Dual ISD list. Let's try to make it viable again

By Undeadguy, in Star Wars: Armada

Why a I posting a list on the front page? To generate more of a discussion on how to run few activation, large ship lists instead of actually critiquing this list.

I made this list in response to quite a few people wanting to use ISDs with light squads, yet still be able to fight off heavy bomber lists. After seeing Britt sweep MI regionals with that fat pickle, I figured I could do the same with 2 ISDs.

Faction: Galactic Empire
Points: 393/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Capture the VIP
Navigation Objective: Solar Corona

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Moff Jerjerrod ( 23 points)
- Relentless ( 3 points)
- Admiral Montferrat ( 5 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 180 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Devastator ( 10 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Quad Laser Turrets ( 5 points)
- Point-Defense Reroute ( 5 points)
- H9 Turbolasers ( 8 points)
- Leading Shots ( 4 points)
= 149 total ship cost

4 TIE Defender Squadrons ( 64 points)

To run a dual ISD list, I think you need to play fast and reckless, which is why Devastator is on an ISD I, and Montferrat is on the ISD II. Jerry gives extra maneuverability. The Defenders alpha strike key components of the enemy fighters, such as Intel or Hera.

What makes the ISD so great is the versatility you can do with it. So why not fill every slot? I think Kallus, QLT, PDR and H9 is a neat little combo that really punishes ace squads that decide to attack. And with RS, I can dish out 3 damage and an Acc fairly reliably. The ISD II can control a lot of space, even more so when you use Jerry at the correct time.

So my challenge to everyone else is to create a dual large ship list that is able to perform as well as the popular MSU list.Who needs activation advantage when you can just ram your opponent to death? And no life boat!

PS. I'm sick so I'm not thinking clearly.

Edited by Undeadguy

Ooof. I love the thought process and the thought challenge, but 4 deployments and 2 activations is so far outside of my comfort level now haha

Ooof. I love the thought process and the thought challenge, but 4 deployments and 2 activations is so far outside of my comfort level now haha

Make a list. See what you come up with.

Its a scury thought for sure...I will tinker and get back to you because I love my ISDs so so much

Challenge accepted!

List A:

Points: 389/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Capture the VIP
Navigation Objective: Dangerous Territory

Imperial II-Class Star Destroyer (120 points)
- Admiral Montferrat ( 5 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- Heavy Turbolaser Turrets ( 6 points)
- Overload Pulse ( 8 points)
= 158 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Avenger ( 5 points)
- Agent Kallus ( 3 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 160 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
- Comms Net ( 2 points)
= 48 total ship cost

1 "Mauler" Mithel ( 15 points)
1 TIE Fighter Squadron ( 8 points)

Fair bid to be P1. A comms net to stall the game, pretty decent flakking ability. Ideally Montferrats opens the salvo, ~sadly you have to fish for a crit. If you do so, you have a sort of Imperial Mon Karren title on the ship -wink wink- use up your brace, okay, but then the enemy ship will be prone to Avengers wrath. Mauler is really makes opponents resless, he can do nasty things to the savaged squadrons. Im sorry, I forgot the no lifeboat thingie... put Jerry on one of the daggers Montferrat gives him better protection against ships, Kallus against squads... your call.

List B:

Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
- Comms Net ( 2 points)
= 48 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Admiral Montferrat ( 5 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 154 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Agent Kallus ( 3 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 152 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

1 TIE Fighter Squadron ( 8 points)
1 "Mauler" Mithel ( 15 points)

Well, 4 activation. Rest is pretty much the same.

There was a twin ISD list at regionals on saturday, and i think it did pretty well - at least it spent most of the day nearer the top tables.

Whilst im not sure on complete load-out it consisted of ISD 1 + 2, both with reinforced blast doors, Motti as Admiral plus a gozanti and some fighters. I think the combined 34 (inc. RBD) hull proved nigh on impossible to chew through for most.

I took a different approach, although I would probably drop Howlrunner for a third TIE Advanced. In this list I use Relentless to run some squadrons and Screed Overload Pulse procs. Second activation I use Avenger with Screed procs to hammer the same ship.

