I have quite a few fleets, old and new, that can with very high regularity win 7-3 (now 7-4) matches. They aren't going to win any tourney with more than 8 players due to the way the game favors high-risk high-reward outcomes. Someone will always have 8+ points per match, making your 7 points per match a non-contender. I don't like this at all, as it favors massive killing fleets and makes objective and high-strategic fleets useless in tourneys, but that's how the tourney rules are written so playing these controlling fleets in tourneys is almost always going to deny you an opportunity to win a 8+ player event. Sad, but true.
It just won't die.....
I have quite a few fleets, old and new, that can with very high regularity win 7-3 (now 7-4) matches. They aren't going to win any tourney with more than 8 players due to the way the game favors high-risk high-reward outcomes. Someone will always have 8+ points per match, making your 7 points per match a non-contender. I don't like this at all, as it favors massive killing fleets and makes objective and high-strategic fleets useless in tourneys, but that's how the tourney rules are written so playing these controlling fleets in tourneys is almost always going to deny you an opportunity to win a 8+ player event. Sad, but true.
Yep that's its biggest weakness. Points generation, for that you need a fleet that can table or generate lots of points from missions, which means bombers bombers and more bombers, mixed in with fast APT carriers.
I can still see it churning wins at the 6-7 mark, which will generally fit you nicely in the top eight.... Good for swag generation, just not a list for top spot.
I do generally try to develop a couple of lists to run at comps, one balls to the wall high risk and the second a bit conservative for securing a prime bit of swag.
4 shields per turn per ship. 12 shields brought back per turn.
1 Vader fueled ISD2 averages 7.5 damage before scramblers. Scramblers drop it back to around 6.5. Add in HTL and gunnery teams. 13 damage spread across two ships. No ECMs, so probably never getting that brace.
Super durable? Absolutely. Far from indestructible.
For note: I ran a projection experts, ECM, Redundant shields, engineering-stacking 2xMC80 list with a YT2400 rogue acreen in a few games. It is absolutely viable, but has a hard time against intel officers. Those MC80s absorbed something like 30 damage (post-brace tokens) each before dying.
In effect the isd in isolation has almost no hope of sticking significant damage onto these ships, the concentration of fire needed to bring down these ships will need to be significant and more importantly prolonged, which will be a challenge. My issue is more the viability around missions, this could be a list that gives away point after point against some missions.
Yeah. The only point I was bringing up was that a Solo ISD can be nearly nullified. Two can bring enough damage bear to kill these guys without major issue. I did a bad job of finishing that thought.
Also, as others mentioned, squadrons wreck this fleet.
The main reason the regenerating MC80s had a chance was a 4xXwing and Jan screen to hit squadrons or go after Rhymer.
He would need to build around going second and having very well chosen objectives.
Yep two ISDs fully tricked with gunnery teams would be nasty, but in all the comps I've played in I've never come across that build. Most Imp builds I've played against seem to follow an ISD, one or two smaller ships and fighters pattern.
I would play this list with fighter cover, maybe mauler, dengy and friend, with the anti fighter dice the ships can generates it should cause a Rhymer ball to back off after a turner or two.
4 shields per turn per ship. 12 shields brought back per turn.
1 Vader fueled ISD2 averages 7.5 damage before scramblers. Scramblers drop it back to around 6.5. Add in HTL and gunnery teams. 13 damage spread across two ships. No ECMs, so probably never getting that brace.
Super durable? Absolutely. Far from indestructible.
For note: I ran a projection experts, ECM, Redundant shields, engineering-stacking 2xMC80 list with a YT2400 rogue acreen in a few games. It is absolutely viable, but has a hard time against intel officers. Those MC80s absorbed something like 30 damage (post-brace tokens) each before dying.
In effect the isd in isolation has almost no hope of sticking significant damage onto these ships, the concentration of fire needed to bring down these ships will need to be significant and more importantly prolonged, which will be a challenge. My issue is more the viability around missions, this could be a list that gives away point after point against some missions.
Yeah. The only point I was bringing up was that a Solo ISD can be nearly nullified. Two can bring enough damage bear to kill these guys without major issue. I did a bad job of finishing that thought.
Also, as others mentioned, squadrons wreck this fleet.
The main reason the regenerating MC80s had a chance was a 4xXwing and Jan screen to hit squadrons or go after Rhymer.
He would need to build around going second and having very well chosen objectives.
Yep two ISDs fully tricked with gunnery teams would be nasty, but in all the comps I've played in I've never come across that build. Most Imp builds I've played against seem to follow an ISD, one or two smaller ships and fighters pattern.
I would play this list with fighter cover, maybe mauler, dengy and friend, with the anti fighter dice the ships can generates it should cause a Rhymer ball to back off after a turner or two.
It is indeed nasty. The first store tournament I won I brought two ISDs with Intel officer, gunnery teams, ECM, xi7, and leading shots, one raider with instigator and OE, and Vader as the lone squad. It hits HARD, but like most of my lists was weak to heavy squadron fire. I basically had to rely on first the raider/Vader speed bump and then motti keeping the ISDs alive long enough to kill the carriers. My winning the last match hinged on whether my opponents last squadron hit or whiffed... It whiffed... Motti limped away with 1 hull