Honest opinions, I can't cost both, so which do you think would be the best to take?
I suddenly realised today, I will be in blue range if I'm going close and crazy with an ISD I, so spending that blue to reroll my other blue and reds as well as the blacks seems pretty good (**** red whiff insurance wise), but obviously losing the rerolls to the side arcs.
ISD I - Ordnance or leading shots?
I strongly believe that OE is a correct choice here as it severely bumps up your damage in close range (including side arcs and AS) while leading shots will force you to spend a hit or a much needed accuracy to reroll, so you won't use it unless there are two or more misses.
Nice one
Regionals on saturday, so think I've finally landed on my list. No plans on storming it, just be fun to play armada all day to be honest ha!
Edited by 54NCH32Good luck!
What I discovered is that it's not uncommon to land 10+ hits from a front arc after a OE reroll (or to get double accuracy with 7-8 hits), both of which will kill an MC30 (with the ram).
Also do use navigate heavily in the beginning (even if it's just for yaw), that extra click helps a lot on an ISD.
Good luck!
What I discovered is that it's not uncommon to land 10+ hits from a front arc after a OE reroll (or to get double accuracy with 7-8 hits), both of which will kill an MC30 (with the ram).
Also do use navigate heavily in the beginning (even if it's just for yaw), that extra click helps a lot on an ISD.
Yep, gonna make sure the ISD is navving all up in that ![]()
This is what I've landed on (despite looking at a 5-ship low bid list inspired by you pt106! ha. But I just don't trust my Raider driving enough yet).
So taking something I think I can fly reasonably well and have fun with (and give me at least a hope of annoying a Rhymerball).
390/400
"Shoot All The Things"
(Flagship)
Victory I-class Star Destroyer (110pt)
- Admiral Motti
- Captain Needa
- Boosted Comms
- Turbolaser Reroute Circuits
Imperial I-class Star Destroyer (127pt)
- Intel Officer
- Ordnance Experts
- XI7 Turbolasers
Gladiator I-class Star Destroyer (77pt)
- Intel Officer
- Ordnance Experts
- Demolisher
Dengar
IG-88
2 x TIE Advanced Squadron
TIE Interceptor Squadron
- - - - - - -
Precision Strike
Contested Outpost
Dangerous Territory
- - - - - - -
(The alt list was this below, it would put motti out of harms way, but yeah, not sure I'm too hot with my Raiders yet (I've had 50/50 results with them so far)
388/400
"Argh! Space Triangles!"
(Flagship)
Raider I-class corvette (68pt)
- Admiral Motti
Raider I-class corvette (48pt)
- Instigator
Imperial I-class Star Destroyer (127pt)
- Intel Officer
- Ordnance Experts
- XI7 Turbolasers
Gladiator I-class Star Destroyer (85pt)
- Intel Officer
- Ordnance Experts
- Engine Techs
- Demolisher
Gladiator I-class Star Destroyer (60pt)
- Ordnance Experts
- - - - - - -
Most Wanted
Hyperspace Assault
Dangerous Territory
- - - - - - -
My only concerns are just 3 activations and maybe I'm offering up Motti too much?
Edited by 54NCH32I would be somewhat concerned about activations given that you're going first, so you may not find a target for your ISD or Demolisher at the time you need to activate them (only two of your opponent ships are activated at a time you need to activate your last ship), so a list with 4 activations may be better there.
Hmm, that's what I did wonder. I keep looking at it thinking "just not enough activation".
Yep, that lack of activation had been nagging at me since I brainstormed this (having stepped down from a 4 ship ISD xmas tree list with no squads a few weeks ago). I think I may have got carried away planning for Rhymerballs, which I promised myself I wouldn't do!).
So, yeah, I do need 4 acts if I'm aiming for first:
Motti still on the VSD, but less focus on squad commands now, and a bit more protected. Ordnance on the raider would be nice, but I'm not to concerned about its firepower, more its activation soakness.
Rhymer still a worry, but you know what, at first, I wanted to run 4 ships, so I should run 4 ships, I just got way too carried away on fabs fleet! Ha.
This is my first tourney of any kind, so I very much appreciate the advice, someone had said before "run what you enjoy" and I lost sight of that. 4 ships is great fun, I should never had strayed ha! ![]()
- - - - - -
390/400
"Shoot All The Things MK II"
(Flagship)
Victory I-class Star Destroyer (82pt)
- Admiral Motti
- Captain Needa
- Turbolaser Reroute Circuits
Imperial I-class Star Destroyer (121pt)
- Intel Officer
- Ordnance Experts
- XI7 Turbolasers
Gladiator I-class Star Destroyer (77pt)
- Intel Officer
- Ordnance Experts
- Demolisher
Raider I-class corvette (48pt)
- Instigator
4 x TIE Squadron
- - - - - - -
Most Wanted
Contested Outpost
Dangerous Territory
- - - - - - -
Yes, this is exactly the right way to approach it. When I did my build, I did it because I like flying multiple ISD's ![]()
Three thoughts:
1. You can potentially put Motti on a Raider and drop VSD to a Gladiator if thats you thing.
2. Take a look at GSD II. Double AS dice are nice
3. 2xAgressor or Agressor/YV-666 may be a better choice then 4 TF, however I'm not really sure here and may be wrong.
