OH SNAP The ISD-K is a Fire Control Team Platform

By Ardaedhel, in Star Wars: Armada

2 hours ago, Mward1984 said:

The All I'm losing over the ISD2 is a point of Squadron and a single attack dice?!

And no defensive retrofit, but tua is an option for that.

I would also argue that the ISD-K has a natural blue dice out the side making leading shots a better upgrade on this ship and if you're doing avenger boarding troopers combo on this guy I don't feel that you need the turbolaser slot as much but putting extenal racks on that guy can can bring the pain.

Also can't take leading shots on the other guy.

Edited by xero989

ISD-K may even be a suitable ship for Rapid Reload. Gives it MC30 level side arcs so that nothing can come near it.

11 hours ago, Norsehound said:

Maybe I'll take that Interdictor that's been collecting dust and finally throw down a G7-X to prevent Raddus from having too much fun in one of my flanks.

Is this valid? I mean g7 is not only for deployment " phase"?

30 minutes ago, Sharego said:

Is this valid? I mean g7 is not only for deployment " phase"?

Is for when a ship deploys, Raddus deploys a ship under special conditions, although still a deployment, ergo G7 is valid

Minor note, but the ISD-K means that the full art version of rapid reload finally makes sense.

14 minutes ago, MajorWesJanson said:

Minor note, but the ISD-K means that the full art version of rapid reload finally makes sense.

Which means trc alt art guarantees raiders will some how get a turbo laser upgrade slot!

7 hours ago, Sharego said:

Is this valid? I mean g7 is not only for deployment " phase"?

Read the G7 rule very carefully.

Now.

Tell me when it says you remove the token from the battlefield.

...

Go ahead.

...

I'll wait...

...

See, it stays there. Therefore, any time you "deploy" a ship within distance 3 of the token, it must be deployed at speed 0... Wether that is before the first turn, or sometime during the fifth turn... As long as the mechanic and the rule for the ship says deploy, it will be effected by the G-7.

If it is merely placed, that is different... But Raddus, Profundity and Hyperspace Assault, for example, all use the mechanic wording deploy.

14 hours ago, Mward1984 said:

I really don't think the Kuat Refits are worth 112 points. It loses 2 points of Squadron, swaps an offensive retro for a defensive one and swaps turbolasers for a Missile slot. Is that worth MORE points than the ISD1? I'm not really sure it is.

The Cymoon on the other hand. The Forum filter wont let me use the words I want to say about how good for it's points that is. Double Turbolasers? Fleet Command!? All I'm losing over the ISD2 is a point of Squadron and a single attack dice!?

That ship is an amazing Flagship

Here's the thing. You now have 4 different types of ISD.

ISD 1 - Squadron Command

ISD 2 - Long Range Warship

KDY Destroyer - Close Range Brawler

1 Cymoon - Command Destroyer

The KDY excels at close range specifically because you ignore squadrons, get a defensive retrofit for free which allows you to get an officer...so the only question is are you going to try to support squadrons..cause for 2 points you gain the missile slot, a little more accuracy on the sides, and a native defense retrofit, which is not bad for only 2

5 minutes ago, Syleh Forge said:

Here's the thing. You now have 4 different types of ISD.

ISD 1 - Squadron Command

ISD 2 - Long Range Warship

KDY Destroyer - Close Range Brawler

1 Cymoon - Command Destroyer

The KDY excels at close range specifically because you ignore squadrons, get a defensive retrofit for free which allows you to get an officer...so the only question is are you going to try to support squadrons..cause for 2 points you gain the missile slot, a little more accuracy on the sides, and a native defense retrofit, which is not bad for only 2

And it improves the odds we will see an ISD Tector Refit in a future expansion or campaign supplement. This also, unfortunately, decreases our chances of seeing a Venator. If FFG continues to use the ISD as a multi role platform, there is less of a need for any other Large base ship on the empire side.

