Dual ISDs vs Small Ships

By ShoutingMan, in Star Wars: Armada Battle Reports

Sorry for the poor photos. We were working on playing faster, and I was snapping shots quickly just to get them. Comments in the photo captions. I don't have my opponent's fleet build as readable text. When he sees this, he's welcome to add his commentary if desired.

This was quite different for me: My first Dual-ISD fleet. I also typically fly large (80-120 pts) squadrons, rather than...two. This was my second attempt at a fleet built around maneuverability. This was more successful than my first attempt, with Ozzel and dual Phylon ISDs as well as a fast Raider (rather than a VSD the previous time).

Leading Shots was a bust. Maybe the dice were lucky, but between the two ISD's I only used it once, and my opponent Lando'd it away. Similarly the XX-9, never had a use for that. Also Avenger, I never had the one-two setup to get Avenger in action. That's ok. It was a learning experience.

I need to figure out how to bring Criticals to the game, especially Blue or Red which the ISD can deliver.

I had some good advice on the fleet concept and especially using the Raider (over Gladiator) and the squadron selection from the NoVA Squadron on FB. But the fleet was my build; not a copy/paste of a (cool) suggestion from super helpful E.B. over there.

Nice photos. My primary opponent and I played much the same game last week, with me as the crushed Rebel player. He was running a two-activation fleet with a bunch of TIEs, and it was very effective. Christmas tree ISDs can be very difficult for a MSU to stand against - even his side-arcs were messing up my CR90s pretty badly.

One thing I do know: when looking at overlaps, only the bases matter. If ship models overlap, my advise is to remove one of the models and continue play until the situation resolves itself.

So here's my fleet that I played against @ShoutingMan . It seemed like a good idea, but I just could not stay close enough to really make use of the black dice and, as @JauntyChapeau said, even the side arcs were too dangerous to stay close to. :-(

Faction: Rebel Alliance
Points: 389/400

Commander: General Dodonna

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] CR90 Corvette B (39 points)
- General Dodonna ( 20 points)
- Dodonnas Pride ( 6 points)
- Major Derlin ( 7 points)
- Medical Team ( 1 points)
- High-Capacity Ion Turbines ( 8 points)
= 81 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Walex Blissex ( 5 points)
- Ordnance Experts ( 4 points)
- Advanced Projectors ( 6 points)
- Assault Proton Torpedoes ( 5 points)
= 91 total ship cost

Hammerhead Torpedo Corvette (36 points)
- Garel's Honor ( 4 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Adar Tallon ( 10 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 42 total ship cost

4 A-Wing Squadrons ( 44 points)
2 HWK-290s ( 24 points)
1 Rogue Squadron ( 14 points)
1 Luke Skywalker ( 20 points)
1 Keyan Farlander ( 20 points)

10 hours ago, JauntyChapeau said:

One thing I do know: when looking at overlaps, only the bases matter. If ship models overlap, my advise is to remove one of the models and continue play until the situation resolves itself.

Things for the tip. We uncertain about that.

And the bases were so close too, that dealing with the conflicting model caused some budging and more uncertainty about actual base conflicts. I'll be more attentive to that issue when it arises again.

Edited by ShoutingMan
10 hours ago, racknut said:

So here's my fleet that I played against @ShoutingMan . It seemed like a good idea, but I just could not stay close enough to really make use of the black dice and, as @JauntyChapeau said, even the side arcs were too dangerous to stay close to. :-(

Faction: Rebel Alliance
Points: 389/400

Commander: General Dodonna

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Walex Blissex ( 5 points)
- Ordnance Experts ( 4 points)
- Advanced Projectors ( 6 points)
- Assault Proton Torpedoes ( 5 points)
= 91 total ship cost

Hammerhead Torpedo Corvette (36 points)
- Garel's Honor ( 4 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost

4 A-Wing Squadrons ( 44 points)
2 HWK-290s ( 24 points)
1 Rogue Squadron ( 14 points)
1 Luke Skywalker ( 20 points)
1 Keyan Farlander ( 20 points)

I'm wondering if trading out 63 pts of squads for another MC30c or 53 pts for a second Hammerhead could have made the difference. That's a fifth activation. And even with first-player activation you could place them last tactically to then work to separate an ISD from the herd and get three or four MC30 arcs on its sides and rear shields to take it out in a couple of turns. Your bombers killed the Raider in one turn, IIRC. That leaves a Hammerhead and Corvette to hassle the other ISD...or even throw them full on at a single ISD to get it down.

One ISD with no fleet support by Round 4? That's a scary proposition. In this, I've probably taken out a few small ships. And it might come down to whether the final ISD topples and/or the Objective points.