And another thought: GSD II Demo with Ruthless Strategists and some Bombers/TieAdv is good for cleaning up enemy squads.
Edited by pt106Ha, I hear that. I am so on the look out for a second ISD at some point!
I don't know, I know the VSD's limitations, but it feels like a nice second chin to the ISD (until I give in and buy that second ISD!), I have toyed with the idea of GSD II / RS / Sacrificial bombers.
I'd say I'm 95% there. 4 ships is definitely the way for me now ![]()
Another thought is to upgrade VSD to VSDII with Dominator and SW7 instead of Needa/TRC for area denial (though it will require you to drop 2 fighters and move Motti to a raider while dropping title, so it may be not your cup of tea)
Honest opinions, I can't cost both, so which do you think would be the best to take?
I suddenly realised today, I will be in blue range if I'm going close and crazy with an ISD I, so spending that blue to reroll my other blue and reds as well as the blacks seems pretty good (**** red whiff insurance wise), but obviously losing the rerolls to the side arcs.
Are you running a title?
If Devastator, Leading Shots. You'll generate the extra blue and can use it to bump up the damage of all three range bands.
Other Consideration:
Leading Shots only helps Frontal shots.
Sides and rear, you need OE to make a difference.
(Blues only present on Front Arc and Anti-Squadron... Although leading shots does also help that Anti-Squadron, too)
Other Consideration:
Leading Shots only helps Frontal shots.
Sides and rear, you need OE to make a difference.
(Blues only present on Front Arc and Anti-Squadron... Although leading shots does also help that Anti-Squadron, too)
you forgot rear arc.
on the topic at hand why not just take both they are both cheap and they don't really interfere with each other too much
Because cheap is relative when you're a cheapskate.
True dat, I'm a **** scrooge, ha!
It's due to my bid, playing safe for first (due to it being a completely unknown meta gathering - very little armada down my part of the world sad to say).
Decided to swap out the 4 ties for an aggressor and a firespray, not much of a squad force, I know, but cuts my dial decisions down by 1 and give me something at least.
Was tempted by the YV666, but "Bargain-Bin Bossk" as me and my friend have dubbed the untitled version, has often failed to deliver in casual games.
True dat, I'm a **** scrooge, ha!
It's due to my bid, playing safe for first (due to it being a completely unknown meta gathering - very little armada down my part of the world sad to say).
Decided to swap out the 4 ties for an aggressor and a firespray, not much of a squad force, I know, but cuts my dial decisions down by 1 and give me something at least.
Was tempted by the YV666, but "Bargain-Bin Bossk" as me and my friend have dubbed the untitled version, has often failed to deliver in casual games.
Re: squadrons
I would counsel against replacing the 4 TIEs for your fighter coverage. That one more deployment and superior anti-fighter ability are better than 2 Rogue squadrons in my book when your fleet can already handle other ships pretty well but is lacking in anti-fighter ability.
Re: YV-666
We've come to refer to it as the "garbage truck." There were tales of some lulzy 3 VSD 8 YV-666 fleet doing well in one of the regionals, but my personal play experience is the YV-666 tends to struggle to justify its cost in current Imperial builds. Aggressors are generally more flexible (black dice anti-ship) at a better speed and it feels like a good trade-off for the 1 point. If/when there's ever an Imperial fleet that enjoys going speed 1-2 the whole game (like the aforementioned 3 VSD fleet) where YV-666s can keep up to do CAP, then maybe I could see trying them out. The 7 hull is impressive at the very least but... eh. Bossk is legit, though.
Re: Your original question
I'd go for Ordnance Experts provided your Weapon Team slot doesn't have any other competition. You need two blank red/black dice to benefit from the Leading Shots reroll (on average, to compensate you for the loss of a blue die) and that's very iffy at non-close range, where the Ordnance Experts kick into play for no meaningful downside.
The answer is sensor teams btw
The answer is sensor teams btw
So Leading Shots but with a worse effect that costs an additional point?
The answer is sensor teams btw
ISD-Is are one of the few times I actually agree that Sensor Teams are worth considering, as your odds of getting two blank dice (which is perfect for Sensor Teams) are fairly high provided you get into close range. It's got a bit of anti-synergy with Intel Officer, however.
The answer is sensor teams btw
So Leading Shots but with a worse effect that costs an additional point?
How is doubling damage by blocking brace in your opinion 'worse'?
Aye Snip, not great with IO, but not awful as that really hurts large ships. No redirect or brace.
The answer is sensor teams btw
I believe this is a wrong answer for ISD-I. The hidden cost of not having OE (or a Gunnery team) is just too large and the benefit is too small.