INTRODUCTION
I have been working on triple ISDs for a while and I will keep myself on it for long. The idea, at the beginning, was to record everything but I am a bit lazy when it is about to spend time in front of a computer (my pc sucks). But now I have no escape chance and I guess I could share a glance on my work.
I will start with a few considerations:
1. I didn't exhaust EVERY possble build, not even a number of proper ones. I tried things though and I planned future research directions I think they are promising.
2. Triple ISDs are A LOT OF FUN. Seriously! I am not sure how to explain that. It feels like Black Widow in the MCU. You won't have fancy tech tools adapted to dangerous threats. All you have is your brain and you're your only weapon indeed. There is no situations where you face bombers and say "I have a fighter-screen" or you face nasty objectives and say "I have lambdas" or face [whatever] and say "I have [whatever]". Instead of that it doesn't matter what you face, what you say is "I have three ISD and that's all" ALWAYS! At least to me this produce a big satisfaction cause absolutely everything is up to you. Not saying other builds don't depend on its player (Armada is great about it) but is... different in some way.
3. At this point I already lost the track of what I am trying so I will move onto building tips.
CHAPTER 01 - BUILDING A TRIPLE CYMOON: UPGRADES
I will skip long explanations about why. What you need to build a proper Triple Cymoon is the following:

x3

x3
and
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This will give you up to 43 points on upgrades and in any other kind of build you will realize that the commander IS an upgrade card like in this one.
From that point I should make a break and explain some of the key points when working with Triple ISDs in general and Triple Cymoons specifically.
1. Dice control. They hit like a brick but there is nothing wrong hitting even harder. With Triple Cymoons that's even something you need cause we know how red dice are.
2. Command control. They are quite flexible (really: powerful, fast, strong, multi-rol) but not so flexible when talking about command dials.
3. Scoring control. They are hard to put down. Working on engagement you can deny your opponent from scoring a big win and I found it is not the target but a good base to plan from. This is more tactical but there are things that can be done during fleet building.
So with 43 point left and being forced to spend at least 20 points in a commander, then better start building from there: the commander.
GRAND MOFF TARKIN - 38 - TESTED
Maybe you thought he is not but he is actually a good option. I tested him after Vader (the most obvious choice) and I did because I wanted to fix some some problems Vader has (more on that later). Why is Tarking good? Because those tokens are really usefull. First of all help you with the command control. Did you need that speed change you didn't foresee? Done! Did you get some early shots you would like to fix without wasting a command dial you are using to shoot back with 6 dice (nasty vengeance)? Done! Did you need some dice control? Done! I mean, he obvioulsy cannot fix a bad roll like Vader does but his shots (at long range) are already better than Ackbar's one and we know Akcbar works. He was able to put down one mc80 and Yavaris in two rounds tabling his opponent at round 3. He also allows speed changes that are really welcomed. Extra clicks are needed sometimes but I found speed changes useful most of the time and I usually want repair or shoot harder at the same time. Also those engineering tokens are awesome against squadrons, moving shields where they are needed or fix little engagement mistakes.
Sadly there are no more options to add to the list but one nut it is really awesome, powerful and I would strongly reccomend as your must go if you wanto to fly triple Cymoons with Tarkin: Sovereign. Just awesome, nothing else to add.
DARTH VADER - 36 - TESTED
Several times actually. He open more room than Tarkin. He is also quite obvious. Reroll King, he fix any bad reroll and improve even the good ones. I found him awesome to fish accuracies in those red dice. Sadly he fails improving points 1 and 2. You will be fixed to your commands so you will find yourself needing that engineering command you assigned for the next round. That is even worse considering you are giving up defense tokens to get his benefit what make easier to your opponent to get a second ISD and that's bad. Not saying nothing can be done. You can plan more carefully and play more agressively to never give your opponent a chance. Just saying you must have that points in mind. I should point out that sometimes to discard a token rerolling is the good defensive choice. I lost an ISD because I choose to keep its brace instead of trying to blow up an arquitens rerollng. The brace did not a difference and the ISD died anyways.
There are three good options building a Vader Triple Cymoons:
- First of all just Vader. This give you a decent bid and that is a good start considering you will be outdeployed and outactivated. Choose wisely. Nothing else to add.
- Second. You may add SFO on every ISD. I didn't try this but I worked with SFO before and I know it will work. You will need command control. Be sure never fail for more than one round (I rarely do so it works for me and for most of competitive players I guess).
- Third the most defensive one using an awesome defensive retrofit: Intesify Firepower! (Abosultely yes, I am not kidding). That was prooved and I loved it. There is nothing more annoying than speding a token to reroll one die and the worst is that you will want to so here is the solution. This not only help you to save some defense tokens, also make your firepower stupidly strong. How can you trigger it without any token supplier? With your brain, dumb boy! That's the best token supplier you will find in this kind of build. It is not so hard, seriously. Just keep your IF ship as the backup ship commanding CF for tokenize but don't worry you won't need it more than three rounds. Bank a token at the beginning, bank another one just at engagment (IF ship will not probably shoot at this point) and discard. Done. Again, another enemy fleet smashed in two rounds.
