ISD Pulse Tap

By Trizzo2, in Star Wars: Armada Fleet Builds

"A man can dream. And I dream of one-shots."

Pulse Tap Victims: A ship hit by and only by Overload Pusle and Avenger. Either by Side Arc/Front Arc or Advanced Gunnery.

2 Guppies

List Development: newest to oldest descending

-current-

Wave 4

http://armadawarlords.hivelabs.solutions/view_list.php?token=36840&key=8d3fef6773e53ce241cbd53ef2581c83

-retired-
Mk3
http://armadawarlords.hivelabs.solutions/view_list.php?token=27781

Mk2
http://armadawarlords.hivelabs.solutions/view_list.php?token=27540

Mk2

http://armadawarlords.hivelabs.solutions/view_list.php?token=28654

Mk1

http://armadawarlords.hivelabs.solutions/view_list.php?token=27546

Strategy:

Designed to beat carriers/low bid/three ship. Against MSU chase down little ships at high speed. Against high bids plays strong Objectives.

  • Carrier bids will not bid high enough for Superior Positions.
  • Demolisher lists are forced to choose between the strongest Blue Objective (which puts them at a massive deployment dissadvantage) or Fire Lanes and Advanced Gunnery. Farm points or punish mistakes.

Tactics:

As first player use a variety of first player combos to one hit kill/cripple/combo ships.

TO AVOID CONFUSION RE: Overload Pulse

  • Avenger + Overload Pulse.This combo will not work if you shoot front battery first (becuase due to timing they spend their defense tokens before Overload Pulse). You must use the Side Arc prior to the Front Arc and you can use Screed to give you a guaranteed Critical Effect. You then follow up with the Front Arc for as much Avenger damage as possible. Thus "The Pulse Tap". It is easier to do it as first player due to being able to fly into position against an already activated ship and simply shoot first next turn.

Standard Plays

  • Demolisher Tripple Tap
  • Raider first player APT double tap
  • Any two black dice ship + Avenger over two turns
  • Pin Squadrons with Ties/ Instigator

Against Clonisher/High bids use objectives to punish them as well as deploy well per match up with 7 Deployments.


Results:

W/L/T (win/loss/tie): 2-2-1

First game: Date: 22/5. Loss 8-2 vs Akbar 3 Guppy. I one shot a fully health Guppy in my first practice game! This list is silly amounts of fun. It challenges you to fly the ISD well. Looking foward to Wave 3 for more of a bid via Floatila. The games, so far, were close with clear mistakes costing a Win/draw. It makes flying the ISD a fun subgame, fishing for that dream, but also a genuine threat. The mistake was the ISD could have jumped a Guppy but rammed instead. It killed it via the ram but got shot by the last guppy for 7 with no shields. 4 YT2400 soon followed up. It could have been out of range if it jumped (as i had first player activation), a mistake we both talked about after.

2nd: 22/5. Loss 6-4. Back to back games vs same player. vs Reeiken Heroes/Mc30/80/Cr90. Got blocked/we blocked each other traded with an MC80 over 2 turns. 6-4 by 7 points(?)

3rd: 24/5. Win 9-1. Some nice flying with Demolisher (killing Insidious with a double tap and killing Demolisher with a ram on the one move) and Instigator getting lucky with 4 wiffed bombed rolls to hold back the ball. Demo for the double kill and ISD one shot a Raider.

4th 1/5. Draw 99-99. I/G/R/R mirror. Don't make my ISD objective ship, has to do too much at once. Didn't loose a ship. But lost 3 Ties and the Intel Sweep.

5th 2/5. Won 9-1. Another mirror. Lived the dream! ISD Pulse Tap to the front arc on the last and first activation. Hit for 16 Damage (2 redirected, 4 front shields, 10 hull), it was left on 4 Hull due to Motti so no ram kill! A raider killed it with double APT on the next turn.

Edited by Trizzo2

It is a cool list. I have been the victim of an Avenger OP and it really hurts. I would really try and work in another activator like switching a raider from a 1 to a 2 and putting OP on it as well.

Made a nice layout to the OP and made some changes to the list to (increase bid and diversify threats.)

Also had a win! Hopefully the record will improve and this will be a good way to track how a list changes and how it performs over time. So far it's my favorite ship list I've ever made and it's loads of fun to fly so i should have no problem investing some time. Look foward to editing in results and keeping it updated.

