ISD any good?

By Baudolino, in Star Wars: Armada

He was an ISD 1 that had the attention of 2 other ships that round to strip the shields.

Well, if there's no shields, them having been stripped by someone else, then its not "Full Health" now, is it? :D

Aaah, Terminology... This is what happens when you don't define your variables... :D

To be fair he did broadside with three Victories in a slow roll...and rammed a Raider and killed himself.

How about the above mentioned ISD 2 with upgrades, a Victory 1, a Raider 1 with expanded launchers.

Vader/Fel/Dengar/2 Advanced.

1 point to spare xD

I beat the piss out of one with a single VSD with assault concussion missiles...I literally took him from full health to 1 HP in a single salvo.

vs the Amount of Times I've seen 1 ISD one-shot two Vics at the same time, using its Gunnery Teams on its ridiculous forward arc...

Sounds like I need to run the ISD and see the light any suggestions on a list?

+++ IIG (396pts) +++

++ Imperial Navy (Standard) (396pts) ++

+ Gladiator Star Destroyer (75pts) +

Gladiator I-Class Star Destroyer (75pts) [Assault Proton Torpedoes (5pts), Ordnance Experts (4pts), •Demolisher (10pts)]

+ Imperial Star Destroyer (265pts) +

Imperial I-Class Star Destroyer (146pts) [Flight Controllers (6pts), Leading Shots (4pts), •Admiral Screed (26pts)]

Imperial I-Class Star Destroyer (119pts) [Leading Shots (4pts), •Avenger (5pts)]

+ Squadrons (56pts) +

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

•"Howlrunner" (16pts)

+ Objectives +

Assault Objective [Advanced Gunnery]

Defense Objective [Fire Lanes]

Navigation Objective [Minefields]

Created with BattleScribe (http://www.battlescribe.net)

It is a great brawler list that is designed to get up in your face and out box you.

Another good one, this time with an ISD 2 relentless (easily the most common setup for a isd) also featuring Tarkin!

+++ IVV tarkin (395pts) +++

++ Imperial Navy (Standard) (395pts) ++

+ Imperial Star Destroyer (181pts) +

Imperial II-Class Star Destroyer (181pts) [Electronic Countermeasures (7pts), Gunnery Team (7pts), Leading Shots (4pts), •Captain Needa (2pts), •Grand Moff Tarkin (38pts), •Relentless (3pts)]

+ Victory Star Destroyer (158pts) +

Victory I-Class Star Destroyer (82pts) [Defense Liason (3pts), Flight Controllers (6pts)]

Victory I-Class Star Destroyer (76pts) [Defense Liason (3pts)]

+ Squadrons (56pts) +

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

•"Howlrunner" (16pts)

+ Objectives +

Assault Objective [Advanced Gunnery]

Defense Objective [Fire Lanes]

Navigation Objective [Minefields]

Created with BattleScribe (http://www.battlescribe.net)

I have also ran this isd with d-liaison and Avenger instead of Needa and Relentless

Edited by clontroper5

^ I may have to try that out...and run the Ties as V-wings just because I can :P

I love using Tarkin in lists.

I had 3 ISD with Gunnery team and Vader without any fighter support on our National contest... technically they **** everything (including Ackar builds). So I just recommend this "little" ship.

Yes ISD's with Gunnery Teams is amazing! Especially while running Motti. I think next time I do play though I'm going to try run it with Quad Laser Turrets to help fend off pesky squadrons.

At the moment I only own one ISD, but I intend to get a couple more in the foreseeable future

I normally play rebels so this is from the perspective of trying to take one out. I'm shooting for it (or one of them) from the start. Every time I've really laid the hurt on an ISD I've had to get the shield facinf down with activated squadrons, then the first ship to clear out defense tokens, and finally my big ship. While I'm focused on the ISD everything else is only getting incidentally shot at when an ark bears on them.

The last game I played was 600 pt. I got the ISD and most his other ships and had a handful of sturgg's, X's, and B's. Problem was he a a Victory gunboat that just hung out away from the battle. He wasn't going to kill my fighters, but without activation I couldn't attack him in time. He got me on points.

Anything you can put in your fleet that requires your opponent focus on it that way is worth it.

ISDs are awesome but require a unique play style compared to ship swarms. They have a High Risk, High Reward. I am running 2 at this moment, but that is because they are so menacing.

Prettiest model in the game.

My biggest problem with the ISD is when people evade my front arc. I've noticed that Tarkin with lots of nav tokens and Nav Team REALLY helps me aim my VSD where I want even at speed one (Nav team allows a nav token to give you and extra yaw).

