2 ISD Builds, How important is an initiative bid?

By Hrathen, in Star Wars: Armada

I don't get a ton of time to play, so since wave 2 came out all I have really had time to play arround with is 2 ISD lists. Each time I have used all (or almost all) my points. But with only two ships, even with speed three, it can be really hard to set up shots that my opponent doesn't just fly away from.

What do you guys/gals think. How important is leaveing a few points off to get the first turn for a 2 ISD list. If you think an initiative bid is important, how many points do spend on it.

I feel that the more hull points you have to play with, the less you should care about initiative as a general rule of thumb.

Motti double ISD don't really need initiative.

im of the exact opposite: i think you need get your ISD into the fray and avoid getting deploy-countered. So, its preferable to go second and have the first player place his stuff first.

Also, with 2ISD you should have a little space.

I would bid near 11 points.

Hero, why do you think the opposite?

But with only two ships, even with speed three, it can be really hard to set up shots that my opponent doesn't just fly away from.

I had that problem with single ISD builds, but with 2 of them I have found that (so far) they can cover enough area that the enemy doesn't have room to run away. Tractor beams on both is a big help.

im of the exact opposite: i think you need get your ISD into the fray and avoid getting deploy-countered. So, its preferable to go second and have the first player place his stuff first.

Also, with 2ISD you should have a little space.

I would bid near 11 points.

Hero, why do you think the opposite?

The FaQ on Tractor Beams is also making them seem useful too....

I went second and won just yesterday. It was a tight game though!

I don't get a ton of time to play, so since wave 2 came out all I have really had time to play arround with is 2 ISD lists. Each time I have used all (or almost all) my points. But with only two ships, even with speed three, it can be really hard to set up shots that my opponent doesn't just fly away from.

What do you guys/gals think. How important is leaveing a few points off to get the first turn for a 2 ISD list. If you think an initiative bid is important, how many points do spend on it.

I've done a 12 point bid in 300 point games. Seemed to work well.

im of the exact opposite: i think you need get your ISD into the fray and avoid getting deploy-countered. So, its preferable to go second and have the first player place his stuff first.

Also, with 2ISD you should have a little space.

I would bid near 11 points.

Hero, why do you think the opposite?

I've only played one game with dual ISDs (last night, ironically), and had a 1 point initiative bid. Ended up with Fleet Ambush as first player, which wasn't my ideal scenario, but we made it work. The rebs had four ships, so I think I would have preferred being second player with that many opposing ships on the board, with my preferred objectives. That said, I did manage to swing Motti's ISD II behind Garm's MC-80 at close range in round 6, so vaporizing it before it could move away was very fulfilling... :D

I will say that even with a sub-optimal deployment, Motti ISD IIs are incredibly forgiving. :P

I think there's an advantage to going second by having total objective control. Advanced Gunnery, Fire Lanes, and Superior Positions are good for two ISD builds I think. Fire Lanes is likely to be chosen but with this objective, if you control it for most of the game, you've made up the points for losing one of your ISDs. Take along a lot of fighters as well to make the most of your activations.