C'mon one shots!

Edited by Trizzo2

The overload pulse will not work as you think. Your opponent gets to spend defense tokens before the pulse takes effect. If you want to get the Avenger/Pulse effect to work the Pulse will need to be on another ship which shoots before the Avenger. I had this same idea and it is difficult to pull off. You can "upgrade" a Raider I to a II and put the pulse there.

Side arc first then main battery.

Ah, I see. That can't be easy to pull off though.

Only issue is getting that double arc which I can see being a pain in the ass at times due to the size of the front and the fact you need to start to turn away which makes it easier for people to avoid the double tap by slipping past and if people get behind you life gets difficult. To give your self the best chance with OP is best to spread it around on a few ships to give yourself the best possible chance, the only downside is activation order become limited.

Getting the double arc isnt that difficult when you are first player. Against any list other than 20+ point bids you will go first, which will be most of the time in my area.

You simply wait for a ship within the Navigational reach of the ISD to activate. Once a ship is activated for the turn you simply need to fly up to them and land in a double arc. They now have no chance to move away. With the new two-tool-rule allowance, and practice, this is not difficult. Since I am first player I activate and fire away. Being an ISD with ECM it can tank against higher activations and the huge spike damage makes it worth it.

The double tap has killed more than one thing. I only post 100% hull/shield victims killed soely by the Double Arc Avenger Combo or the ISD last activation/first activation situation (still using the double arc)

-edit-@Moose A couple of months ago there were confusion about the new FAQ. This was part of that. https://images-cdn.fantasyflightgames.com/filer_public/31/e7/31e7e4ff-b681-4801-bcbb-692b31140439/armada_tournament_regulations_v103_high_res.pdf

One-Tool Rule: A player can only use one tool at a time when measuring range, distance, or movement. A tool is defined as the range ruler, the maneuver tool, or another component such as a token. This rule is intended to prevent slow play, as defined on page 5.

-edit- @ Plagueis, don't want to bump this for another rules debate but according to the rules you can hold a laser. A tool is not defined as a laser. A tool is defined as Armada tools.

I believe 'tools' are just Armada tools. I use a war gaming laser to do a rough check using the teeth of m-tool and the laser to estimate the double arc. If that isn't allowed I will stop. But a straight up reading of the rules makes it look perfectly allowable to use a laser + tool. It only takes a couple of seconds as well. So it isn't slow play.

Edited by Trizzo2

Getting the double arc isnt that difficult when you are first player. Against any list other than 20+ point bids you will go first, which will be most of the time in my area.

You simply wait for a ship within the Navigational reach of the ISD to activate. Once a ship is activated for the turn you simply need to fly up to them and land in a double arc. They now have no chance to move away. With the new two-tool-rule allowance, and practice, this is not difficult. Since I am first player I activate and fire away.

The double tap has killed more than one thing. I only post 100% hull/shield victims killed soely by the Double Arc Avenger Combo or the ISD last activation/first activation situation (still using the double arc)

What is this new two tool allowance of which you speak? I can't find mention of it anywhere

one tool on the table at a time only, you can't hold a lazer line above as your setting the measure tool

Nice trick, thanks :D

Seriously Trizzo you cant do that.

The laser is a tool for measuring range and falls in other component. By your logic an acrylic range ruler from a third party company is not ab armada tool and thus allowed. Its not.

Three PM requests, and here I am.

RRG, Page 7, Measuring Firing Arc and Range

To measure a hull zone’s firing arc, use the range ruler to extend the firing arc lines that are printed on the ship token around that hull zone.

So, Technically speaking, no, its not allowed.

Mostly because in order to "Measure LOS", then you are instructed - by the rules - to take the range ruler and extend the arc firing lines.

The laser becomes a proxy for the Range Ruler in this instance. Just the same as if you had an acrylic 3rd party ruler, or a 3rd party maneuver tool, like those corsec ones that are just speed 1 with yaw....

You could use a piece of string you found on the floor before your game, if you wanted - but that would still be a proxy for the range ruler.

ON TO THE LISTS THEMSELVES

I love how everything is defined :D And Pulse-Tapping is the most pertinent use of Avenger, if you are going to include the Pulse. It lets you free up other ships for their duties, rather than running as OP boats, and it lets Avenger do what it needs to do when it needs to do it... No more waiting for an OP op first and leaving Avenger just soaking up fire while you fiddle-arse around with raiders or Victories...