Edited by JBar

My biggest problem with the ISD is when people evade my front arc. I've noticed that Tarkin with lots of nav tokens and Nav Team REALLY helps me aim my VSD where I want even at speed one (Nav team allows a nav token to give you and extra yaw).

Nav Team is also a support crew upgrade, which the ISD cannot take as it has no support crew slots.

My biggest problem with the ISD is when people evade my front arc. I've noticed that Tarkin with lots of nav tokens and Nav Team REALLY helps me aim my VSD where I want even at speed one (Nav team allows a nav token to give you and extra yaw).

Nav Team is also a support crew upgrade, which the ISD cannot take as it has no support crew slots.

Haha oops! I guess I've been cheating this whole time.

Edited by JBar

My biggest problem with the ISD is when people evade my front arc. I've noticed that Tarkin with lots of nav tokens and Nav Team REALLY helps me aim my VSD where I want even at speed one (Nav team allows a nav token to give you and extra yaw).

Nav Team is also a support crew upgrade, which the ISD cannot take as it has no support crew slots.

Haha oops! I guess I've been cheating this whole time.

I mean for what it's worth the basic advice of "Navigating for extra yaw is seriously a good idea" is something I've been trying to beat into the heads of our newbies for a little while now, for both the ISD and (even moreso) the VSD. Your main problem is you aren't allowed to get extra yaw the way you were getting it ;).

This is my first ever list made for Armada:

List is not final. Depends on the answer to my question at the bottom...

Admiral Screed

Flagship:

ISD II

  • Avenger
  • Captain Needa
  • Flight Controllers
  • Electronic Countermeasures
  • Overload pulse
  • Turbulaser reroute circuit

Support:

Gladiator I

  • Insidious
  • Veteran Captain / might switch this for "Wulff Yularen"
  • Ordnance experts
  • Assault concussion missiles

Raider I

  • Impetuous
  • Veteran captain
  • Ordnance experts
  • Assault proton torpedoes

SQUADRONS:

Screen for ISD-II

2x TIE-Interceptor

2x TIE-Advanced

Screen for Gladiator

1x Darth Vader TIE-Advanced

1x Soontir Fel TIE-Interceptor

TIE advanced will engage hostile squadrons after which TIE Interceptors come in to make the kill.

BIG QUESTION:

  1. IF a card ability says i need squadron command. Will one squadron command activate both "flight controller" and "boosted comms"? or do i need one squadron command/token for each?
  2. IF my ship has two cards activated by a "crit"- will one crit activate both cards or do i need one crit per card?

BIG QUESTION:

  1. IF a card ability says i need squadron command. Will one squadron command activate both "flight controller" and "boosted comms"? or do i need one squadron command/token for each?
  2. IF my ship has two cards activated by a "crit"- will one crit activate both cards or do i need one crit per card?

1. - All cards require only one resolution fo the command... So either a Dial, a Token, or a Both, will activate all of the attached upgrades.

2. Neither.

You get one critical effect, if there is at least one Critical dice showing.

So roll up 6 crits, and you get to activate one critical effect on one card (or use the default).

BIG QUESTION:

  1. IF a card ability says i need squadron command. Will one squadron command activate both "flight controller" and "boosted comms"? or do i need one squadron command/token for each?
  2. IF my ship has two cards activated by a "crit"- will one crit activate both cards or do i need one crit per card?

1. - All cards require only one resolution fo the command... So either a Dial, a Token, or a Both, will activate all of the attached upgrades.

2. Neither.

You get one critical effect, if there is at least one Critical dice showing.

So roll up 6 crits, and you get to activate one critical effect on one card (or use the default).

Thanks:)

So what do you guys think about that list?

I`m playing my first game on wednesday and i`m buying all the minuatures i need for the list, tomorrow.. I`m looking at an alternative list with Admiral Tarkin and cheaper squadrons and a few other variations

BIG QUESTION:

  • IF a card ability says i need squadron command. Will one squadron command activate both "flight controller" and "boosted comms"? or do i need one squadron command/token for each?
  • IF my ship has two cards activated by a "crit"- will one crit activate both cards or do i need one crit per card?

1. - All cards require only one resolution fo the command... So either a Dial, a Token, or a Both, will activate all of the attached upgrades.

2. Neither.

You get one critical effect, if there is at least one Critical dice showing.

So roll up 6 crits, and you get to activate one critical effect on one card (or use the default).

Thanks:)

So what do you guys think about that list?

I`m playing my first game on wednesday and i`m buying all the minuatures i need for the list, tomorrow.. I`m looking at an alternative list with Admiral Tarkin and cheaper squadrons and a few other variations

Drop turbolaser Reroute circuit (you need ALL your defense tokens for Defense with an ISD that expensive) and use the points to upgrade Insidious to Demolisher. Demolisher is AWESOME!

