Disappointed with ISD's performance : tactics to fix it ?

By MoffZen, in Star Wars: Armada

I know it's probably asking for a face-full of bombers, but I can't wait to try running 3ISD/2gonzo + Motti, Ozzel, or Konstantine to try to make it work...

Can't... resist.... ISDeliciousness.

BTW: I couldn't quite tell from your AAR, but how essential to your plan was IO? I imagine it helped with whaling quite a bit.

I know it's probably asking for a face-full of bombers, but I can't wait to try running 3ISD/2gonzo + Motti, Ozzel, or Konstantine to try to make it work...

Can't... resist.... ISDeliciousness.

Thats an interesting idea, however this limits all ISDs to ISD1 and leave all ships naked, so I feel it may end up being suboptimal. I would probably downgrade 1 of the ISDs to interdictor.

BTW: I couldn't quite tell from your AAR, but how essential to your plan was IO? I imagine it helped with whaling quite a bit.

I know it's probably asking for a face-full of bombers, but I can't wait to try running 3ISD/2gonzo + Motti, Ozzel, or Konstantine to try to make it work... Can't... resist.... ISDeliciousness.

Thats an interesting idea, however this limits all ISDs to ISD1 and leave all ships naked, so I feel it may end up being suboptimal. I would probably downgrade 1 of the ISDs to interdictor.

BTW: I couldn't quite tell from your AAR, but how essential to your plan was IO? I imagine it helped with whaling quite a bit.

It helped a lot I think, as it removed brace from ECM-equipped ships as well as prevented the use of evade token for long-range shots.

I thought the exact same thing regarding DUR's plan. Could work, definetely fun to try, gonna swap one ISD to Interdictor.

To put star destroyers in context. Me and PT lead the vassal tourney, him with dual imperial star destroyers, me with triple ackbar star destroyers.

Yeah just wanted to gloat

Interesting feedback you guys ;)

@Ginkapo : I really feel that MC80s play far differently than ISDs (especially with Ackbar) due to the main damage being dealt with at long range and the ability to double arc a lot more easily (at least from my point of view).

But I'm definitely going to take you guys' advices all over and try the ISDs more. I'm really starting to get convinced that more activations is probably the key, so will probably try that out ;) And better flying... need to learn to fly them better :P

Cheers !

____

EDIT : What are the unusual upgrades that you've fielded on your ISDs that had a huge impact ? When I mean unusual, I mean stuff you had to think outside the box to field ?

Edited by MoffZen

Ackbar Star Destroyer = Torpedo MC30 with EA and Ackbar. Same damage as ISD1 main arc

Ackbar Star Destroyer = Torpedo MC30 with EA and Ackbar. Same damage as ISD1 main arc

Haha right, I'm missing the newer vocabulary ! :D

Nav. All the time :)

Nav. All the time :)

And start at speed 3, keep the peddle to the metal until you can start shooting. It's a lot a points so you have to be aggressive to get your points worth.

Nav. All the time :)

And start at speed 3, keep the peddle to the metal until you can start shooting. It's a lot a points so you have to be aggressive to get your points worth.

Nav. All the time :)

And start at speed 3, keep the peddle to the metal until you can start shooting. It's a lot a points so you have to be aggressive to get your points worth.
I think not. . . If you did this to me I would eat that ISD alive. So many have died when they try this.

Of course a lot of this depends on the game, but generally taking an ISD means you have to play aggressively to get anything out of it. If you really want a carrier that hangs back, take a Victory or Gozanti. If your opponent plays aggressively hanging back with an ISD won't help you since it's a large base and high point cost make it easier to focus down and a high priority target. You gotta force the matter to your advantage.

Edited by ImpStarDeuces

How about a compromise.

Start at speed 2. This way you can assess and go speed 1, 2 or 3 turn 1. If you start at speed 3 you reveal your hand to early. Which is what Lyraeus is hinting at.

I generally start at speed 3 and bank a nav on the first turn in case I need to pump the brakes. That and spamming Nav commands generally mean you can keep the front facing the right direction and change speed as necessary.

Nav. All the time :)

And start at speed 3, keep the peddle to the metal until you can start shooting. It's a lot a points so you have to be aggressive to get your points worth.
I think not. . . If you did this to me I would eat that ISD alive. So many have died when they try this.
Edited by pt106

It's all about the skill ! (and the number of activations... :D )

So here's my two cents. From 1 of 2 people to win a regional with a 2 ship fleet.(I can gloat too!!) Isd2 and demolisher.

First i echo everything thats been said and i dont know how much of the following will be relevent with wave 3&4.

I used the isd 2 as a carrier and clean up crew. Using the go big or go home mentality. I would first try to eliminate most enemy squads early. Then use demolisher and/or some bombers to get shields down and defense tokens used. Then with Avenger/XI7/leading shots finish them off. I also played the forbidden engineering captain. I felt in a tourny setting and 2 ships i couldnt afford a missed engineering command. I always placed my isd last as well. To help from being swarmed.

Great thread too

Have a plan and stick to it. I hate losing by my own mistake.