ISD/Imp "Screw the activations" list

By TTC, in Star Wars: Armada Fleet Builds

ISD-II

Motti

Relentless

Phylon Q7s

ECM

Gunnery Team

Heavy Turbolaser Turrets

Leading Shots

Intel Officer

Purpose: Blow things away

VSD-I

Admiral Chiraneau

Flight Controllers

Expanded Hanger Bay

Purpose: Carrier, keep the Rhymer-ball moving

Boba Fett

Dengar

Firespray

Darth Vader

Major Rhymer

2x TIE Bombers

Objectives: TBD

I think it rolls in right at 398 or 400--screw initiative. And screw activation advantage.

The ships will fly tight formation together, and I'll probably hold the squadrons in tight to help protect the VSD.

Some changes I'd recommend:

1. Tractor Beam: Odds are you aren't going to get much use out of it. i'd dump it either for the points to add to initiative or to use else where.

2. Upgrade to VSD II: Right now your VSD 1 is only really good at short range and can't support your ISD II very much, if you bump it up to a VSD 2 then you might be able to help out the ISD with blue dice. You can get some of the points for this from dropping the tractor beam, and also if you drop Heavy Turbo Lasers. Probably worth it.

Some changes I'd recommend:

1. Tractor Beam: Odds are you aren't going to get much use out of it. i'd dump it either for the points to add to initiative or to use else where.

2. Upgrade to VSD II: Right now your VSD 1 is only really good at short range and can't support your ISD II very much, if you bump it up to a VSD 2 then you might be able to help out the ISD with blue dice. You can get some of the points for this from dropping the tractor beam, and also if you drop Heavy Turbo Lasers. Probably worth it.

Good suggestions. I only went with the VSD I because of points. I'd much prefer the blue dice, especially in this list.

As to the tractor beam, I'm currently soloing this list against an MC-80, Neb-B, CR90A list. The threat of the tractor beam is really affecting the Rebels and keeping them from being able to maneuver better.

I cry anytime I see chiraneau without mauler mithel. He's so deadly against enemy fighters, especially when you have a tough escort like vader, who'd have counter-1 and is able to do damage with crits.

My recommendations would be to try and find a way to bump that VSD-I to and VSD-II and throw overlaid pulse on it. Then put Avenger on your ISD with SW-7 ion and let the dice fly. I did this with a raider-II with overload pulse and avenger and it's nasty. Basically one shot a VSD with Motti in it. The good thing about avenger is it works good even without overlaid pulse but if you get that combo off it hurts.

I'll keep tweaking and try out these ideas...

I cry anytime I see chiraneau without mauler mithel. He's so deadly against enemy fighters, especially when you have a tough escort like vader, who'd have counter-1 and is able to do damage with crits.

Dengar is just better than Chiraneu with Mithel IMO. Saves an officer slot too.

Another recommendation after looking some more I would drop Chiranaeu for Wing Commander. I know you want to keep your ball moving but this will allow you to spam Nav or Eng commands on the chance that you might need to speed up slow down or repair some shields and if now just change to squadron. There has been too many times that my bombers were in a good spot that the squadron command was a bit wasted. Without mithel in the list it isn't 100% every turn.

Another recommendation after looking some more I would drop Chiranaeu for Wing Commander. I know you want to keep your ball moving but this will allow you to spam Nav or Eng commands on the chance that you might need to speed up slow down or repair some shields and if now just change to squadron. There has been too many times that my bombers were in a good spot that the squadron command was a bit wasted. Without mithel in the list it isn't 100% every turn.

I like this idea and was thinking about it already. Especially since I have some Rogues.

Now I just need to invest in two more R&V packs and run a 4x Firespray list.

Updated:

ISD-II

Motti

Relentless

Intel Officer

Gunnery Team

ECM

Leading Shots

VSD-II

Wing Commander

Flight Controllers

Expanded Hanger Bay

*Overload Pulse

*I'm iffy on this one since the VSD's role is a carrier. And if it is attacking the same ship that my bombers have already hit, most of its redirects at least will have been spent.

Squadrons:

Boba Fett (bomber/antisquadron)

Dengar (escort swarm/antisquadron)

Firespray (bomber/antisquadron)

Rhymer (bomber/bomber support)

2x TIE Bombers (bomber)

Soontir (antisquadon/escort swarm)

Total Points: 398

Objectives:

Precision Strike

Superior Positions (I like it just for the setup advantage, especially with a VSD-II)

Contested Outpost (although I considered Fire Lanes since I'll have two ships with a lot of dice)

Over all I like it but just drop the overload pulse all together if you aren't gonna run avenger on the ISD. But solid list. Reminds me of my 2 ISD list. Activations don't mean nothing if you have a good squadron base and if you just blow everything up lol.

Edited by Default02

Over all I like it but just drop the overload pulse all together if you aren't gonna run avenger on the ISD. But solid list. Reminds me of my 2 ISD list. Activations don't mean nothing if you have a good squadron base and if you just blow everything up lol.

I'm pretty wedded to Relentless. It may be a bit of a crutch, but I think it's hard to quantify how much easier it is to plan 2 turns out than 3 for my commands.

I cry anytime I see chiraneau without mauler mithel. He's so deadly against enemy fighters, especially when you have a tough escort like vader, who'd have counter-1 and is able to do damage with crits.

Dengar is just better than Chiraneu with Mithel IMO. Saves an officer slot too.

I was just thinking that myself. I would ditch him and improve that bid. I'd probably replace it with a wing commander for tactical flexibility the VSD lacks.

Edited by Deathseed