The Pocket ISD

By Undeadguy, in Star Wars: Armada Fleet Builds

I had an idea while driving home from work today. A Vic I with Dominator can throw the same amount of dice as an ISD I, and it can do this pretty much from anywhere on the table with Hyper Space Assault.

HA solves the problems on the Vic - it can't get very far moving speed 2. And it solves the issue of Dominator - getting a ship in your front at close/medium AND having shields to use the title. Drop in on round 4 with 2 targets int he front arc and you can kill something pretty easily, and ensure the ship stays alive. You can also throw Demo in HA with the Decimators to chase and harrass.

AG is given to the Vic, but an opponent with Ackbar or an ISD might want to pick this one as well.

Salvage Run is interesting because it forces a fight with my opponent. I can reliably get 3 tokens so long as my opponent has 1 Strategic squad, but it also pairs well with Demo hiding behind the dust fields. And the Nav token is always welcome.

Pocket ISD

Faction: Galactic Empire
Points: 392/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Salvage Run

Victory I-Class Star Destroyer (73 points)
- Dominator ( 12 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 94 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 83 total ship cost

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

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

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

1 Lamda-class Shuttle ( 15 points)
3 VT-49 Decimators ( 66 points)

Could drop the Lambda and TRC for DTT for a bigger bid.

I'm not sold on Salvage Run.

Twice now I've seen a player orchestrate it so no tokens could be placed.

Secondly, with both the Vic as it is and a Demolisher, you're not incentivicing playing Hyperspace Assault as a Legitimate choice.

So its kinda... How happy are you playing Advanced Gunnery?

Indeed I am. Surprise you by putting it on Demo for the ultimate 14 (CF twice) black dice, 3 APT triple tap.

I actually have no idea if this list is viable but it seems stupid enough to be fun....for at least 1 player.

Sounds nice and crazy. I like it.

It might be batshit enough to work. I would suggest going with something other than salvage to incentivize the HA pick

4 hours ago, Undeadguy said:

Indeed I am. Surprise you by putting it on Demo for the ultimate 14 (CF twice) black dice, 3 APT triple tap.

I actually have no idea if this list is viable but it seems stupid enough to be fun....for at least 1 player.

The only problem is, with Demo, he usually Dies. And in doing so, he's giving up double his points... Of course, as long as that can happen and you can still trade up in points... Then Awesome...

But I know, as an opponent, priority #1 is making that as difficult for you as possible. And I'm really only incentivised to play my normal game of "Feed Demo Something and then whack it on the head while its busy Chewing..." :D

The problem with this list (as most of the time): Everything with squadrons will kill the demo or VSD in no time. 3 Decimators will not stop any serious bomber swarm. And a real Bomber swarm need only 1-2 rounds for a Gladiator and 2 rounds for a VSD.

And as Dras already said. The chance for getting your Hyperspace Assault is not really high. Building a list for just one mission is not often going to work.

11 hours ago, Drasnighta said:

I'm not sold on Salvage Run.

Twice now I've seen a player orchestrate it so no tokens could be placed.

Huh? How is this possible?
They have to be within distance 1 of the station, and beyond distance 1 of each other.
Obstacles does not matter for it at all.
So how is it possible that you cannot place the tokens?

Yep, totally misread - thought they had to not be within 1 of obstacles too - my bad :D

9 hours ago, Drasnighta said:

The only problem is, with Demo, he usually Dies. And in doing so, he's giving up double his points... Of course, as long as that can happen and you can still trade up in points... Then Awesome...

But I know, as an opponent, priority #1 is making that as difficult for you as possible. And I'm really only incentivised to play my normal game of "Feed Demo Something and then whack it on the head while its busy Chewing..." :D

I tend to fly Demo as "Last In First Out" so it's not often that it dies. I definitely stack some damage on it, but I prefer presenting other targets as well, such as the Arq.

2 hours ago, Tokra said:

The problem with this list (as most of the time): Everything with squadrons will kill the demo or VSD in no time. 3 Decimators will not stop any serious bomber swarm. And a real Bomber swarm need only 1-2 rounds for a Gladiator and 2 rounds for a VSD.

And as Dras already said. The chance for getting your Hyperspace Assault is not really high. Building a list for just one mission is not often going to work.

You can easily drop the squads for Howl and 6 Tie/I if you want more anti-squad play. I prefer the Decimators since they have Rogue and 3 blue anti-ship dice. Pairs well with HA. But any dedicated bomber list will always do well against close range lists. It's just the nature of the game. I have to get close to attack, but B-Wings need that too.

I also think the objectives pair nicely with this list. The original idea was to put Dominator in HA, but AG is also a natural choice. Some people may prefer MW though but that's just a difference in preference.

SR is a great choice for Demo. Since the station is already in a fixed position, and I get to place first, I can set it up with an obstacle at my 6 o' clock in regards to the station, which prevents my opponent from placing an obstacle at 4 or 8 o' clock. This sets up my area for the tokens. My next placement is a dust field at 3 or 9 o' clock running perpendicular to the station. This creates a very large area for Demo to hide behind, and if my opponent tries to go for a token, I'm already in position to burst through it and kill the ship. If I get to place both dust fields, I'm the happiest I can be.

Also, with an 8 point bid,there is a good chance I get to decide what to do after I see my opponents list.