Best Imperial ISD builds

By Gadgetron, in Star Wars: Armada

I'm back from a long time away from the game so I don't know to much of what's been going on. ISDs are my favorite ship and I'm curious what their effects have been on the game. I really want them to be good, because I want to run an all movie list, meaning nothing is used that wasn't in one if the movies (I'm even looking into using repainted Corvette models in place of the raider model.)

So, any good builds out there people have had success with?

Edited by Gadgetron

The true classic:

ISD-II

Gunnery Team

ECM

XI7

Leading Shots

Many also add an Intel Officer. Or even Wulff Yularen.

Relentless is a cheap and effective title. Can't go wrong with that.

Boosted Comms if you plan on doing squad commands.

There are many other possible builds.

GK has it right. That's the ISD build to beat.

I like putting montifratt on and hurtling at speed 3 towards my opponent. If he negates one die he has earned his points back imo.

For a fleet with Vader:

ISD2
Spinal Armament
ECM

Gunnery Teams

Alternative for the cheaper players who believe defense tokens are for chumps:

ISD-1

- H-9 Turbolasers

- Leading Shots

Total: 123 points

Season to taste.

ISD1

- Skilled First Officer

- Flight Controllers

- Expanded Hanger Bay

- Boosted Comms

- Leading Shots

- Spinal armament

- Relentless Title.

I like this as my primary carrier. 142 Points, but paired with 6 Tie Interceptors your the fastest thing on the field and you hit the hardest anti squadron when you get there, and when you want to swap from sending fighters to Guns Blazing, the Skilled First Officer/Relentless combo makes that change instant.

My rule of thumb is that an I-2 should be fitted as a battleship, with some combination of Turbolaser and Ion Cannon for stopping power and ECM and Gunnery Teams to maximize effectiveness (ex. Green Knight), and I-1s are able to fight as battleships, and can be fitted like I-2s (sans ECM of course), but are far more effective battle carriers, with Flight Controllers, EHB, and Boosted Comms (ex. Hawktel, though the weapons are personal taste).

I played a B-Wing bomber group against a fleet with an ISD-I and FC a la hawk, and can vouch that it hurt. Leading off with howl/mauler and then following up with interceptors throwing big fistfulls of dice was insane.

Edited by BrobaFett

Oh I don't know I tend to have a lot of success with this build.

Motti-24

ISD-II - 120

Avenger- 5

Gunnery Team-7

E.C.M.- 7

SW-7 Ion Batteries- 5

ISD-II -120

Relentless- 3

Gunnery team- 7

E.C.M.- 7

SW-7 Ion Batteries- 5

Ships-310 points

Leaving 90 points for fighters, or another ship depending on preference.

Palsy fleet: ISD 2, avenger, ECMs, xx-9.

Raider 2 overload pulse

Raider 2 overload pulse

Admiral screed

ECMs is the best card in the game, and ISD IIs are the only imperial ships that can take it, for some reason.

My all-time favorite ISD:

ISD-I

Ordnance Experts

114 pts of explodies.

The Emperor has plenty of spares.

My all-time favorite ISD:

ISD-I

Ordnance Experts

114 pts of explodies.

The Emperor has plenty of spares.

This is the two builds i use with my ISD ships. Also depends on when I am building them what Commander I decide to use.

ISD-1
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
- X17 Turbolasers ( 6 points)

ISD-2

- Relentless ( 3 points)
- Intel Officer ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)

ISD-I

Relentless

Ordnance Experts

Xi-7's

Cheap and very deadly.....

I've always liked a cheap isd one(see above) as part of a high activation, high bid last first list.... Acting as a second line to demo. Demo last firsts in round 2-3 isd last firsts in 3-4. Isd then brawls and blocks unit demo swings back in for the final kill. Pound for pound this type of list is a killer, You just need to ensure your instigator driving skills are up there or bombers will eat u.

The true classic:

ISD-II

Gunnery Team

ECM

XI7

Leading Shots

Many also add an Intel Officer. Or even Wulff Yularen.

Relentless is a cheap and effective title. Can't go wrong with that.

Boosted Comms if you plan on doing squad commands.

There are many other possible builds.

This is the classic. I find if you are running this girl you may as well add intel officer and play your game around setting up shots for her. She can happily engage and kill two of almost anything else if she has the activations on her side.

Recently with the renaissance of rebel fighters Ive also chucked on quad turbo turrets - with two blue flak and then the counter the 5 hull rebels can quickly either die or be forced to disengage rather than give up a pile of points.

I've always liked a cheap isd one(see above) as part of a high activation, high bid last first list.... Acting as a second line to demo. Demo last firsts in round 2-3 isd last firsts in 3-4. Isd then brawls and blocks unit demo swings back in for the final kill. Pound for pound this type of list is a killer, You just need to ensure your instigator driving skills are up there or bombers will eat u.

How are you getting first/last with an ISD and a Demo? I routinely see 5-7 enemy activations on the table.

