 10 victory tokens I got. My ISD 2 was great as well. Using Ozzel worked good though I did not use him too much, it was still great to start off slow and then suddenly jump into the fray.

I think a lot of people try to treat MINIATURES Games as if they are video games... wrong... wrong... wrongies!

:lol:

I've found the cheat code of shouting "hey, look over there!" and quickly painting one of my opponent's ships with my colors to be highly effective. They see the neon yellow and polka-dot blue ship and just assume it's mine.

What in the world could that be?

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