So,
Wave 2 has come and brought quite a bit of extra firepower on the table, with even the lowly Cr-90s able to shoot 4-5 dice out of the sides. Under these circumstances, I feel the Empire needs solid HP/shields in order to survive, the best contender being the ISD. And what's better than 1 ISD... obviously 2 (or 3, but I haven't bought a third yet, so let's stop at 2).
Here are some lists that I'm pondering, keeping in mind that I generally play in a squadron-light medium.
List 1 - Tanking
ISD II, Motti
ISD I
VSD I
VSD I
Fire Lanes (or Contested Outpost), Dangerous Territory, Most Wanted
Comes out to 400 points on the mark, with no upgrades. Honestly, I don't like it too much, the VSDs are too slow in case I want to get closer to the enemy in a rush. On the other hand I have 48 HP while Motti is alive, good luck getting through that.
List 2 - Say hello to my little friend
ISD II, Motti
ISD I
VSD I
Gladiator I, Demolisher, APT
Objectives as above
398 points, with a faster ship, less resilient ship thrown in. I flew a variation of this list on Sunday (with Superior Positions instead). I lost because of the objective mostly, got outmaneuvered by CR-90s. On the plus side, the ISDs survived almost unharmed, and the VSD was killed on literally the last shot of the game.
List 3 - Did anyone say Firespray?
ISD II, Motti, Gunnery Team, Tractors, ECM, XI7
ISD I, Tractors
Gladiator I, Ordnance Experts, APT, Demolisher
2xFirespray
Objectives as above.
397 points, this is what I'm planning on trying next. I lose an activation in exchange for tricking out the ISDs a bit. Hopefully slowing down the faster ships will make it harder for me to get outmaneuvered. The Firesprays are there to help an alpha strike versus a ship or to finish off stuff that has drifted behind my battle line.
List 4 - Less tractor, better firepower
ISD II, Motti, Gunnery Team, ECM, XI7
ISD II, ECM
Gladiator I, APT, Demolisher
2xFirespray
Objectives as above.
398 points, with no tractors but two ISD IIs I should have a much better punch and one more red from the front. I still can't fit in a second Gunnery Team without sacrificing the APTs and losing any initiative bid.
List 5 - TRCs are good
ISD II, Motti, Gunnery Team, ECM, XI7
ISD II, Needa, Turbolaser Reroute Circuits
Gladiator I, APT, Demolisher
2xFirespray
Objectives are above.
The second ISD can throw 5 red dice (concentrate firepower) at long range, with one guaranteed double damage. Trades the extra defence for extra offence and on the right shot can put a lot of hurt on something. 400 on the mark.
I'm wainting for opinions on these, especially the last three lists, but also any kind of 2 ISD lists that you might suggest. I also plan to try a 2 ISD Rhymerball, but I'm afraid two activations are too few and I will get outplayed/outmaneuvered by any list.
Edited to add list 5.
Edited by Anomander