Rebels who don't use the MC80, how do you handle an ISD?

By Arcanis161, in Star Wars: Armada

Just more of a question out of sheer curiosity than anything else. I had assumed, based on early games I'd seen, that the MC80 was the best (but not only) chance of killing an ISD relatively quickly. However, after seeing the "Hot Take: The MC80 is still Terribad", I'm kinda now curious as to how Rebel players without an MC80 deal with ISDs. I have my theories, but I'd rather hear directly from you guys.

CR90s with TRCs, MC30s, and massed squadrons all take down ISDs pretty fast and reliably. ISDs have the same shield/hull point totals as an MC80, except with Motti. Even with Motti these things can all easily take out an ISD. The key is to focus fire and try to hit the same arc multiple times to burn tokens up and damage the hull directly.

6-8 Squads of bombers with AF2s

Ezpz. AFs.

Frankly I gotta say. My shrimp contributes. But shrimps are really not that great vs ISDs. It's kind of a doable suicide mission. And usually dependent on who has more activations.

Basically all of the above.

What I call "chip damage" is very effective on virtually anything. By that I mean a large number of shots that do around 3-4 damage.

1) Vigorously torpedo it in the face with MC30's.

2) Repeat until dead.

Alternatively,

1) Vigorously torpedo it in the face with B-wings.

2) Repeat until dead.

When I'm facing Rebels and my ISD(s) get destroyed I'd say a solid 9 times out of 10 it's because I cannot meaningfully avoid a swarm of Rebel bombers that just nibble me to death. It's horrible. The nibbling accelerates to "horror movie piranha blender" rate the more you involve the following:

  • Yavaris
  • Adar Tallon
  • Nym
  • Keyan Farlander

Honorable mention goes out to Luke "inconsistent" Skywalker, sometimes lander of awful crits through shields, sometimes champion of the blank black dice. I'm not looking forward to Luke's BS once the Bomber Command Center is around to make him more reliable.

Like everyone is saying it takes a dedicated effort. I've done it to a Motti ISD with Keyan, 2 BWings, and Yavaris in two turns.

Though typically it takes three

Edited by machinebede1

I've found that using an AF to swirl usually opens up a flank for a Shrimp or CR90 to just chip away at its side/rear arc.

Alternatively, you can ignore it and focus on the softer targets and objectives. If you can limit your losses, and take a Demolisher or a Victory out in the process, you're typically looking at a 6-4 and it just gets better from there.

1) Vigorously torpedo it in the face with MC30's.

2) Repeat until dead.

I prefer to vigorously torpedo it in the side and butt with MC30's. The shrimp tend to live longer...two passes tend to do the trick as long as I can double arc each - not too hard with such a big target.

Alternatively,

1) Vigorously torpedo it in the face with B-wings.

2) Repeat until dead.

So long as whatever your weapon, you thrust it vigorously, then good things happen.

Step one: Vigorously double arc with trc90s

Step two: repeat until the volcano god is appeased.

Ackbar + Dual AFII with XI7 (and Gunnery teams) + Scout MC30c (Ackbar gives it decent red dice) with TRC as flanker/torpedo boat works rather well for me... Add A-wings or a TRC CR90 for the rest of the points

Often just ignore it and watch it zoom out of the fight.

Alternatively, you can ignore it and focus on the softer targets and objectives. If you can limit your losses, and take a Demolisher or a Victory out in the process, you're typically looking at a 6-4 and it just gets better from there.

This. Pick away at his smaller, softer friends whenever you see the chance. Despite the speed 3 on the ISD, better manoeuverability is still on your side, so if objectives allow just shun the big tanky fatty. Unless there are two. Then go for the, ehm, left one!

If I can win well without killing it, I will ignore the thing and burn up all the Glads, raiders, Vic and fighters in the list. Moti ISDs are just a pain.

Not saying you can't kill it, I just find it more efficient to get rid of everything else then just stay clear of the ISD.

The key rule is if you are going to shoot at it,you must shoot with everything until it's dead... Otherwise you are just wasting precious dice....that's why I tend to think it's better going for the rest of the fleet....

I've seen Ackbar CR90s or MC30 Scouts with TRLCs burn down an ISD pretty quickly and with little risk. The engagement geometry favours the rebels.

YT2400s are also quite happy to plink away at it with little risk of giving up points.

I killed one and crippled another with two Shrimps and an ....GASP!.... MC80!

I really don't get the hate on that blimp.

In general, the best hitters for the rebels are:

  • CR90A w/TRC
  • MC30c w/[insert your choice of upgrades here]
  • B-wing / H-6 / Y-wing
  • AF2 w/XI7

Some mix of those is more than enough to obliterate an ISD. The ISD is tough, but it's not unkillable. I have taken them from full to zero in a single turn repeatedly. It's a question of concentration of force; either you swarm it and nibble away with bombers like a pack of rabid weasels attacking a drunk pig, or you stab it through the shields with some concerted XI7s.

1) Vigorously torpedo it in the face with MC30's.

2) Repeat until dead.

I prefer to vigorously torpedo it in the side and butt with MC30's. The shrimp tend to live longer...two passes tend to do the trick as long as I can double arc each - not too hard with such a big target.

I find that they tend to not sit still for the two double arcs it generally takes to kill them from 100% unless I'm all up in their grill. One-shot defenses like Admonition, Lando, and Rieekan are great for surviving long enough to crap all over the ISD and then sail off into the sunset.

Lando makes me just outright reckless.

1) Vigorously torpedo it in the face with MC30's.

2) Repeat until dead.

I prefer to vigorously torpedo it in the side and butt with MC30's. The shrimp tend to live longer...two passes tend to do the trick as long as I can double arc each - not too hard with such a big target.

I find that they tend to not sit still for the two double arcs it generally takes to kill them from 100% unless I'm all up in their grill. One-shot defenses like Admonition, Lando, and Rieekan are great for surviving long enough to crap all over the ISD and then sail off into the sunset.

Lando makes me just outright reckless.

Although you won't sail very far if you used Rieekan to keep you in the game.

3 B-Wings with Yavaris close by will get you 10.5 points of damage on average and it is relatively immune to bracing.

Have you seen 4-5 mc30s with Rieeken and TRC? 4 Assault Frigates with Akbar and TRC? Or Neb B (Salvation and Yavaris titles) with Luke and TRCs?

TRCs basically. Run as many as you can.

MC80 command, sqd token, exp hangar.

6 x H6 bombers

This is what i resort to when my brain is too tired to setup the perfect Yavvy b-wing double tap. More than double the points for the same amount of dice, but trivially easy to deploy. The threat range makes enemy formations go all wonky too for fear of small ships melting. It's also stupid annoying to burn up that many hull points and the grit makes a-wing/interceptor annoyance tricks a lot harder.

So...MC80 an an indirect way?