Between those two set the way they are and the fighter screen, can usually clear a medium based ship and below per turn....sometimes two depending on the way things play out.

Advanced Gunnery to deter my opponent from driving right at me.

Planetary Ion Cannon and Minefields to dictate the map and create travel paths for my opponent. Usually I herd them towards my right side.

During deployment, both ISDs get laid down side by side, about 1/4 of an inch to the left of the deployment zone. The right most ISD (Relentless) at speed 3, the leftmost ISD (Avenger) at speed two. Turn 1 bank 2 nav tokens, move foward. Turn two, burn a nav command and token to slow to speed 1 and turn towards the center of the board.

This places my right flank nearly on the edge for a turn.

This points my aft ends towards that same edge.

So right as my opponent would usually be trying to sweep behind me, I'm cruising away from a board edge at speed one. If my opponent chose anything but Advanced Gunnery, they've been funneled into my front arc or are so far away I can now spam squadron commands to gain a points advantage from their fighter screen or fast moving small bases.

Personally, I think too much focus is applied to going first. If you build a fleet around your own objectives with a plan in mind before ever hitting the board, you've got a bit of an advantage over your opponent. Knowledge. Sure, you might have a general idea of how you'll go about facing an opponent using their objectives. If you build your fleet around your own objectives, most games will be very similar because you have control of not only which objectives will be played but also (in this example) how they will be played and how they will affect the game area.

http://armadawarlords.hivelabs.solutions/view_list.php?token=68855&key=67fe8590db163fb81ab3d2afe48d0a23

I think 2 x ISD is becoming very possible again but I think you need a Tie swarm to work it. The Ties aren't there to inflict massive damage, they are there to keep enemy fighters of my ships long enough for me to kill ships.

These 2 ISD's are also set up to make sure damage output sticks and incoming damage is mitigated. There is not much subtlety in the list but it does require tactical acumen to make it work.

Faction: Galactic Empire
Points: 400/400

Commander: Darth Vader

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Darth Vader ( 36 points)
- Damage Control Officer ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- High-Capacity Ion Turbines ( 8 points)
= 182 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Damage Control Officer ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- High-Capacity Ion Turbines ( 8 points)
= 146 total ship cost

9 TIE Fighter Squadrons ( 72 points)

Here is my list, using a shuttle to determine the battlefield if I get to go second, sticking with Tagge to try and push Devastator to maximize defense and offense.

Faction: Galactic Empire

Points: 399/400

Commander: General Tagge

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- General Tagge ( 25 points)
- Devastator ( 10 points)
- Captain Needa ( 2 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
- Leading Shots ( 4 points)
= 182 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Relentless ( 3 points)
- Minister Tua ( 2 points)
- Flight Controllers ( 6 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 138 total ship cost

6 TIE Fighter Squadrons ( 48 points)
1 "Howlrunner" ( 16 points)
1 Lamda-class Shuttle ( 15 points)

Regardless of Admiral, I do find the argument of ECM's vs BCD's interesting and may have to try both. Either way, in 2 ISD lists I think Damage Control Officer is a must have.

Motti with BCD's and DCO's means 34 Hull plus shields to chew through with a very low likelihood of crits against the hull.

I've also been thinking about this recently, and I was looking towards this:

ISD-1

Vader

Minister Tua

ECM

High Capacity Ion Turbines
Avenger

168 pts

ISD-2

Damage Control Officer

ECM

Gunnery Team

Spinal Armament

148 pts

Howlrunner

Saber Squadron

TIE Int x2

Valen Rudor

Dengar
83pts

Advanced Gunnery

Contested Outpost
Dangerous Territory

Dual ISDs
Author: BergerFett

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Konstantine

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Konstantine ( 23 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 153 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 130 total ship cost

1 Major Rhymer ( 16 points)
1 "Howlrunner" ( 16 points)
4 TIE Defender Squadrons ( 64 points)
1 TIE Interceptor Squadron ( 11 points)
1 Black Squadron ( 9 points)

redo of my wave 1-3 list. instead of tie interceptors got defenders in there. 8 squadrons more than enough for the ISDs. good bombing potential. good dogfighting with howlrunner and flight controllers. (4 blue 2 black) on defenders. It is also fast.

