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

By Undeadguy, in Star Wars: Armada

Just another build to pass the time....drive the ISD1 forward, sit back in the ISD2 and take advantage of created opportunities/run squadron commands for Mithel procs.

Dual ISD Final
Author: Sygnetix

Faction: Galactic Empire
Points: 393/400

Commander: Admiral Motti

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

Imperial I-Class Star Destroyer (110 points)
- Relentless ( 3 points)
- Minister Tua ( 2 points)
- Fire-Control Team ( 2 points)
- Point-Defense Reroute ( 5 points)
- Reinforced Blast Doors ( 5 points)
- XX-9 Turbolasers ( 5 points)
- Overload Pulse ( 8 points)
= 140 total ship cost

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Avenger ( 5 points)
- Admiral Chiraneau ( 10 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Reinforced Blast Doors ( 5 points)
- XX-9 Turbolasers ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 184 total ship cost

1 "Mauler" Mithel ( 15 points)
3 TIE Advanced Squadrons ( 36 points)
1 Soontir Fel ( 18 points)

Card view link

Fleet created with Armada Warlords

Edited by Sygnetix

Overload pulse needs to be on the other Star destroyer or Avenger won't proc.

I was thinking more on attempting some double taps with this combination

Overload pulse needs to be on the other Star destroyer or Avenger won't proc.

I was thinking more on attempting some double taps with this combination

That only works on an ISD2. The ISD1 doesn't have blue dice on the side arc.

Though I guess you could fire the front arc to proc overload pulse, and then use the side arc to take advantage of avenger. But that seems rather inefficient to me

Just another build to pass the time....drive the ISD1 forward, sit back in the ISD2 and take advantage of created opportunities/run squadron commands for Mithel procs.

Dual ISD Final

Author: Sygnetix

Faction: Galactic Empire

Points: 393/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery

Defense Objective: Planetary Ion Cannon

Navigation Objective: Minefields

Imperial I-Class Star Destroyer (110 points)

- Relentless ( 3 points)

- Minister Tua ( 2 points)

- Fire-Control Team ( 2 points)

- Point-Defense Reroute ( 5 points)

- Reinforced Blast Doors ( 5 points)

- XX-9 Turbolasers ( 5 points)

- Overload Pulse ( 8 points)

= 140 total ship cost

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

- Admiral Motti ( 24 points)

- Avenger ( 5 points)

- Admiral Chiraneau ( 10 points)

- Flight Controllers ( 6 points)

- Boosted Comms ( 4 points)

- Reinforced Blast Doors ( 5 points)

- XX-9 Turbolasers ( 5 points)

- SW 7 Ion Batteries ( 5 points)

= 184 total ship cost

1 "Mauler" Mithel ( 15 points)

3 TIE Advanced Squadrons ( 36 points)

1 Soontir Fel ( 18 points)

Card view link

Fleet created with Armada Warlords

I like the concept with Avenger and SW-7. No point in using the Acc, so may as well punish your opponent after the OP blast. I can see this tearing through anything. I like the Ion Cannon combo with Avenger as well.

Not sure about the objectives. You have some serious anti-squad game, but Strategic can really negate Mine Fields and Ion Cannon. Even if you place them midfield, I think you might have difficulty tying down 2 Strategic balls, which is how I play it because of the limitations of Relay. So my Sato list can easily side step your fighter ball, and clear a path for the ships. Not to mention the strategic squads have very high heatlh, so you might have difficulty killing them with 4 dice a pop with no rerolls.

If you don't run against Strategic, you have a very strong list. But I expect Strategic is the new Intel, and everyone will try to use it because it can influence objectvies so much. Because of that, maybe use Solar Corona instead of Minefields, since you don't have to worry about running over your own mines, and you get deployment advantage, which is desperatly needed in these dual ISD lists.

I built this list for the local CC campaign...

3x ISD2 all with Reinforced Blast Doors. Motti. 399 points. 17 hull each. I can't decide if its brilliant or terrible.

You'll be unbeatable against anyone not running alot of bombers, or spamming mc30s. Reiken takes away your biggest advantage: that you can make up activations by erasing ships in one shot.

But you'd probably still lose ships to bombers quite hard. And you'll be hard pressed to actually make damage stick many times, unless you drive your ISDs straight through his bombers... which will kill you. Each BCCx2 bomber tends to deal 2 to 3 damage. With things like Yavaris, you're looking at still having 25 points of hp (shields) wiped out in two turns.

On 1/16/2017 at 11:57 AM, Undeadguy said:

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)

So I played my first game with this list. I lost (obviously) but I think I would have won if I had disengaged Devastator on round 5 instead of trying to mop of squads. I would have won by 33 points, unless I nabbed some other squads while running away.