Otherwise it looks good, decent Fighter screen decent hitpoints good firepower

Remember that overload pulse doesn't effect the Attack it is Activated on so you will have to double arc to use Avenger on the 2nd attack (ideally shooting out the side, disable the defense tokens with O.P. then fire out the front with 8 indefensible dice)

Remember that overload pulse doesn't effect the Attack it is Activated on so you will have to double arc to use Avenger on the 2nd attack (ideally shooting out the side, disable the defense tokens with O.P. then fire out the front with 8 indefensible dice)

Double arc with ISD seems a bit difficult. Probably means overload pulse is better used on another ship then:(

Thanks for the heads up..

Also..

I`ve been thinking about having "projection experts" on the Gladiator- if I keep the gladiator in the middle and the raider on the flank- i can transfer shield to both as needed. The raider is so fast and agile it can relocate to the help out the bigger ships as needed. Sound good? Should help with both ISD and raider longevity...

Double arc with ISD seems a bit difficult. Probably means overload pulse is better used on another ship then:(

Thanks for the heads up..

Also..

I`ve been thinking about having "projection experts" on the Gladiator- if I keep the gladiator in the middle and the raider on the flank- i can transfer shield to both as needed. The raider is so fast and agile it can relocate to the help out the bigger ships as needed. Sound good? Should help with both ISD and raider longevity...

Double-arcing with an ISD can be difficult. It's not impossible, but I wouldn't count on pulling it off on crucial turns. Similarly, pulling off an Overload Pulse on a different ship + Avenger combo should also be seen as difficult but not impossible. It's very gimmicky, prone to breaking down, and a decent opponent will see it coming a mile away. Avenger seems to get best use with a fleet where you'll have a few earlier activations that are fairly punishing (Demolisher, carrier + bombers, Gladiators in general, etc.) and can then follow them up with the threat of an unopposed Avenger salvo. If you want to sneak something in there with Overload Pulse as well, then all the better. If you're relying entirely on Overload Pulse + Avenger, though (say, with just two ships), you'll find your plan rarely works as well in practice as it did in your head.

Projection Experts on a Gladiator are sitting in the Engine Techs' chairs and should be kicked out post-haste. The Gladiator is not a support ship in the same fashion as a Nebulon-B or even some tankier Rebel ships builds. The Gladiator is a glass-jawed bully and the Engine Techs help him it do its job much better by improving both speed and maneuverability.

Double arc with ISD seems a bit difficult. Probably means overload pulse is better used on another ship then:(

Thanks for the heads up..

Also..

I`ve been thinking about having "projection experts" on the Gladiator- if I keep the gladiator in the middle and the raider on the flank- i can transfer shield to both as needed. The raider is so fast and agile it can relocate to the help out the bigger ships as needed. Sound good? Should help with both ISD and raider longevity...

Double-arcing with an ISD can be difficult. It's not impossible, but I wouldn't count on pulling it off on crucial turns. Similarly, pulling off an Overload Pulse on a different ship + Avenger combo should also be seen as difficult but not impossible. It's very gimmicky, prone to breaking down, and a decent opponent will see it coming a mile away. Avenger seems to get best use with a fleet where you'll have a few earlier activations that are fairly punishing (Demolisher, carrier + bombers, Gladiators in general, etc.) and can then follow them up with the threat of an unopposed Avenger salvo. If you want to sneak something in there with Overload Pulse as well, then all the better. If you're relying entirely on Overload Pulse + Avenger, though (say, with just two ships), you'll find your plan rarely works as well in practice as it did in your head.

Projection Experts on a Gladiator are sitting in the Engine Techs' chairs and should be kicked out post-haste. The Gladiator is not a support ship in the same fashion as a Nebulon-B or even some tankier Rebel ships builds. The Gladiator is a glass-jawed bully and the Engine Techs help him it do its job much better by improving both speed and maneuverability.

well then- next attempt

Build 2

Admiral Screed

Flagship: ISD-II

  • Avenger
  • Captain Needa
  • Flight Controller
  • Phyolon q7 tractor beam - might drop to re-distribute points
  • ECM
  • Leading shots - might switch for NK-7 ion cannons
  • Heavy turbolaser

Support: Gladiator I

  • Demolisher
  • Wulff Yularen
  • Ordnance expert
  • Assault concussion missile

Support: Raider II

  • Impetuous
  • Admiral Montferrat
  • Overload pulse

Squadrons

Assigned to ISD = 2x TIE-Advanced + 2x TIE-Interceptor

Assigned to Gladiator = 1x TIE-A + 1x TIE-I