ISD and Double Victory

By Suermel, in Star Wars: Armada Fleet Builds

Hey Guys,

I am located in Germany and play Armada since roughly a year now (played like 15 games all together in that time). I managed to get a little community running in my Hometown and i keep reading in this Forum since one year aswell. What do you think about the following fleet build. As to the missing objectives: Right now we play the game without objectives - we have a lot of new players and still need to get into the rules so we skipped that at the moment - but of course you can give me some advice, which objectives would fit nicely.

Name: Victory 4 the Win
Faction: Imperial
Commander: Darth Vader

Assault:
Defense:
Navigation:

ISD Kuat Refit (112)
• Darth Vader (36)
• Tactical Expert (6)
• Gunnery Team (7)
• Hardend Bulkheads (5)
• Reinforced Blast Doors (5)
• Overload Pulse (8)
• Expanded Launchers (13)
• Relentless (3)
= 195 Points

Victory II (85)
• Tactical Expert (6)
• Gunnery Team (7)
• Disposable Capacitors (3)
• MS-1 Ion Cannons (2)
= 103 Points

Victory II (85)
• Tactical Expert (6)
• Gunnery Team (7)
• Disposable Capacitors (3)
= 101 Points

Squadrons:
= 0 Points

Total Points: 399

Made a similar lists a while back lots of hull to chew through and hits hard from long range

Victory snipers (397/400)
==================
Cymoon 1 Refit (112 + 47)
+ Moff Jerjerrod (23)
+ Wulff Yularen (7)
+ Intensify Firepower! (6)
+ XI7 Turbolasers (6)
+ Dual Turbolaser Turrets (5)
Victory II-class Star Destroyer (85 + 19)
+ Gunnery Team (7)
+ Disposable Capacitors (3)
+ Leading Shots (4)
+ Quad Battery Turrets (5)
Victory II-class Star Destroyer (85 + 19)
+ Gunnery Team (7)
+ Disposable Capacitors (3)
+ Leading Shots (4)
+ Quad Battery Turrets (5)
Ciena Ree (17)
Valen Rudor (13)
Targeting Beacons
Contested Outpost
Solar Corona

The thing is that your list has wasted a lot of points on tactical experts. Tactical expert is a card that does not provide any use if you correctly place your dials, which just takes practice. Overload pulse does not take effect that attack. This means that you will have to double arc them and hit them with 1 blue die crit. You also waste points in expanded launchers. External racks work just as well, because you will only use it once most likely. I would try to cut some of that out and maybe change the ions on the Vics and the turbolaser to qbt and ms1/ leading shots. If you switch to leading shots, you can run motti or jj or screed for more use. Just some ideas. If you would like some builds, just let me know!

also: welcome to the forums!

I have a simular list build I have been working on, here is a link if you want to check it out http://armadawarlords.hivelabs.solutions/view_list.php?token=198230&key=4e948ae424b3c9de7b878d3af9661daa

It focuses on overwhelming long ranged fire power, as that's what ISD's are best at. I went for Grand Moff Token because with 3 ships giveing each a token is really nice. I also gave the 2 VC2 Engineering Captains, because with little to no need for maneuvering(just moving up at speed one or 2) and no squadrons, you just pick maximun firepower each turn, and you can then do an emergency fix up if you get to messed up. The Relentless is a great upgrade on the ISD's, because why wouldn't you want to only have to plan 1 turn ahead instead of 2? And Early Warning Systems is also really nice, especially at long range when your only being shot at a couple times, forcing them to remove a dice is great. Thats just my take on a 1 ISD and 2 VC2 list though, yours looks pretty good.

1 hour ago, Lem213 said:

I have a simular list build I have been working on, here is a link if you want to check it out http://armadawarlords.hivelabs.solutions/view_list.php?token=198230&key=4e948ae424b3c9de7b878d3af9661daa

It focuses on overwhelming long ranged fire power, as that's what ISD's are best at. I went for Grand Moff Token because with 3 ships giveing each a token is really nice. I also gave the 2 VC2 Engineering Captains, because with little to no need for maneuvering(just moving up at speed one or 2) and no squadrons, you just pick maximun firepower each turn, and you can then do an emergency fix up if you get to messed up. The Relentless is a great upgrade on the ISD's, because why wouldn't you want to only have to plan 1 turn ahead instead of 2? And Early Warning Systems is also really nice, especially at long range when your only being shot at a couple times, forcing them to remove a dice is great. Thats just my take on a 1 ISD and 2 VC2 list though, yours looks pretty good.

