Help me decide between these two ISD/fireball builds please

By Spellbound, in Star Wars: Armada Fleet Builds

So this was my tried and true:

ISD 2

Motti

ECM

ISD 2

ECM

XI-7

Boosted Comms

Wing Commander

Firespray

Firespray

Firespray

Mauler Mithel

Dengar

Rhymer

399

But then I've been thinking maybe...this?

ISD1

Motti

Phylon Q-7 tractor beams

ISD1

XI-7

Phylon Q-7 tractor beams

Leading shots

Boosted Comms

Wing Commander

Firespray

Firespray

Firespray

Firespray

Mauler Mithel (or an aggressor, which?)

Dengar

Rhymer

I like the extra firespray and the tractor beams, but is it worth losing the long-range punch and the ECM?

I was also using a version with stripped-down VSD 2's , 4 sprays, aggressor and rhymer without dengar. Seemed ok until someone had a good fighter screen.

Objectives are Advanced Gunnery, Fire Lanes, and Superior Positions.

Edited by Spellbound

I assume you mean ISD, not VSD as VSDs don't have the defensive retrofit slot for ECM.

Yes, fixed it. Thoughts?

From your opponent's perspective (since I play almost exclusively Rebel)...

Yeah, I agree with your findings on Dengar. If you're going to rely on those squadrons at all for anti-ship damage, I think you really need Dengar. It's just too easy to tie up a Rhymer ball for the entire crux of the game with just 4-6 A-wings or the Janball. God help you if you run into the odd YT-1300.

As for the ISD-I vs -II, I've gotta say I breathe a sigh of relief every time I realize that ISD across the table from me is a -I. The lack of ECM and the reduced threat range--coupled with the loss of those extremely reliable blues--makes my Torpedo Frigates grin hungrily. I'd hold onto the -2's if I were you, at least on Motti's ship.

Agree with that, when I see an ISD-1 I know I can out maneuver it and score points, usually enough to win.

I think you are a bit ahead of the curve on Tractor beams, I think they will get better after wave 3, but right now I don't think the trade to pick them up on an ISD in a Fireball with Rhymer and Dengar is worth it. That ball already has the range and agility to hunt down ships without help from beams, and ISD's are fast enough if you wanted them to be that you don't really need them for their benefit.

I would put a flight controller on the dedicated carrier ISD give your fighters an bit of extra anti squadron love and if you decide not to take Dengar, or as a back up, use Admiral Chiraneau so your commanded squadrons are not stopped by being engaged.

In a list with only 2 activations I would go with ISD2s. ISD1 is a fantastic ship and is underappreciated by many, however it needs to be driven aggressively and that'll be hard to do with only 2 activations. A mix of ISD1 and ISD2 may work but it'll be harder to pull off.

In a list with only 2 activations I would go with ISD2s. ISD1 is a fantastic ship and is underappreciated by many, however it needs to be driven aggressively and that'll be hard to do with only 2 activations. A mix of ISD1 and ISD2 may work but it'll be harder to pull off.

I have had great sucess with a combo ISD1 and 2 fleet

In a list with only 2 activations I would go with ISD2s. ISD1 is a fantastic ship and is underappreciated by many, however it needs to be driven aggressively and that'll be hard to do with only 2 activations. A mix of ISD1 and ISD2 may work but it'll be harder to pull off.

I have had great sucess with a combo ISD1 and 2 fleet

Glad to hear that and just curious, how did you utilize your ISD1?

In a list with only 2 activations I would go with ISD2s. ISD1 is a fantastic ship and is underappreciated by many, however it needs to be driven aggressively and that'll be hard to do with only 2 activations. A mix of ISD1 and ISD2 may work but it'll be harder to pull off.

I have had great sucess with a combo ISD1 and 2 fleet

Glad to hear that and just curious, how did you utilize your ISD1?

you try to keep it back from the battle as much as you can but you also remember that it is still an ISD while it may be a bit more vulnerable you are still throwing 5 dice at medium range from the front arc. If you are up against anything other than a MC80 or another ISD you can still smoke it. In other words you use it like a carrier that can hit like a battle ship.

In a list with only 2 activations I would go with ISD2s. ISD1 is a fantastic ship and is underappreciated by many, however it needs to be driven aggressively and that'll be hard to do with only 2 activations. A mix of ISD1 and ISD2 may work but it'll be harder to pull off.

I have had great sucess with a combo ISD1 and 2 fleet

Glad to hear that and just curious, how did you utilize your ISD1?

you try to keep it back from the battle as much as you can but you also remember that it is still an ISD while it may be a bit more vulnerable you are still throwing 5 dice at medium range from the front arc. If you are up against anything other than a MC80 or another ISD you can still smoke it. In other words you use it like a carrier that can hit like a battle ship.

That definitely works. Any reason (other then 10 points) to use it instead of ISD2?

Edit: Boosted Comms + Expanded hangar, I guess (which is strong for a carrier)

Edited by pt106

In a list with only 2 activations I would go with ISD2s. ISD1 is a fantastic ship and is underappreciated by many, however it needs to be driven aggressively and that'll be hard to do with only 2 activations. A mix of ISD1 and ISD2 may work but it'll be harder to pull off.

I have had great sucess with a combo ISD1 and 2 fleet

Glad to hear that and just curious, how did you utilize your ISD1?

you try to keep it back from the battle as much as you can but you also remember that it is still an ISD while it may be a bit more vulnerable you are still throwing 5 dice at medium range from the front arc. If you are up against anything other than a MC80 or another ISD you can still smoke it. In other words you use it like a carrier that can hit like a battle ship.

That definitely works. Any reason (other then 10 points) to use it instead of ISD2?

Edit: Boosted Comms + Expanded hangar, I guess (which is strong for a carrier)

It is really nice. You just have to remember you can't play it like an ISD2 it doesn't have the sheer range damage even though they have a higher potential damage. They also take more damage because you cant put defensive refits on them. Edit: as to the ISD1 vs 2 it really comes down to how you are building your fleet and personal preference

Edited by chr335

It is really nice. You just have to remember you can't play it like an ISD2 it doesn't have the sheer range damage even though they have a higher potential damage. They also take more damage because you cant put defensive refits on them. Edit: as to the ISD1 vs 2 it really comes down to how you are building your fleet and personal preference

Agreed. It looks like the rule of thumb for the carrier role is: ISD1 if you need expanded hangars or 10 points, ISD2 otherwise for extra dices.

(And for me your advice is in reverse - I need to remember that I can't drive ISD2s as aggressively as I'm driving ISD1's)