Just got back into Armada from a little break and picked up an ISD to go with my 3 Victories. Is there a good standard load out for it yet?
Best do all ISD build
https://community.fantasyflightgames.com/topic/201303-the-deadly-combos-ships/
Some worthy inspiration in there.
I haven't been inspired to make a two ISD build yet even playing at higher points. I have enough, but they are just so huge. I am sure I will eventually, but this far have only been inspired to do a two MC80 build with ET.
Hmmm let's see what I would do at 400 points:
ISD
Screed
ECM
NK-7
X-17
ISD
ECM
NK-7
X-17
Soontir
Dengar
4x Tie Advanced
Likely get a crit on front arc fire and save screed for side arc attacks & flankers. NK-7s don't get enough love on this forum. Hmmm.
Between counter 1 and Soontir the squadrons Might be enough of a nuisance for high point squdron builders. Some black dice are also nice with Intel. Doesn't max Soontir's or Dengar's ability but this different use might work.
Hmmm now I did that I might want to try it.
Edited by AdmiralNelsonISDx - Support Officer (if running squadrons), XI-7s, Leading Shots. If running squadrons then boosted comms.
I love double ISD Motti + Fighters. Its incredibly strong and feels like the movies. I won a store championship with 2x ISD, the list should be on my blog in my signature.
The "standard" ISD-II build I see around here is:
+XI7 Turbolasers
+Electronic Countermeasures
+Gunnery Team
Add titles or Intel Officers to taste, perhaps a Boosted Comms if it's going to be squadroning.
ISD-Is don't see a lot of play around here, although I like to run a pair of them naked (no upgrades) from time to time. I could see an argument for Heavy Turbolaser Turrets, an Intel Officer, or maybe Ordnance Experts, though. You can configure it to be a super carrier if you like, but it gets expensive and I like my ISD-Is dirt cheap.
For total all-around play, I'd recommend an ISD II with Intel Officer, Gunnery Team, ECMs, SW-5s, Xi7s, with Vader as commander and Relentless for more command flexibility. At medium/close range, that's unrivaled average damage output, at an unrivaled price. ![]()
For my ISD IIs, I only consider Gunnery Team and ECMs to be essential. Of the two, I think ECMs is slightly better (just because you can set up a double-arc shot with an ISD II), but GT for an ISD forward arc shot is an unrivaled dice multiplier. Xi7s are great, but an ISD is still deadly without them--and at 140 points base cost (plus commander, usually), it's starting to get to the point where I feel it's getting a bit excessive. But maybe that's just me. ![]()
My next test for an ISD I is Flight Controllers, Boosted Comms, and Expanded Hangers, which for some reason comes in at a (comparatively) paltry 125 points. Seems like it would pair nicely with a Vic I Corruptor with Expanded Hangers (208 total), while still leaving almost half of the fleet points available for a commander, Raider, and 100ish points of squadrons with a decent bid. No Demolisher, though, which always seems the be the problem with four ship ISD builds...