That build is really bad. VSD IIs without dcaps?? Bad commander, bad crew cards and most of the time, XI-7 is a better turbo-laser. On the Vics, take off the engineering captain and put on qbt and ls. You will be much better off. Here is a list that will blow yours out of the water: http://armadawarlords.hivelabs.solutions/view_list.php?token=198359&key=d5a732eb102132b4f60f7862351537ea

relentless is the worst title because if you are a decent player, you realize that an ISD command set should normally be nav, nav, nav, confire, nav, engineering. The last 3 are changeable especially if you are using squads. You are basically paying a ton of points to give yourself a little bit better command setting. This is not worth it. I have played ~200 games, and the majority of those I play using AT LEAST 1 ISD, and most of the time 2. If you need help positioning your Isds better, I got some stuff for you. Another thing is that you want a bid, so I would recommend most people to put a 17+ point bid so you win the first player.

Edited by Cleto0
2 hours ago, Cleto0 said:

That build is really bad. VSD IIs without dcaps?? Bad commander, bad crew cards and most of the time, XI-7 is a better turbo-laser. On the Vics, take off the engineering captain and put on qbt and ls. You will be much better off. Here is a list that will blow yours out of the water: http://armadawarlords.hivelabs.solutions/view_list.php?token=198359&key=d5a732eb102132b4f60f7862351537ea

relentless is the worst title because if you are a decent player, you realize that an ISD command set should normally be nav, nav, nav, confire, nav, engineering. The last 3 are changeable especially if you are using squads. You are basically paying a ton of points to give yourself a little bit better command setting. This is not worth it. I have played ~200 games, and the majority of those I play using AT LEAST 1 ISD, and most of the time 2. If you need help positioning your Isds better, I got some stuff for you. Another thing is that you want a bid, so I would recommend most people to put a 17+ point bid so you win the first player.

While you're right, I can think of better ways to phrase it (and I don't like Relentless for the reason you described, but it's pretty solid for those just starting out.)

@Lem213 Your list isn't terrible, it's just lacking some things it really needs. The "liaison" upgrade cards do twice the work of a command change officer in exchange for a token. What does Tarkin do? Gives you tokens. With Defense Liaisons on everything and no squadrons you can have whatever command you want on a whim (which makes Relentless completely useless.) I don't endorse that, because having the ideal command is something you can do for free if you practice, but there you are. Disposable Capacitors and Gunnery Team are effectively auto-includes on a VSD2, and some reroll option is needed. Vader can do it, the Leading Shots Cleto0 mentioned can do it, Dual Turbolaser Turrets can do it, Tarkin's confire tokens can't do it. Spinal Armament is a luxury good and can go if you can't find space. Don't feel obligated to take a super aggressive bid; going first can be dangerous if it becomes a crutch, because you will be outbid and go second eventually, one way or another. Pick objectives that are amazing for you. Jamming barrier is better at blocking long range fire (like your own) and favors black dice knife fighters. Contested Outpost or possibly Hyperspace Assault will serve you better. Minefields doesn't tend to give players as much as they think it will, and unopposed squadrons with strategic can utterly devastate the first player's ships. Solar Corona is a surefire benefit if you deploy to the side and set the corona at your back. Since everything will miss Gunnery Team and Most Wanted won't work, I'd recommend Blockade Run for red. It narrows the play area and forces them into your guns. If you don't have things, proxying is fine for casual games and most players will lend you stuff for a tourney. Good luck building!

Edited by The Jabbawookie

Hey Guys, thanks for your Feedback ! I will play around a little and try it out then.

What do you guys think of the Dominator Title ? It’s pretty extensive .. worth it ?

15 minutes ago, Suermel said:

Wh at do you guys think of the Dominator Title ? It’s pretty extensive .. worth it ?

Most times, sadly no. Besides the points, the shield cost is too high for most fleets to really abuse it. You desperately want it? Build a suicide Vic to draw fire away from another target. But beware that losing that one is costly too.

The QBTs work really well on Vics though. Either you get an extra blue or they stay longer in arc. Win win for you.

And btw: hello fellow German 😁

Edited by R4Pi3R

Haha ok ;) Where are you from ?

Far south, tief im Schwarzwald 😋

Me too ;) Freiburg?