I've always liked a cheap isd one(see above) as part of a high activation, high bid last first list.... Acting as a second line to demo. Demo last firsts in round 2-3 isd last firsts in 3-4. Isd then brawls and blocks unit demo swings back in for the final kill. Pound for pound this type of list is a killer, You just need to ensure your instigator driving skills are up there or bombers will eat u.

How are you getting first/last with an ISD and a Demo? I routinely see 5-7 enemy activations on the table.

Ouzel 20

Isd one 114-120

Demo 83-90

Instigator 48

Three gozantizs 75ish

6 ties 48

That gives u last first against a four-five activation build, which is most heavy bomber builds. To be honest I think 6-7 activations is still an uncommon build type.

The true classic:

ISD-II

Gunnery Team

ECM

XI7

Leading Shots

Many also add an Intel Officer. Or even Wulff Yularen.

Relentless is a cheap and effective title. Can't go wrong with that.

Boosted Comms if you plan on doing squad commands.

There are many other possible builds.

This is the classic. I find if you are running this girl you may as well add intel officer and play your game around setting up shots for her. She can happily engage and kill two of almost anything else if she has the activations on her side.

Recently with the renaissance of rebel fighters Ive also chucked on quad turbo turrets - with two blue flak and then the counter the 5 hull rebels can quickly either die or be forced to disengage rather than give up a pile of points.

Here's my question: without ramming the ISD into someone's face, how do y'all get your front arc to go off at all, let alone twice? Sorry to thread hijack, but I suppose its pertinent- how do you get your guns going?

Me? nav token, nav dial, and "EAT THIS!" time.

The true classic:

ISD-II

Gunnery Team

ECM

XI7

Leading Shots

Many also add an Intel Officer. Or even Wulff Yularen.

Relentless is a cheap and effective title. Can't go wrong with that.

Boosted Comms if you plan on doing squad commands.

There are many other possible builds.

This is the classic. I find if you are running this girl you may as well add intel officer and play your game around setting up shots for her. She can happily engage and kill two of almost anything else if she has the activations on her side.

Recently with the renaissance of rebel fighters Ive also chucked on quad turbo turrets - with two blue flak and then the counter the 5 hull rebels can quickly either die or be forced to disengage rather than give up a pile of points.

Here's my question: without ramming the ISD into someone's face, how do y'all get your front arc to go off at all, let alone twice? Sorry to thread hijack, but I suppose its pertinent- how do you get your guns going?

Me? nav token, nav dial, and "EAT THIS!" time.

Navagate,navagate and navagate. Speed one and two clicks can help a lot with keeping ships in the front arch

1) Basically every command should be navigate unless you have very good anticpation. Even when in combat, a nav command can often save you more damage (say by being able to fishtail out of arc or out of short) than 2 shields from an Eng will get you.

2) A pretty basic comment, but try to time the engagement so they fly into your medium range before you activate. First player and activation advantage is a massive help here

3) Interdictor with G8s is a great buddy to the ISD Ive found. whereas tractor beams, konstantine, slicers etc can be worked around, G8s are an absolute speed reduction. Its very hard for an assault frigate to escape your front arc at speed 2.

I've always liked a cheap isd one(see above) as part of a high activation, high bid last first list.... Acting as a second line to demo. Demo last firsts in round 2-3 isd last firsts in 3-4. Isd then brawls and blocks unit demo swings back in for the final kill. Pound for pound this type of list is a killer, You just need to ensure your instigator driving skills are up there or bombers will eat u.

How are you getting first/last with an ISD and a Demo? I routinely see 5-7 enemy activations on the table.

Ouzel 20

Isd one 114-120

Demo 83-90

Instigator 48

Three gozantizs 75ish

6 ties 48

That gives u last first against a four-five activation build, which is most heavy bomber builds. To be honest I think 6-7 activations is still an uncommon build type.

Not around here. 7 ships with a 30+ point bid (DeMSU) are fairly common in my area. And it would eat that list alive.

But if you're finding success with it, more power to you!

I've always liked a cheap isd one(see above) as part of a high activation, high bid last first list.... Acting as a second line to demo. Demo last firsts in round 2-3 isd last firsts in 3-4. Isd then brawls and blocks unit demo swings back in for the final kill. Pound for pound this type of list is a killer, You just need to ensure your instigator driving skills are up there or bombers will eat u.

How are you getting first/last with an ISD and a Demo? I routinely see 5-7 enemy activations on the table.

Ouzel 20

Isd one 114-120

Demo 83-90

Instigator 48

Three gozantizs 75ish

6 ties 48

That gives u last first against a four-five activation build, which is most heavy bomber builds. To be honest I think 6-7 activations is still an uncommon build type.

Not around here. 7 ships with a 30+ point bid (DeMSU) are fairly common in my area. And it would eat that list alive.

But if you're finding success with it, more power to you!

That's quite an extreme meta you have going there to be honest, and yes this build would struggle, but if the meta was that Small ship/ bid heavy I think I would just run YT spam till people got bored.

Edited by Jondavies72