I gotta say, it was very fun to play. I went against a Dodonna MC80 with Overload Pulse, FlightCommander, and RLB that carried Norra, 2 B Wings and Gold. Yavaris, BCC and Toryn were also present, so you ge the jist of what his fleet does. Overload Pulse the target, move in nice and close, dump your squad load on his face and throw globs of bomber dice getting double rerolls from BCC and Toryn. Luckily, I screened my ISD with the Defenders so he couldn't get it off.

I like the list. It's very scary running a large base at speed 3 headlong into your opponent, and it really gives you an appreciation for the smaller base ships. I think everyone should try a dual ISD list with squads.

Here is my new list after some review.

Faction: Galactic Empire
Points: 391/400

Commander: Moff Jerjerrod

Assault Objective: Blockade Run
Defense Objective: Capture the VIP
Navigation Objective: Solar Corona

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Moff Jerjerrod ( 23 points)
- Devastator ( 10 points)
- Admiral Montferrat ( 5 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Point-Defense Reroute ( 5 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 175 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Relentless ( 3 points)
- Agent Kallus ( 3 points)
- Gunnery Team ( 7 points)
- Point-Defense Reroute ( 5 points)
- Quad Laser Turrets ( 5 points)
- H9 Turbolasers ( 8 points)
- Leading Shots ( 4 points)
= 145 total ship cost

1 "Howlrunner" ( 16 points)
1 Ciena Ree ( 17 points)
2 TIE Interceptor Squadrons ( 22 points)
2 TIE Fighter Squadrons ( 16 points)

The Defenders are great and all, but they die quickly since there is only 4 of them. Picking up Howl and the little ball of fighers works well for and alpha strike, and good on the counters. I've played against it and I hate it, so now I return the love.

I dropped the ISD II to an ISD I because I can compensate the loss of longer range dice with Devastator, and I prefer PDR (this upgrade does work with QLT) to ECM. Devastator wants to drop tokens, and with Montferrat, I get a little bit of defense back, which is a huge deal. Honestly, Montferrat is my new favorite Imp officer. I've been playing a lot of Sato so I am used to deploying at max speed, so those skills translate well into my new Imp builds I have coming (dual Glad is next). Pair Monteferrat with Solar Corona, and you start dropping 2 dice before the mods start to kick in, and that means you got one tanky ISD.

Gunnery Team is almost always going to be used to attack squads with the second attack. I've got the points already sunk in there, so may as well use them. The H9, Kallus, QLT, PDR combo is nice and being able to gaurantee 1 damage to scatter aces is a big deal. In a single round of defending, the Kallus ISD dealt 2 damage to a double tapping B-Wing, 1 damage to another B-Wing, 1 damage to Norra, and 2 damage to Gold. I seriously think this is a viable build for people who don't want to run a lot of squads. Drop the mega carrier and grab Kallus, QLT and PDR.

Going to play this tomorrow so I'll let y'all know what happens.

Going back to the original topic, I believe that at the current stage of the meta one can risk and go squadronless. In this case I think that the old Wave 2 build may have some legs:

ISD1:IO/OE, ISD1:OE/XI7, RDR1, RDR1, Gz, Gz:Motti. 399/400, 2 ISDs, 6 activations, 46 total hull.

I had success with that:

Death Squadron (400/400)
=======================
Imperial I-class Star Destroyer (110 + 64)
+ Darth Vader (36)
+ Admiral Montferrat (5)
+ Gunnery Team (7)
+ XI7 Turbolasers (6)
+ Devastator (10)
Imperial II-class Star Destroyer (120 + 18)
+ Captain Needa (2)
+ Flight Controllers (6)
+ SW-7 Ion Batteries (5)
+ Avenger (5)
Ciena Ree (17)
"Howlrunner" (16)
2 x Lambda-class Shuttle (15)
Valen Rudor (13)
Saber Squadron (12)
Advanced Gunnery
Planetary Ion Cannon
Minefields

I played it just for fun cause it is a thematic list but I found it works really well. The screen is lethal and the objectives are nasty. My next step is to make it more competitive working with the bid. I liked it so much that I worked on it to build my CC fleet. There are some things in just for theme so I could look for some points to spend them more efficiently.

Advanved gunnery is awesome with Avenger.

Planetary Ion Canon pair well with Avenger but the best is you get the first shot going second. Kill flotillas or light ships to balance the activation issue or get shots in the big ones weakest hull.