About an hour off 😅

Furtwangen

14 hours ago, Suermel said:

Hey Guys,

I am located in Germany and play Armada since roughly a year now (played like 15 games all together in that time). I managed to get a little community running in my Hometown and i keep reading in this Forum since one year aswell. What do you think about the following fleet build. As to the missing objectives: Right now we play the game without objectives - we have a lot of new players and still need to get into the rules so we skipped that at the moment - but of course you can give me some advice, which objectives would fit nicely.

Name: Victory 4 the Win
Faction: Imperial
Commander: Darth Vader

Assault:
Defense:
Navigation:

ISD Kuat Refit (112)
• Darth Vader (36)
• Tactical Expert (6)
• Gunnery Team (7)
• Hardend Bulkheads (5)
• Reinforced Blast Doors (5)
• Overload Pulse (8)
• Expanded Launchers (13)
• Relentless (3)
= 195 Points

Victory II (85)
• Tactical Expert (6)
• Gunnery Team (7)
• Disposable Capacitors (3)
• MS-1 Ion Cannons (2)
= 103 Points

Victory II (85)
• Tactical Expert (6)
• Gunnery Team (7)
• Disposable Capacitors (3)
= 101 Points

Squadrons:
= 0 Points

Total Points: 399

Hi, perhaps I will drop my 2cents as well.

Good job and ideas on this fleet composition! It's always refreshing to see lists that don't follow the optimised norm, cause they can bring potential new ideas to the table :)

My thoughts are more on the ISD. Choosing a kuat over a cymoon I think you are looking to guard the vics from close brawlers or otherwise pounce on enemy ships yourself. I would go against the grain and say here that Expanded Launchers are possibly a good investment on a kuat as that large base covers more estate so likely to have a target on more turns, plus those points are locked on an ISD that is difficult to takedown. Good call on loading up on blast doors and Bulkheads. I would drop the pulse as it does not work well on the kuat which throws few blues(maybe you want to put it on a vic instead). Either leave the ion slot empty or have leading shots for maximum damage output haha. Surprisingly, you might wanna find points for Devastator title, as when this ship starts receiving punishment from enemies and your Vader it becomes all the more dangerous, making your opponent think twice about how to engage it. I also think Relentless is good but must go together with a Skilled First Officer. Together they give the ISD huge dial flexibility for the same cost as a support officer. On that note, if you need dial insurance, consider swapping out tactical experts(or any of the command captains) for support officers which are cheaper. Often you only need to correct your dials once per game, plus the SO let's you reset the dials for your 2nd and 3rd turns, allowing you to refresh your dial strategy completely on a single turn.

I have seen my friend play a similar list before and they seem to like guarding stuff so these are his objectives iirc

Assault: Station Assault

Defense: Contested Outpost

Navigation: Solar Corona

Cheers!

Edited by Muelmuel

Isd Vic Vic is a great fleet without objectives. Sadly this ignores a major part of the game which lets squishier fleets lose the battle (dead ships) but win the tactical war (objectives).

I strongly recommend you use objectives even its random selection at first.

3 hours ago, Ginkapo said:

Isd Vic   Vic is a great fleet without objectives.

Eh. Maybe.

14 hours ago, Muelmuel said:

Hi, perhaps I will drop my 2cents as well.

Good job and ideas on this fleet composition! It's always refreshing to see lists that don't follow the optimised norm, cause they can bring potential new ideas to the table :)

My thoughts are more on the ISD. Choosing a kuat over a cymoon I think you are looking to guard the vics from close brawlers or otherwise pounce on enemy ships yourself. I would go against the grain and say here that Expanded Launchers are possibly a good investment on a kuat as that large base covers more estate so likely to have a target on more turns, plus those points are locked on an ISD that is difficult to takedown. Good call on loading up on blast doors and Bulkheads. I would drop the pulse as it does not work well on the kuat which throws few blues(maybe you want to put it on a vic instead). Either leave the ion slot empty or have leading shots for maximum damage output haha. Surprisingly, you might wanna find points for Devastator title, as when this ship starts receiving punishment from enemies and your Vader it becomes all the more dangerous, making your opponent think twice about how to engage it. I also think Relentless is good but must go together with a Skilled First Officer. Together they give the ISD huge dial flexibility for the same cost as a support officer. On that note, if you need dial insurance, consider swapping out tactical experts(or any of the command captains) for support officers which are cheaper. Often you only need to correct your dials once per game, plus the SO let's you reset the dials for your 2nd and 3rd turns, allowing you to refresh your dial strategy completely on a single turn.

I have seen my friend play a similar list before and they seem to like guarding stuff so these are his objectives iirc

Assault: Station Assault

Defense: Contested Outpost

Navigation: Solar Corona

Cheers!

