Dual Motti ISDs

By chrisrivers, in Star Wars: Armada Fleet Builds

Dual Motti ISDs (399/400)

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Advanced Gunnery, Contested Outpost,

Superior Positions

Imperial II-class Star Destroyer (120 + 48)

+ Admiral Motti (24)

+ Gunnery Team (7)

+ Electronic Countermeasures (7)

+ Leading Shots (4)

+ XI7 Turbolasers (6)

Imperial II-class Star Destroyer (120 + 24)

+ Gunnery Team (7)

+ Electronic Countermeasures (7)

+ Leading Shots (4)

+ XI7 Turbolasers (6)

Dengar (20)

2 x Tie Advanced Squadron (12)

Major Rhymer (16)

3 x Tie Bomber Squadron (9)

Edited by chrisrivers

I intend to keep the Rhymerball near the ISDs. Both for protection and lessen the need for boosted comms.

Edited by chrisrivers

I too am becoming a fan of the 2 ship builds so as long as they can handle it. 2 ISDs with Motti still gives you 28 hull points which is still quite a lot. My only recommendations would be to try to add in more squadrons any way you can. Maybe so fighters to help your bombers stay alive.

Now one idea I have been playing with but have yet to put it on the table is to put dominator on one of the ISDs. It's 10 points but with only two ships there is a good chance that you might have to discard a token at some point and adding more damage because of it wont make it such a down fall. Now of course that means your opponent is going to only shoot at Dominator if it's only shot or best one. You could use this to your advantage of course . Your could even run both Dominator and Avenger with SW-7s. It will really make your opponent have to choose to spend his brace tokens. You could open up with Dominator and Follow up with Avenger for a solid punch. Just some ideas I been messing with and just wanted to throw them out there.

Sorry I meant Devastator on the ISD!!!

Thanks for the suggestions. This is why I am going to keep them close to the ships to take advantage of the Anti-squadron. I would love to add more squads, but have little points to do so. I could downgrade one ISD to a I, saving 17 pts. Add another advanced, two TIEs, mauler?

Edited by chrisrivers

Hmm.. i've ran almost the exact same list in 4 or so games. I'll post what i've found out about it below, some of it you probably already know, maybe some of it will help you:

I ran chiraneau instead of dengar (we don't need their scum!) Personal preference, pros and cons for both. Dengar is probably a better choice for your squadron setup. I was running half screen, half bombers mostly.

If you only have two ships, i'd stick with ISD II with ECMs to help mitigate damage. Your opponent is going to pick on one ISD the whole game till it pops. I've never lost both but even losing one counts as alot of points turning the game into a battle of attrition. You'll need to take out at least 145 points to scrape even. If you can, guess which ISD is going to be beaten up as early as you can and spam engineering.

Having only two Activations leaves something to be desired. There are alot of times you'll find yourself wishing you had one more ship. During deployment plop them squadrons down to buy more time before placing your second ISD. A good deployment really helps (especially vs ackbar lists).

Anyways, hope some of this helps while playing this list. ;)

Hmm.. i've ran almost the exact same list in 4 or so games. I'll post what i've found out about it below, some of it you probably already know, maybe some of it will help you:

I ran chiraneau instead of dengar (we don't need their scum!) Personal preference, pros and cons for both. Dengar is probably a better choice for your squadron setup. I was running half screen, half bombers mostly.

If you only have two ships, i'd stick with ISD II with ECMs to help mitigate damage. Your opponent is going to pick on one ISD the whole game till it pops. I've never lost both but even losing one counts as alot of points turning the game into a battle of attrition. You'll need to take out at least 145 points to scrape even. If you can, guess which ISD is going to be beaten up as early as you can and spam engineering.

Having only two Activations leaves something to be desired. There are alot of times you'll find yourself wishing you had one more ship. During deployment plop them squadrons down to buy more time before placing your second ISD. A good deployment really helps (especially vs ackbar lists).

Anyways, hope some of this helps while playing this list. ;)

Good thoughts, I really don't like the ISD-I specifically because it does not get ECM(I wish they would have give both versions the defensive slot). What objectives do you take? I had thought of maybe Minefields instead of Superior Positions. Contested outpost is a lock and Adv Gunnery is so good with ISDs. This list is more of a thought experiment at the moment, as I don't own a 2nd ISD yet.

Minefields and contested outpost are always in my setup. The third i can never decide on... adv gunnery isn't great as you already have gunnery teams albeit it will let you target the same ship.

Having two ISDs really open up some interesting list options. I don't think i'll pick up a third. Gotta save room for new huge ships ;)

Ironically, I've actually migrated from dual ISD IIs and motti to using two ISD Is and a VSD with vader.

Minefields and contested outpost are always in my setup. The third i can never decide on... adv gunnery isn't great as you already have gunnery teams albeit it will let you target the same ship.

Having two ISDs really open up some interesting list options. I don't think i'll pick up a third. Gotta save room for new huge ships ;)

Ironically, I've actually migrated from dual ISD IIs and motti to using two ISD Is and a VSD with vader.

To be fair, nobody is likely to pick Adv Gunnery anyways. Really, the only other option is Precision Strike.

2 ISDs; you most always want to go second. Also take Advanced Gunnery. If you go second...then the 1st player will always take minefields, which is super advantageous for you, as you set up everything. Basically dictating deployment for them. And you can stick mines in front or in there deployment zone. Forcing the enemy to either maneuver out of danger or take damage right away. On the off chance they take contested outpost, it's still in your favor. You will place the outpost, you will dictate enemy deployment. Simple.

For what my opinion is worth i'd take support officers on your ships. You already lack flexibility so being able to scrub bad orders for maneuverability or a decisive strike is a major bonus on big ships.

One of the main benefits is if you spot an opening or you're outflanked by a zippy little ship you can pull your bomber wing into action without pre planning.

Also you lack tractor beams so getting that extra maneuverability clicks when those slippery Rebels arc on you can keep them in your front when you need it.