Mines field... what you can do with strategic and the mines seems close to ilegal XD

I didn't try go first cause my opponents chose first. Their faces when they see the objectives were really fun. I wonder how it would work going first and that is the reason I will look for a better bid.

On 16/1/2017 at 5:57 PM, Undeadguy said:

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

I have a question here that maybe is better for the rules question thread but no matter.

When a ship is performing a counter, what is the attacking hull zone?

1. Counter was a squadron keyword so no hull involved.

2. The anti squadron armament of the ships is the same for the four hull zones

BUT

1. Devastator actually works against squadrons.

2. Devastator only work while attacking from your front hull zone.

3. A counter is an attack so you can resolve modify dice effects.

4. Devastator is a modify dice effect.

So I could use Devastator while countering but I can't use Devastator while attacking from other hull zone but front one and a counter attack doesn't involve hull zones or range (the snipe wording seems to agree with that).

The logic said that you are countering from the defending hull zone but any rule support that. QLT only give you counter and counter only let you perform and attack with a specific dice battery even if you are destroyed. In fact you are not using your antisquadron battery of any of your hull zones. You are just throwing a blue modificable die.

So should we ask for a FAQ about Devastator and counters?

2 minutes ago, ovinomanc3r said:

I have a question here that maybe is better for the rules question thread but no matter.

When a ship is performing a counter, what is the attacking hull zone?

1. Counter was a squadron keyword so no hull involved.

2. The anti squadron armament of the ships is the same for the four hull zones

BUT

1. Devastator actually works against squadrons.

2. Devastator only work while attacking from your front hull zone.

3. A counter is an attack so you can resolve modify dice effects.

4. Devastator is a modify dice effect.

So I could use Devastator while countering but I can't use Devastator while attacking from other hull zone but front one and a counter attack doesn't involve hull zones or range (the snipe wording seems to agree with that).

The logic said that you are countering from the defending hull zone but any rule support that. QLT only give you counter and counter only let you perform and attack with a specific dice battery even if you are destroyed. In fact you are not using your antisquadron battery of any of your hull zones. You are just throwing a blue modificable die.

So should we ask for a FAQ about Devastator and counters?

That's not something I have thought about before. I think the intent was supposed to be done during your activation, but I don't see why you can't do it on a counter attack. The only limiting factor is the "Once per round". Heh, with Kallus, you can counter 6 against aces.

7 minutes ago, Undeadguy said:

That's not something I have thought about before. I think the intent was supposed to be done during your activation, but I don't see why you can't do it on a counter attack. The only limiting factor is the "Once per round". Heh, with Kallus, you can counter 6 against aces.

Add cluster bombs to the equation if you put all together on a ISDII... 4 cluster + 6 dice counter + rerolls + accuracy... whatever attack you will be definitely dead XD

EDIT: and I forgot the RS.

Edited by ovinomanc3r

I had an idea. In my local we are going to start a league. We can change our fleets as two months playing the same could be boring. The structure will be 4 groups of 4 and a top 8 I think.

I would like to pick up the OP's challenge and play with a dual ISD list. As I could make modifications I have the chance of improve the fleet after each match depending on the points that didn't work. But I will try to do not.

My fleet idea is built around the next points:

1. I love the objectives of my Death squadron fleet I put above.

2. I will approach from the opposite point of view. ISD is great because the upgrades you can put on it but is great because what you can do with it without upgrades. I had great success with my CC core fleet: 2ISD 2Goz fighters screen and Vader.

3. Vader is great!

4. A screen fighter will be needed against bombers. Not because is he only answer rather than I love screen fighters and I feel comfortable with them.

5. Some squadron with bomber let me face MSU list to punish them even when they fly away from my front arcs.

This is my first attempt to this:

League (395/400)
===============
Imperial I-class Star Destroyer (110 + 40)
+ Darth Vader (36)
+ Boosted Comms (4)
Imperial I-class Star Destroyer (110 + 9)
+ Boosted Comms (4)
+ Avenger (5)
Captain Jonus (16)
5 x TIE Defender Squadron (16)
2 x Lambda-class Shuttle (15)
Advanced Gunnery
Planetary Ion Cannon
Minefields

The idea behind is easy. Vader give me rerolls to improve my damage output while Jonus provide me accuracies. The defenders are to protect Jonus, kill enemy bombers and bomb things. Lambdas are here to token shuffling. I just realized I don't need the boosted coms because the lambdas. I am trying to figure out what to put. Avenger is here because is Avenger and Advanced Gunnery.

What are your thoughs?

5 hours ago, ovinomanc3r said:

I had an idea. In my local we are going to start a league. We can change our fleets as two months playing the same could be boring. The structure will be 4 groups of 4 and a top 8 I think.