Run ISDs at opponent. Ram them in the front keep going till dead. Also works with Motti but slowing down the opponent might be really strong to keep ships close for ISD1s

I don't think Howlrunner works with Defenders. She only works on swarm squadrons.

Maybe it's because where I play, five activations is considered the low end of normal, but I am firmly convinced that a dual ISD list is only possible when you have more than two activations. I further subscribe to the theory that no squadron lists bear the advantage that there is more ship to kill to get a win, so this is my theory for an effective dual ISD list. A slight variation on this has been tested, to impressive results, though it has yet to face a super-heavy bomber fleet, or a Rebel super-heavy ship fleet. I am also considering replacing Motti with Konstantine, thus changing out the RBD for ECM, but I have higher hopes for this variant off the bat.

Imperial-II class Star Destroyer - 120

Defense Liaison - 3

Gunnery Team - 7

Phylon Q7 Tractor Beams - 6

Reinforced Blast Doors - 5

H9 Turbolasers - 8

Imperial-II class Star Destroyer - 120

Defense Liaison - 3

Gunnery Team - 7

Phylon Q7 Tractor Beams - 6

Reinforced Blast Doors - 5

H9 Turbolasers - 8

Gozanti-class Cruisers - 23

Comms Net - 3

Gozanti-class Cruisers - 23

Comms Net - 3

[FLAGSHIP]Gozanti-class Cruisers - 23

Admiral Motti - 24

Comms Net - 3

Most Wanted/Station Assault

Fleet Ambush

Dangerous Territory/Superior Positions

(Jury is still out on objectives as well.)

Total: 397/400

I don't think Howlrunner works with Defenders. She only works on swarm squadrons.

You are correct, Swarm only.

I experimented with two ISD builds in the past, one with fighters and one without, and it didn't work. But maybe Wave 5 can make them valid again... I'll need to give this some thought.

Here is my list, using a shuttle to determine the battlefield if I get to go second, sticking with Tagge to try and push Devastator to maximize defense and offense.

Faction: Galactic Empire

Points: 399/400

Commander: General Tagge

Assault Objective: Advanced Gunnery

Defense Objective: Fire Lanes

Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)

- General Tagge ( 25 points)

- Devastator ( 10 points)

- Captain Needa ( 2 points)

- Gunnery Team ( 7 points)

- Electronic Countermeasures ( 7 points)

- Turbolaser Reroute Circuits ( 7 points)

- Leading Shots ( 4 points)

= 182 total ship cost

Imperial I-Class Star Destroyer (110 points)

- Relentless ( 3 points)

- Minister Tua ( 2 points)

- Flight Controllers ( 6 points)

- Electronic Countermeasures ( 7 points)

- X17 Turbolasers ( 6 points)

- Leading Shots ( 4 points)

= 138 total ship cost

6 TIE Fighter Squadrons ( 48 points)

1 "Howlrunner" ( 16 points)

1 Lamda-class Shuttle ( 15 points)

I like the addition of Howlrunner

Edited by Milienius

I am a heretic as well since I added the wee lifeboat but I want that 3rd activation.

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory

Imperial II-Class Star Destroyer (120 points)
- Relentless ( 3 points)
- Damage Control Officer ( 5 points)
- Veteran Gunners ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Overload Pulse ( 8 points)
= 154 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Avenger ( 5 points)
- Minister Tua ( 2 points)
- Fire-Control Team ( 2 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Reinforced Blast Doors ( 5 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)
= 139 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Screed ( 26 points)
- Vector ( 2 points)
- Comms Net ( 2 points)
= 53 total ship cost

2 TIE Interceptor Squadrons ( 22 points)
2 TIE Fighter Squadrons ( 16 points)
1 "Howlrunner" ( 16 points)

Card view link

4 Activation's and flight deck

ISD I Fleet

Author: jpersons73

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
= 142 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Expanded Hangar Bay ( 5 points)
= 125 total ship cost

Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

2 TIE Interceptor Squadrons ( 22 points)
3 TIE Fighter Squadrons ( 24 points)

You'll have to play and plan your list knowing you'll be at a disadvantage against high-ship lists with multiple activations. My reuglar opponent loves fielding massed bombers with Norra as well... so I could expect my shields to be depleted relatively quick after starting the engagement.