10 hours ago, Divad said:

ISD-K may even be a suitable ship for Rapid Reload. Gives it MC30 level side arcs so that nothing can come near it.

My line of thinking as well Rapid Reload, leading shot, boarding troopers. That's a lot of close range hurt.

This will be the expansion that makes me finally turn coat forever :ph34r:

14 minutes ago, Norell said:

This will be the expansion that makes me finally turn coat forever :ph34r:

I too have been looking hard at some imp grey hulls lately

23 hours ago, Mward1984 said:

I really don't think the Kuat Refits are worth 112 points. It loses 2 points of Squadron, swaps an offensive retro for a defensive one and swaps turbolasers for a Missile slot. Is that worth MORE points than the ISD1? I'm not really sure it is.

Don't get me wrong it's still an ISD, but, for 112points I can take an ISD1 and give it Minister Tua. I now have 2 Offensive and 1 Defensive retro slot. Oh and 4 Squadron points if I'm running a mini-Rhymerball or something and he happens to be nearby.

The Cymoon on the other hand. The Forum filter wont let me use the words I want to say about how good for it's points that is. Double Turbolasers? Fleet Command!? All I'm losing over the ISD2 is a point of Squadron and a single attack dice!?

That ship is an amazing Flagship and I am deeply deeply concerned for my wallet in this upcoming winter period.

I agree with this, especially as red dice almost always cost more than blue dice, making the side arcs 'worse' than the ISD I, so you are sacrificing 2 squad to 'upgrade' turbo laser to ord, and weaken your sites, while actually upgrading an offensive to defensive.

when the post window doesn't close I always don't think it posted but it did.

Edited by Darthain
26 minutes ago, Darthain said:

I agree with this, especially as red dice almost always cost more than blue dice, making the side arcs 'worse' than the ISD I, so you are sacrificing 2 squad to 'upgrade' turbo laser to ord, and weaken your sites, while actually upgrading an offensive to defensive.

I would disagree, as the single blue on the side can be used for leading shots.

Also 2 red dice at long range isn't very good to begin will, so you are not losing much.

21 hours ago, xero989 said:

And no defensive retrofit, but tua is an option for that.

I think it's going to be a hard sell prying Wulff out of the officer seat given he can infinitely recycle the fleet command token you need all by himself for the entire game. Not to say "never use Tua," just "you really need a strong argument to evict Wulff Yularen from his new home."

The ISD-K is also a great platform for Expanded Launchers because it can survive. Combine with Jerry, Avenger, leading shots, and Boarding Troopers. You have yourself a ship that can one-shot anything quite handily

3 hours ago, Parkdaddy said:

The ISD-K is also a great platform for Expanded Launchers because it can survive. Combine with Jerry, Avenger, leading shots, and Boarding Troopers. You have yourself a ship that can one-shot anything quite handily

Expanded Launchers is complete overkill IMO. Enemy ships will already be avoiding your front arc like the plague.

1 minute ago, Divad said:

Expanded Launchers is complete overkill IMO. Enemy ships will already be avoiding your front arc like the plague.

Ya, for 10 points less you can add two black (once) to any arc!

1 hour ago, MandalorianMoose said:

Ya, for 10 points less you can add two black (once) to any arc!

My rule for Expanded Launchers versus ERacks is I have to expect to get at least three shots with the front arc to justify the points.

Also, depending on what new fleet commands are in the pack (Intensify Forward Firepower and one face down), I'm thinking two of them (on two Cymoons, each with Spinals, XI-7, and GT for 6 red dice at four targets each turn), and Thrawn to give them their real commands. So STM and IFF, or EFormation and IFF, or, or, or. The combos are near endless. Yes, Wolff frees up your admiral (still maybe keep him on one), but if you have a couple of small support ships to play sheep dog it could work.