I would like to pick up the OP's challenge and play with a dual ISD list. As I could make modifications I have the chance of improve the fleet after each match depending on the points that didn't work. But I will try to do not.

My fleet idea is built around the next points:

1. I love the objectives of my Death squadron fleet I put above.

2. I will approach from the opposite point of view. ISD is great because the upgrades you can put on it but is great because what you can do with it without upgrades. I had great success with my CC core fleet: 2ISD 2Goz fighters screen and Vader.

3. Vader is great!

4. A screen fighter will be needed against bombers. Not because is he only answer rather than I love screen fighters and I feel comfortable with them.

5. Some squadron with bomber let me face MSU list to punish them even when they fly away from my front arcs.

This is my first attempt to this:

League (395/400)
===============
Imperial I-class Star Destroyer (110 + 40)
+ Darth Vader (36)
+ Boosted Comms (4)
Imperial I-class Star Destroyer (110 + 9)
+ Boosted Comms (4)
+ Avenger (5)
Captain Jonus (16)
5 x TIE Defender Squadron (16)
2 x Lambda-class Shuttle (15)
Advanced Gunnery
Planetary Ion Cannon
Minefields

The idea behind is easy. Vader give me rerolls to improve my damage output while Jonus provide me accuracies. The defenders are to protect Jonus, kill enemy bombers and bomb things. Lambdas are here to token shuffling. I just realized I don't need the boosted coms because the lambdas. I am trying to figure out what to put. Avenger is here because is Avenger and Advanced Gunnery.

What are your thoughs?

With two activations, you really really want to go first.

Is the benefit of Adv Gun more than an MC80 gets picking it?

With two strategic squadrons I feel you can choose more agressive token objectives than the one you have.

2 minutes ago, TheCallum said:

With two activations, you really really want to go first.

Is the benefit of Adv Gun more than an MC80 gets picking it?

With two strategic squadrons I feel you can choose more agressive token objectives than the one you have.

Avenger with advanced gunnery kill whatever you put in front of it.

I agree about the advantage of two lambdas over enemy objectives. That is why I go with 5 points bid: to have a chance of choose depending on what I am going to face.

16 minutes ago, ovinomanc3r said:

Avenger with advanced gunnery kill whatever you put in front of it.

I agree about the advantage of two lambdas over enemy objectives. That is why I go with 5 points bid: to have a chance of choose depending on what I am going to face.

No opponent will choose advanced gunnery for an Avenger ISD, and getting them in black range as second player with two activations will be tough.

Thats why I think you need tougher choices for the other two objectives, because you've created a situation where they are almost forced into choosing them- why not choose a token objective that gives you more points, AND forces their movement?

21 minutes ago, TheCallum said:

No opponent will choose advanced gunnery for an Avenger ISD, and getting them in black range as second player with two activations will be tough.

Thats why I think you need tougher choices for the other two objectives, because you've created a situation where they are almost forced into choosing them- why not choose a token objective that gives you more points, AND forces their movement?

I played advanced gunnery two times. Fleets without strategic don't want Mine fields. Ion cannon pair with avenger, give me first shot going second and kill flotillas balancing the activation game.

I understand your point but the objective token red objective is not very strong and if advanced gunnery force the opponent to choose between two bad objectives, intel scan or targeting beacons force the opponent to choose a non as bad objective. At least this is my point of view.

What objectives you think would be better?

EDIT: the two activation issue is inherent to the fleet building we are discussing here. I already played two ISD and I know is hard but I won the games I played (3 or 4). No too many but I feel more confortable each time.

Edited by ovinomanc3r
5 hours ago, ovinomanc3r said:

I played advanced gunnery two times. Fleets without strategic don't want Mine fields. Ion cannon pair with avenger, give me first shot going second and kill flotillas balancing the activation game.

I understand your point but the objective token red objective is not very strong and if advanced gunnery force the opponent to choose between two bad objectives, intel scan or targeting beacons force the opponent to choose a non as bad objective. At least this is my point of view.

What objectives you think would be better?

EDIT: the two activation issue is inherent to the fleet building we are discussing here. I already played two ISD and I know is hard but I won the games I played (3 or 4). No too many but I feel more confortable each time.

If I'm presented with these choices I'm likely to use either Minefields (more likely) or Planetary Ion Cannon (less likely) even if I don't have strategic and adjust my commands to be more repair-heavy. I would think about using Sensor Net instead of Minefields.

And keep in mind that you can have a double ISD fleet with 5-6 activations and still be viable, so it's not like double ISD list is locked into 2 activations.