Avenger scares me as a rebel player. Double-so when its flown well.

Good! And I don't, since there has been a couple of FAQs since and the "tool rule" has been definitely settled. There was only confusion from 3-5 months ago or so with the mistyped FAQ (that said we can measure with two tools to save time or something). I have never used two tools in an tourney setting ever, so now concerned citizens can stop bumping this thread along!

As for the list...it was biding it's time until Wave 4. Wave 3 proxy games didn't treat this list well with 5-7 ships running about whilst waiting for Wave 4 news. After some Wave 4 proxy games and seeing the ISD II cream the Liberty in jousts and some new additions such as Veteran Gunner (which will allow more consistent taps and taking Advanced Gunnery) this list is back on the cards!


I love how everything is defined :D And Pulse-Tapping is the most pertinent use of Avenger, if you are going to include the Pulse. It lets you free up other ships for their duties, rather than running as OP boats, and it lets Avenger do what it needs to do when it needs to do it... No more waiting for an OP op first and leaving Avenger just soaking up fire while you fiddle-arse around with raiders or Victories...

Avenger scares me as a rebel player. Double-so when its flown well.

Yes...people treat it is some joke list (and i suppose it is a bit, as in never taken it to a tourney) but it's very dangerous for Large/Medium base rebel ships and does well in practice games. Now with new Upgrade cards, Floatillas, and 2 maybe 3 new Waves by years end it could actually become a more serious list.

What was holding it back was the activations. Wave 2 was 3 near naked Raiders for the minimum 4 activation. Wave 3 brings floatillas. Wave 4 might have pontential with a decent OP ship in the Interdictor (but i feel that the best way to fly is just using ISD II itself). Wave 5? Well more information on costs is required.

-edit- Added my list for testing this week.

Edited by Trizzo2

Honestly, I think trying to use one ISD to "Pulse Tap" is wasteful. Even if it costs much more to add a second ISD or even a few Raiders (if you wanna risk it) it ensures that the ISD with Avenger hits at it's very fullest, which SHOULD be the goal, correct? No other ship title can completely nullify defense tokens, so when it comes to straight DPS your avenger should maximize every die. I like to use a 3 ship (2 ISDs and a Raider) build to achieve a similar thing. It not only deals a significant amount of damage from the pulse ISD, but also guarantees a minimum of 7 damage every time, with a good roll, I've had it hit 12. if the Pulse ISD did at least some shield damage or nullified the shields, you sank that ship (VS REBS at least).

My build (if interested):

-1x ISD II
screed/needa/gunnery team/sw-7 ion batteries/turbolaser reroute circuits/avenger (172 pts)

-1x ISD II
gunnery team/Overload pulse/H9 turbolasers (143 pts)

-1x Raider I
instigator (48 pts)

-3x Tie advanced squadron(s)

(36 pts)


With this build I can safely position both ISDs to set up the "alley-oop" allowing one ISD to pulse and deal damage first and then maximize the next hit with the avenger ISD. Keeping the raider and squads towards the rear of the ISDs to prevent rebel fighters from sneaking in. It's been insanely effective. I've sank 2 MC80s in a single round this way.

The awesome part about avenger is you don't even need the pulse trap to make it work just another attack platform that does lots of damage forcing the opponent to use their defense tokens.

Honestly, I think trying to use one ISD to "Pulse Tap" is wasteful. Even if it costs much more to add a second ISD or even a few Raiders (if you wanna risk it) it ensures that the ISD with Avenger hits at it's very fullest, which SHOULD be the goal, correct? No other ship title can completely nullify defense tokens, so when it comes to straight DPS your avenger should maximize every die. I like to use a 3 ship (2 ISDs and a Raider) build to achieve a similar thing. It not only deals a significant amount of damage from the pulse ISD, but also guarantees a minimum of 7 damage every time, with a good roll, I've had it hit 12. if the Pulse ISD did at least some shield damage or nullified the shields, you sank that ship (VS REBS at least).