TIE Defenders might be a better option but I've actually started thinking about Rapid Launch Bays, what to put in them, and how well that could work in shutting down bomber balls. The trick is making sure your ship survives and timing... Letsee...

400 pts
Station Assault - Contested Outpost - Solar Corona

ISD-II // Relentless / Gunnery Team / Phylor Q7 Tractor Beams / Relentless / ECM / Jerjerrod
ISD-II // Avenger / Chart Officer / Flight Controllers / Rapid Launch Bays / ECM

4x VT-49 Decimators

There's probably room for improvement in there. Maybe take Relentless on the RLB ship instead to get the fighter command in easier (It's Avenger now, so Avenger takes advantage of the massed assault from the VTs). VTs can be switched out for something else or something cheaper, like a Dengar ace ball or massed Defenders/Interceptors.

There's little there to protect against massed fighters though, which is a problem I face with many of the games I play.

Here We Go Dual ISDs

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Ozzel

Assault Objective: Close-Range Intel Scan
Defense Objective: Capture the VIP
Navigation Objective: Solar Corona


[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Ozzel ( 20 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
= 155 total ship cost


Imperial II-Class Star Destroyer (120 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
= 135 total ship cost


4 Aggressor Assault Fighters ( 64 points)
2 VT-49 Decimators ( 44 points)

I have a friend that's been running double ISDs exclusively to combat some of the new challenges in the area.

I'll give you guys a hint: With 2 activations, you need a lot of deployment drops.

Got another.

ISD2 stands off as flagship and procs Overload so the Avenger can move in and detonate up close. 4x Decimators play midline between the two to respond to probable threat/mop up the ISD1's target.

Dual ISD w/Rogue Fighter Wing
Author: Sygnetix

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Relentless ( 3 points)
- Gunnery Team ( 7 points)
- Reinforced Blast Doors ( 5 points)
- XX-9 Turbolasers ( 5 points)
- Overload Pulse ( 8 points)
= 174 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Avenger ( 5 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Reinforced Blast Doors ( 5 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)
= 138 total ship cost

4 VT-49 Decimators ( 88 points)

Lots of interesting and good ideas here. I'll need to find time between the campaign to try and get a dual ISD list on the table

Got another.

ISD2 stands off as flagship and procs Overload so the Avenger can move in and detonate up close. 4x Decimators play midline between the two to respond to probable threat/mop up the ISD1's target.

Dual ISD w/Rogue Fighter Wing

Author: Sygnetix

Faction: Galactic Empire

Points: 400/400

Commander: Admiral Screed

Assault Objective: Most Wanted

Defense Objective: Planetary Ion Cannon

Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)

- Admiral Screed ( 26 points)

- Relentless ( 3 points)

- Gunnery Team ( 7 points)

- Reinforced Blast Doors ( 5 points)

- XX-9 Turbolasers ( 5 points)

- Overload Pulse ( 8 points)

= 174 total ship cost

Imperial I-Class Star Destroyer (110 points)

- Avenger ( 5 points)

- Minister Tua ( 2 points)

- Gunnery Team ( 7 points)

- Reinforced Blast Doors ( 5 points)

- XX-9 Turbolasers ( 5 points)

- Leading Shots ( 4 points)

= 138 total ship cost

4 VT-49 Decimators ( 88 points)

If I only I wanted to blow money on the new fighter packs lol

I encourage you to look at Zanos' World Cup list. It's quite good.