Blacksword Dual ISDs

By Black Sword Admiral, in Star Wars: Armada Fleet Builds

Here's my attempt at a double ISD list. I'd consider replacing Motti with Tagge, but I thought a straightforward buff was better than Tagge's more situational benefit. I'm also open to arguments for putting the Admiral in a lifeboat, but I'd hate to weaken the fighter screen. Alternative objective recommendations are appreciated as well.

Blacksword ISDs
Author: Black Sword Admiral

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- Overload Pulse ( 8 points)
= 161 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Avenger ( 5 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)


= 146 total ship cost

1 "Howlrunner" ( 16 points)
3 TIE Fighter Squadrons ( 24 points)
1 Soontir Fel ( 18 points)
3 TIE Interceptor Squadrons ( 33 points)

Edited by Black Sword Admiral

First problem overload pulse and Avenger don't sync on the same ship. Second thing if you are going for the overload pulse and Avenger you may need screed.

I misread exactly how overload pulse works. I'll switch that and leading shots around. I don't want to lose the Motti hull buff, the main reason I put Avenger in the list is so the enemy has a reason to target the second ISD rather than the flagship.

That third activation especially is important to have. I would try to squeeze it in if at all possible otherwise you're at the mercy of fleets with tons of activations. I do agree you don't want to weaken you're fighter screen. I looked it over and here's my suggestions for whatever they're worth.

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Imperial II-Class Star Destroyer (120 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 137 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 137 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Motti ( 24 points)
= 47 total ship cost

1 Ciena Ree ( 17 points)
1 TIE Interceptor Squadron ( 11 points)
1 Valen Rudor ( 13 points)
1 Dengar ( 20 points)
1 Soontir Fel ( 18 points)

11 hours ago, chr335 said:

First problem overload pulse and Avenger don't sync on the same ship. Second thing if you are going for the overload pulse and Avenger you may need screed.

Depends on what you mean by "sync". I mean, it's a feasible plan to try to double-tap with the ISDs side arc, fire off the overload pulse and use the front afterwards. If by "sync" you mean difficult, then it is another matter entirely :)

Getting a double arc with a star destroyer is not feasible it is possible but extremely unlikely.

22 hours ago, Forresto said:

That third activation especially is important to have. I would try to squeeze it in if at all possible otherwise you're at the mercy of fleets with tons of activations. I do agree you don't want to weaken you're fighter screen. I looked it over and here's my suggestions for whatever they're worth.

Here's the lifeboat version with revised fighter screen. What do you think?

Blacksword ISDs v.II
Author: Black Sword Admiral

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Imperial II-Class Star Destroyer (120 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 137 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 137 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Motti ( 24 points)
= 47 total ship cost

1 "Howlrunner" ( 16 points)
1 Valen Rudor ( 13 points)
1 Soontir Fel ( 18 points)
2 TIE Interceptor Squadrons ( 22 points)
1 Black Squadron ( 9 points)

That is a much better fleet. Even three activations will greatly improve how vulnerable the ISDs are to being outactivated. Personally I find that Tractor Beams are only ok, and Gunnery Teams on I-2s to almost always be worth it at longer ranges, though I see the point if you're offering Advanced Gunnery. If you're worried about facing bomber lists, grabbing RBD over ECM will help a lot, and save some points to boot. I would offer Solar Corona or Superior Positions over Intel Sweep, since you are short on ships to go collecting, and Strategic to aid that effort, but otherwise this is a pretty good lineup IMO.

On ‎22‎/‎03‎/‎2017 at 0:08 AM, GiledPallaeon said:

That is a much better fleet. Even three activations will greatly improve how vulnerable the ISDs are to being outactivated. Personally I find that Tractor Beams are only ok, and Gunnery Teams on I-2s to almost always be worth it at longer ranges, though I see the point if you're offering Advanced Gunnery. If you're worried about facing bomber lists, grabbing RBD over ECM will help a lot, and save some points to boot. I would offer Solar Corona or Superior Positions over Intel Sweep, since you are short on ships to go collecting, and Strategic to aid that effort, but otherwise this is a pretty good lineup IMO.

Some good suggestions. I'll experiment with different variants and see how they fare.

On 3/21/2017 at 4:45 AM, chr335 said:

Getting a double arc with a star destroyer is not feasible it is possible but extremely unlikely.

It's extremely possible. In fact, ISDs are one of the most reliable double-arc ships in the game if played smart due to their relatively shallow front wedge.

What's going to make it impossible here is his 2 activations and no bid.

The way to get a low-activation, no-bid Avenger to work is to bomb the hell out of your targets and force them to use their tokens defending themselves. A Rhymerball - especially a Fireball - is a proven method to put damage on target and get them to spend tokens. A similar list (swapping the second ISD for Demolisher) decisively won last year's GenCon.

All good points. I would also recommend to squeeze Comms Net on admiral's lifeboat.

On ‎24‎/‎03‎/‎2017 at 10:04 PM, pt106 said:

All good points. I would also recommend to squeeze Comms Net on admiral's lifeboat.

If you're using a lifeboat, there's really no good reason not to take Comms Net. I'll try to work that in.