I'm thinking this:
First turn: Other useful token
2: Fleet Command token
3-5: Fleet command token order and Thrawn Order
6: Engineering (gotta save those Imp Stars at the last minute!)

52 minutes ago, Admiral Theia said:

My rule for Expanded Launchers versus ERacks is I have to expect to get at least three shots with the front arc to justify the points.

Also, depending on what new fleet commands are in the pack (Intensify Forward Firepower and one face down), I'm thinking two of them (on two Cymoons, each with Spinals, XI-7, and GT for 6 red dice at four targets each turn), and Thrawn to give them their real commands. So STM and IFF, or EFormation and IFF, or, or, or. The combos are near endless. Yes, Wolff frees up your admiral (still maybe keep him on one), but if you have a couple of small support ships to play sheep dog it could work.

I'm thinking this:
First turn: Other useful token
2: Fleet Command token
3-5: Fleet command token order and Thrawn Order
6: Engineering (gotta save those Imp Stars at the last minute!)

I'm excited for two cyamoons with the same loadout (plus tua/ECM on the flagship) with Vader to control those red dice. Slow roll and CF to spray rerollable reds all over the place

On 26/8/2017 at 10:27 AM, SkyCake said:

Which means trc alt art guarantees raiders will some how get a turbo laser upgrade slot!

Raiders already got Vader

19 hours ago, Drasnighta said:

Read the G7 rule very carefully.

Now.

Tell me when it says you remove the token from the battlefield.

...

Go ahead.

...

I'll wait...

...

See, it stays there. Therefore, any time you "deploy" a ship within distance 3 of the token, it must be deployed at speed 0... Wether that is before the first turn, or sometime during the fifth turn... As long as the mechanic and the rule for the ship says deploy, it will be effected by the G-7.

If it is merely placed, that is different... But Raddus, Profundity and Hyperspace Assault, for example, all use the mechanic wording deploy.

If that token could be moved...-_-

But has a decent range so great!

18 hours ago, Syleh Forge said:

Here's the thing. You now have 4 different types of ISD.

ISD 1 - Squadron Command

ISD 2 - Long Range Warship

KDY Destroyer - Close Range Brawler

1 Cymoon - Command Destroyer

The KDY excels at close range specifically because you ignore squadrons, get a defensive retrofit for free which allows you to get an officer...so the only question is are you going to try to support squadrons..cause for 2 points you gain the missile slot, a little more accuracy on the sides, and a native defense retrofit, which is not bad for only 2

Cymoon is a good at long range too. At 121 (spinal) is switching 2 blue by 2 reds. Vader to reroll and CF means 7 red dices. IO and Devastator to spice it a little more.

14 hours ago, ovinomanc3r said:

Raiders already got Vader

If that token could be moved...-_-

But has a decent range so great!

Cymoon is a good at long range too. At 121 (spinal) is switching 2 blue by 2 reds. Vader to reroll and CF means 7 red dices. IO and Devastator to spice it a little more.

This is my first thought for this. Requires some good predictive deployment so the two cover each other (maybe crossing paths turn two so they each cover the rear of the other), but it could work, and not let anything get close without taking a fair bit of damage.

Commander: Darth Vader
Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Solar Corona
Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Avenger ( 5 points)
- Captain Needa ( 2 points)
- Veteran Gunners ( 5 points)
- Spinal Armament ( 9 points)
- Turbolaser Reroute Circuits ( 7 points)
= 140 total ship cost
[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Darth Vader ( 36 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Advanced Projectors ( 6 points)
- Spinal Armament ( 9 points)
- Heavy Turbolaser Turrets ( 6 points)
= 178 total ship cost
Gozanti-class Cruisers (23 points)
= 23 total ship cost
1 Dengar ( 20 points)
1 "Howlrunner" ( 16 points)
2 TIE Interceptor Squadrons ( 22 points)

Flechette Star Destroyer.

Just now, Undeadguy said:

Flechette Star Destroyer.

Credit @Milienius