One upgrade for my ISD CC list

By Hrathen, in Star Wars: Armada

My CC fleet was trashed two rounds in a row. And I tried to save on points by not un-scaring a bunch of stuff. So long story short I am building a new 400 point CC list for our next round. I really want to try Jerjerrod with at least one ISD and maybe some VSD.

My question is this, if you can only put 1 upgrade on a ISD (or VSD) what would it be. Part of me wants XI7s but another part wants gunnery teams.

Dear Internet, what would you do.

I enjoy thematic builds and I find the CC campaign well suited for such.

Jerjerrod will certainly give your VSD's some additional maneuverability. I wouldn't use his ability with an ISD though. Regarding upgrades, I would use XX-9 for an ISD I build. Thematically, X17 Turbolasers are found on Rebel ships, most notably the Nebulon B. As you upgrade your ISD, consider using Ordnance Experts as your second upgrade as they allow you to reroll the black dice offered on the ISD I. Your first VSD upgrade will be influenced by which version of the ship you choose. Have you made that decision?

Edited by Admiral WigT

Reinforced Blast Doors, Electronic Counter Measures or Advanced Projectors.

If your lesson has taught you nothing else, make sure it lives this round.

Yeah, I'd give different advice for a regular list, but for CC, survival upgrades on an ISD are priority 1.

Priority 2 is rerolls--LS on an ISD2, OE on ISD1. DTT might be a candidate too, but I haven't done the math on it yet to compare.

I would agree that if I was starting a new CC then I would really want my ship to survive. But this is sort of late in the game. I am pretty sure that the game won't go more than 2 rounds, so the survivability is less of an issue.

I am thinking Assault Proton Torpedoes for my Victories (I have been taught recently how nasty black dice can by by rebel MC30s, di I mention how my fleet got wrecked two rounds in a row)

ECM if it's an ISD II. Gunnery Teams if it's the ISD I, then add Minister Tua and ECMs next round. For any VSDs, it's probably going to depend on how your opponent(s) play but X17s are pretty great. I like Assault Proton Torpedoes myself but I think I have more success than most at getting multiple shots at close range with my front arcs. Jerry will help a lot with that, though.

17 hours ago, Hrathen said:

I would agree that if I was starting a new CC then I would really want my ship to survive. But this is sort of late in the game. I am pretty sure that the game won't go more than 2 rounds, so the survivability is less of an issue.

I am thinking Assault Proton Torpedoes for my Victories (I have been taught recently how nasty black dice can by by rebel MC30s, di I mention how my fleet got wrecked two rounds in a row)

If MC 30s are the problem, I suggest IX-7s- they shut down redirects, even mon mothma super redirects, quite handily. I would consider them a must-have.

If you are taking an ISD 2 I would suggest ECM anyways though.

Is Vader an available admiral?

MC30's, you say? XI7.

Electric Counter Measures should be your priority followed by Leading shots and maybe after that gunnery teams.

1) Electric Counter Measures will keep your ISD alive a bit longer and if you want to grow your fleet you have to start that way.

2) For an ISD II Leading Shots is a must. It helps mitigate RNG nonsense a little. Obviously if you're like Dras you'll probably whiff on both rolls but still :P (I kid cause he's great)

3) Gunnery teams on an ISD of any kind goes without saying.