Oh man. I was fine with a new player using dial refreshing because they can be hard to think of for a new player, but a list like that is not a hard list to chew through. When played correctly ANY list that beats your bid by 1 point will have a chance to kill you before you could even possibly use RBD. A Kuat will double tap you and kill your ISD before anything could possibly happen. Think your Vics will kill the Kuat back? Wrong. I will speed past those fat boys and win the game 195-0 assuming that I didn’t also kill 1 Vic. What about my objectives? Solar corona. I will pick that and you will take out 1 blue die. Oops, 6 black and 3 red and 1 blue left. Then, RIP your ISD. The real thing is that you need to go slow, wrap their ships with your Vics and fly hella slow. Maybe even setting your Vic’s to speed 0 and chilling out. You must force them to overextend. Also setting up you will be out deployed unless solar corona. So if they pick that, then you need to deploy opposite side so that there is only 1-3 turns of fighting. You will have a lot of time to kill a ship or defeat a swarm, which will help. Bombers will always be tough, but you can help negate their effectiveness by going slow and having a small screen of Ciena ree. 17 points to save your poor victories 8-10 damage.

I don’t mean to be super “optimized” but some cards were created without any context, like Tarkin at 38 points, which is just ridiculous. If you like him, use him, but if you like his ability, I would pay for thrawn.

Edited by Cleto0
Forgot words 😂
On 12/5/2018 at 3:36 PM, Suermel said:

Hey Guys, thanks for your Feedback ! I will play around a little and try it out then.

What do you guys think of the Dominator Title ? It’s pretty extensive .. worth it ?

I love glads, use one in almost every fleet and what I have to say is this: They are almost useless without dominator title, it's very hard to get to use those black dice without the card.

38 minutes ago, MasterThrawn said:

dominator

*Demolisher

Dominator being the overpriced VSD core set title.

2 hours ago, The Jabbawookie said:

*Demolisher

Dominator being the overpriced VSD core set title.

Thanks for reminding me

2 hours ago, The Jabbawookie said:

*Demolisher

Dominator being the overpriced VSD core set title.

Dominator is the one that swaps shields for dice right?

I know it's an old thread but Here's my version of your list!

Name: Isd double Vic
Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Close-Range Intel Scan
Defense: Fleet Ambush
Navigation: Solar Corona

ISD Kuat Refit (112)
• Grand Admiral Thrawn (32)
• Gunnery Team (7)
• Leading Shots (4)
• Expanded Launchers (13)
• Sovereign (4)
= 172 Points

Victory I (73)
• H9 Turbolasers (8)
• Assault Concussion Missiles (7)
• Harrow (3)
• Engine Techs (8)
= 99 Points

Victory II (85)
• Admiral Chiraneau (10)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• MS-1 Ion Cannons (2)
= 105 Points

Squadrons:
• Mauler Mithel (15)
• Black Squadron (9)
= 24 Points

Total Points: 400

On 11/27/2019 at 11:06 AM, Kronusplague said:

I know it's an old thread but Here's my version of your list!

Name: Isd double Vic
Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Close-Range Intel Scan
Defense: Fleet Ambush
Navigation: Solar Corona

ISD Kuat Refit (112)
• Grand Admiral Thrawn (32)
• Gunnery Team (7)
• Leading Shots (4)
• Expanded Launchers (13)
• Sovereign (4)
= 172 Points

Victory I (73)
• H9 Turbolasers (8)
• Assault Concussion Missiles (7)
• Harrow (3)
• Engine Techs (8)
= 99 Points

Victory II (85)
• Admiral Chiraneau (10)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• MS-1 Ion Cannons (2)
= 105 Points

Squadrons:
• Mauler Mithel (15)
• Black Squadron (9)
= 24 Points

Total Points: 400

I like Thrawn in this list, but I think there are some things that are not ideal. For example, Expanded Launchers is 13 point card that will likely be used only once. This means that it is effectively as good as it's cheaper counterpart External Racks (3 points). I also am not a huge fan of all the upgrade choices on the Victories because they are pretty expensive, but specifically Admiral Chiraneau. What is the plan with him? I feel like it is pretty wasteful to bring him and only two fighters who act like a screen and won't be getting squadron commands most of the time or at all. I feel like on the vic 1 you could bring a better turbolaser, or just not fill the slot. Assault concussion is pretty expensive, so my recommendation is to use External Racks. I have very little experience with the new objectives from Outer Rim, so I don't know the best choice of objectives. Hope that helped a bit!