I know I can get more activations but I am trying to make a fleet around just two. I think that was the OP but maybe I am wrong.

I thought on sensor net but with just two activation per round I am not sure if I would get a lot of points.

2 hours ago, ovinomanc3r said:

I know I can get more activations but I am trying to make a fleet around just two. I think that was the OP but maybe I am wrong.

I thought on sensor net but with just two activation per round I am not sure if I would get a lot of points.

I was but I'm finding it's a super niche fleet and does well against squads but gets wrecked by MSU.

30 minutes ago, Undeadguy said:

I was but I'm finding it's a super niche fleet and does well against squads but gets wrecked by MSU.

One of my victories was against 2 transport 2 cr90 1 Mk and my opponent is one of the best player here. It is true that was our first time with ion cannon and both were surprised about how awesome this objective could be against MSU.

Here is my feeble stab at it. Not a pure Double ISD list, but I feel like the activations are important and the Gozanti can help make up for lack of squadrons. Going to give this a go tonight if I can. Given the local meta it will likely be against a very squadron and/or bomber heavy list. So I'll probably get popped like a piñata, but we'll see. Not sure about solar corona as the Navigation objective though. I think it would be most chosen and I think deploying last will be a big boost, but maybe Minefields or Dangerous territory would be better.

Squadrons? We don't need no stinking Squadrons.
Author: Scummy Rebel

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Solar Corona

Imperial I-Class Star Destroyer (110 points)
- Avenger ( 5 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points) Ordinance Experts ( 4 points)
- Quad Laser Turrets ( 5 points)
- Reinforced Blast Doors ( 5 points)
- X17 Turbolasers ( 6 points)
= 140 137 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Relentless ( 3 points)
- Damage Control Officer ( 5 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Reinforced Blast Doors ( 5 points)
- X17 Turbolasers ( 6 points)
- Overload Pulse ( 8 points)
= 159 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Motti ( 24 points)
- Comms Net ( 2 points)
= 49 total ship cost

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

Gozanti-class Cruisers (23 points)
- Repair Crews ( 4 points)
= 27 total ship cost

Card view link

Fleet created with Armada Warlords

Edited by Scummy Rebel
Gunnery Goof
1 hour ago, Scummy Rebel said:

Here is my feeble stab at it. Not a pure Double ISD list, but I feel like the activations are important and the Gozanti can help make up for lack of squadrons. Going to give this a go tonight if I can. Given the local meta it will likely be against a very squadron and/or bomber heavy list. So I'll probably get popped like a piñata, but we'll see. Not sure about solar corona as the Navigation objective though. I think it would be most chosen and I think deploying last will be a big boost, but maybe Minefields or Dangerous territory would be better.

Squadrons? We don't need no stinking Squadrons.
Author: Scummy Rebel

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Solar Corona

Imperial I-Class Star Destroyer (110 points)
- Avenger ( 5 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Reinforced Blast Doors ( 5 points)
- X17 Turbolasers ( 6 points)
= 140 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Relentless ( 3 points)
- Damage Control Officer ( 5 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Reinforced Blast Doors ( 5 points)
- X17 Turbolasers ( 6 points)
- Overload Pulse ( 8 points)
= 159 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Motti ( 24 points)
- Comms Net ( 2 points)
= 49 total ship cost

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

Gozanti-class Cruisers (23 points)
- Repair Crews ( 4 points)
= 27 total ship cost

Card view link

Fleet created with Armada Warlords

You can't use Advanced Gunnery with Gunnery Teams. The "cannot" on Gunnery Teams overrides AG, so you will have to target 2 different ships.

Just now, Undeadguy said:

You can't use Advanced Gunnery with Gunnery Teams. The "cannot" on Gunnery Teams overrides AG, so you will have to target 2 different ships.

Thanks, good catch. I was playing around too much in Armada warlords and didn't even think about it and threw it back on absent mindedly. I'll tweak it here in a bit.

7 minutes ago, Undeadguy said:

You can't use Advanced Gunnery with Gunnery Teams. The "cannot" on Gunnery Teams overrides AG, so you will have to target 2 different ships.

Yup. Drop the GT on the ISD1 for OE. There's your AG objective ship.

3 minutes ago, Scummy Rebel said:

Thanks, good catch. I was playing around too much in Armada warlords and didn't even think about it and threw it back on absent mindedly. I'll tweak it here in a bit.

Another thing to consider is Fire Lanes and your lack of strategic. If your opponent has 1 or 2, they can move the tokens under your ships after you move, which means they will get 15/30 points per round. I'm not saying you should drop it, but you should be aware this is possible. And chewing through 6/8 hull with no squads might be hard.