My build (if interested):

-1x ISD II

screed/needa/gunnery team/sw-7 ion batteries/turbolaser reroute circuits/avenger (172 pts)

-1x ISD II

gunnery team/Overload pulse/H9 turbolasers (143 pts)

-1x Raider I

instigator (48 pts)

-3x Tie advanced squadron(s)

(36 pts)

With this build I can safely position both ISDs to set up the "alley-oop" allowing one ISD to pulse and deal damage first and then maximize the next hit with the avenger ISD. Keeping the raider and squads towards the rear of the ISDs to prevent rebel fighters from sneaking in. It's been insanely effective. I've sank 2 MC80s in a single round this way.

I like this idea. I think I will give it a shot next week at league (updated for wave 4 of course). What do you think of this? I think it captures the spirit of your original fleet but made it my own a bit.

Fleet Summary Page (400 of 400 pts) Faction: The Empire Commander: Admiral Screed (26 pts)

Flagship: (153 pts) Imperial II-class Star Destroyer (120 pts)Avenger (5 pts) Captain Needa (2 pts) Gunnery Team (7 pts) Electronic Counter Measures (7 pts) Turbolaser Reroute Circuits (7 pts) SW-7 Ion Batteries (5 pts)

Fleet Ship 1: (110 pts) Interdictor Suppression Refit (90 pts) Engine Techs (8 pts) Overload Pulse (8 pts) Grav Shift Reroute (2 pts) G7-X Grav Well Projector (2 pts)

Fleet Ship 2: (30 pts) Gozanti-class Cruisers (23 pts) Slicer Tools (7 pts)

Squadrons (81 of 134 pts): 3x Tie Advanced Squadron (36 pts) 1x Mauler Mithel Tie Fighter Squadron (15 pts) 1x JumpMaster 5000 (12 pts) 1x Sontir Fel Tie Interceptor Squadron (18 pts)

Honestly, I think trying to use one ISD to "Pulse Tap" is wasteful. Even if it costs much more to add a second ISD or even a few Raiders (if you wanna risk it) it ensures that the ISD with Avenger hits at it's very fullest, which SHOULD be the goal, correct? No other ship title can completely nullify defense tokens, so when it comes to straight DPS your avenger should maximize every die. I like to use a 3 ship (2 ISDs and a Raider) build to achieve a similar thing. It not only deals a significant amount of damage from the pulse ISD, but also guarantees a minimum of 7 damage every time, with a good roll, I've had it hit 12. if the Pulse ISD did at least some shield damage or nullified the shields, you sank that ship (VS REBS at least).

My build (if interested):

-1x ISD II

screed/needa/gunnery team/sw-7 ion batteries/turbolaser reroute circuits/avenger (172 pts)

-1x ISD II

gunnery team/Overload pulse/H9 turbolasers (143 pts)

-1x Raider I

instigator (48 pts)

-3x Tie advanced squadron(s)

(36 pts)

With this build I can safely position both ISDs to set up the "alley-oop" allowing one ISD to pulse and deal damage first and then maximize the next hit with the avenger ISD. Keeping the raider and squads towards the rear of the ISDs to prevent rebel fighters from sneaking in. It's been insanely effective. I've sank 2 MC80s in a single round this way.

I like this idea. I think I will give it a shot next week at league (updated for wave 4 of course). What do you think of this? I think it captures the spirit of your original fleet but made it my own a bit.

Fleet Summary Page (400 of 400 pts) Faction: The Empire Commander: Admiral Screed (26 pts)

Flagship: (153 pts) Imperial II-class Star Destroyer (120 pts)Avenger (5 pts) Captain Needa (2 pts) Gunnery Team (7 pts) Electronic Counter Measures (7 pts) Turbolaser Reroute Circuits (7 pts) SW-7 Ion Batteries (5 pts)

Fleet Ship 1: (110 pts) Interdictor Suppression Refit (90 pts) Engine Techs (8 pts) Overload Pulse (8 pts) Grav Shift Reroute (2 pts) G7-X Grav Well Projector (2 pts)

Fleet Ship 2: (30 pts) Gozanti-class Cruisers (23 pts) Slicer Tools (7 pts)

Squadrons (81 of 134 pts): 3x Tie Advanced Squadron (36 pts) 1x Mauler Mithel Tie Fighter Squadron (15 pts) 1x JumpMaster 5000 (12 pts) 1x Sontir Fel Tie Interceptor Squadron (18 pts)

Sorry it took so long.

YES I definitely like it, wave 4 and 5 have changed my fleets significantly, but most still keep the PT avenger