Now let's go with the unknown builds. There be dragons and they will be imperial hopefully.
GRAND ADMIRAL THRAWN - 32 - NEXT TO TEST
My guess about the blue guy is that he will cover the same area Tarkin does even better. Commands dials are better than tokens. Here I will exchange rounds for power with just three commands but I am fine about it. What worries me more is the dice control thing. Tarkin gives tokens every round vs three as best with Thrawn and I will want navigate and engineering in his pool also. Hopefully there is IF and 5 points for bid or SFO
ADMIRAL SCREED - 26 - NOT TESTED and I doubt I will.
I cannot see any advantage from this guy. Yes, he open 17 points for other upgrades, maybe QBT and he could fix one dice at the price of another so there is something to do with him if I roll at least two blanks. Or 2 QBT + IF... maybe. I just didn't think on him too much yet.
GENERAL TAGGE - 25 - NOT TESTED but a promising one
He won't probably be the best option for Triple Cymoon but I think he could work fine with other Triple ISDs builds. The reasons behind him are more based on flying Triple ISDs, something I will talk about later. Anyways it is obvious what he would improve. If he allows me to keep the ISD alive then he is a commander to have in mind. He has also another good advantage: 18 points for upgrades like xi7 to balance the lack of dice control with damage quality; QBTs for more long range damage or IF and 2 xi7/QBT. At this point I should add that I dont like assymetrical builds here cause one of the strength of this build is his verstility and balaced points distribution. However I think those difference are not enough to worry about. One backup ship providing IF and joining the battle to wipe out whatever the other two with xi7 couldn't.
ADMIRAL MOTTI - 24 - NOT TESTED
Another easy choice. He makes the ISDs "SSDer". In the line of Tagge. He will be probably easier to use.
MOFF JERJERROD - 23 - NOT TESTED
I guess he will be one of the best choices cause he is just one of the best commanders. He fixed command issues just allowing to navigate without navigating (inside turn is awesome). He also help to save ISDs with his navigation skills. 20 points for tools. On the other hand, like Vader, he decrease the defenses but I know him enough to know that saving one doom arc worth a couple of shields.
ADMIRAL KONSTANTIN - 23 - NOT TESTED
I am still wondering how much he would help Triple ISDs. On the paper being able to control engagement is gold when working with 3 ISDs. Just screw enemy formation to engage in your terms when I am a long range madness sounds cool and I have three big ships to trigger his ability. Again: On the paper... we know how he work on the table. But I would like to give him a try. I will ask for @Ginkapo advice when I was there.
ADMITAL OZZEL - 20 points - NOT TESTED
He will help with engagement what is important considering the activation disadvantage I have. I don't get anythin else from him but being the only commander that leaves 23 points on upgrades/bid... IF+QBTs??
OTHER CONSIDERATIONS
1. With up to 23 free points I don't think any squadron setup will save you the day. 3 ISDs are a lot of firepower so ignoring enemy squadron is an option, seriously. 2 black dice thanks to GT are fine also.
2. No SAd. With three activations the best you will get are 4. Any other 3 ship or 4 ship builds will have also a big ship anyways so you will end with no advantage at all. I think is far better to learn how to fly this with the disadvantage. It will improve your skills as worst.
3. Turbolasers are the main list to look for something. xi7 help to reach the hull. QBT make long range shot scarier. DTT are a good option as well but only for one shot. ST are crap here. Everything else is 7+ points so not viable unless for assymetrical builds. I know it could be just me but I really think keeping them the more similar as possible will help in the tactical arena. You could go with an H9-Cymoon to finish off something but what happens if it turns being your vanguard? I will try to explore it but it hurts when you depend on an specific tool that is already on your list and it doesn't work because it is on the other ship.
4. Titles. Relentless is good for command control. Avenger is good but it has tactical drawbacks. Devastator is hardly viable. Sovereign works basically in the Tarkin's build (Side Note: just in case you didn't guess right, the correct command to choose with Tarkin is ALWAYS squadron). 7th Fleet could be a good one, the only problem I find on this one is that the commanders that may equip that in their fleet are already defense focused or have that covered in some way (Tagge, Motti, JJ).
5. Not many usefull offensive retrofit. Phylon maybe but not really.
6. There is always good officers. SFO is my most strongly reccomendation. Tua for the flagship maybe. Intel officers of course. And others. However I don't see anyone that reinforce the strengths or cover the weaknesses at a viable point cost but SFO.
I will continue... eventually.
Edited by ovinomanc3rawful english, sorry :(