Reath28 37 Posted October 30, 2015 (edited) Please share thoughts or post other 3 list ISD variants here.ISD II (120)-Gunnery Team (7)ISD II (120)-Gunnery Team (7)ISD II (120)-Motti (24)Total 398Objectives:Advanced GunneryContested OutpostDangerous TerritoryI would really like to see others thoughts on a 3 ISD list so please share Edited October 31, 2015 by Reath28 Quote Share this post Link to post Share on other sites
Anomander 19 Posted October 30, 2015 It looks glorious. You could also relegate one of them to ISD I; then you can fit Gunnery Teams on all of them and get a 5 pt bid to have a bigger chance of winning the bid (and likely going second). There is really not much flexibility in such a list and I see no better upgrade than Gunnery Team. 1 buddyfett reacted to this Quote Share this post Link to post Share on other sites
oddeye 560 Posted October 30, 2015 (edited) I actually like ISD 1s better if im not taking ECMs. Here's a list ive been wanting to try (still need to buy two more isds though) to test out how useful those tractor beams are. ISD 1 -Motti -Gunnery team -phylon q7 beam ISD 1 -Director Isard -Gunnery team -phylon q7 beam ISD 1 -Gunnery team -Phylon q7 beam Points 396 Edited October 30, 2015 by oddeye Quote Share this post Link to post Share on other sites
Crabbok 9,869 Posted October 30, 2015 Motti is a cool option here, you have a strong chance of not loosing ANYTHING - even with your opponent trying to focus one down. I REALLY want to put XI7 on an ISD though - it's a no brainer against any imperial list, and against rebels I see so many Mk2's with Advanced Projectors it's almost an auto include. Quote Share this post Link to post Share on other sites
oddeye 560 Posted October 31, 2015 If the tractor beams dont work out, xi7s it is! Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted October 31, 2015 (edited) basically gonna second oddeye on the ISD-1s and tractor beams, though I think Motti could use the ISD-2 to support his shorter ranged friends no bid, but if you're flying ISDs only, then you've already ceased to give a **** about anything Edited October 31, 2015 by ficklegreendice 4 Deathseed, Chris RR, DR4CO and 1 other reacted to this Quote Share this post Link to post Share on other sites
oddeye 560 Posted October 31, 2015 I was thinking director isard could amplify the tractor beams effectiveness. You can see if opponent has navigate command on one ship a turn. Could be useful. Quote Share this post Link to post Share on other sites
thecactusman17 3,192 Posted October 31, 2015 So the issue I see with your list is that for all your potential strength, nothing really ensures it all hits. Here's an alternative: 395/400 ISD1: Darth Vader, Heavy Turbolaser Turrets, Relentless ISD1: Support Officer, Heavy Turbolaser Turrets ISD1: Support Officer, Heavy Turbolaser Turrets Advanced Gunnery, Fleet Ambush, Dangerous Territory The idea is that between Relentless and the SOs you can spam navigate commands without consequence until you are in attack position, then wade in with overwhelming firepower. The ships are maneuverable enough that getting front arcs should not be overly difficult. Quote Share this post Link to post Share on other sites
player1130419 25 Posted November 19, 2015 I think I'm in love... also I think I need to buy 3 Imperial Star Destroyers. Out of interest have you tried this list yet? Quote Share this post Link to post Share on other sites
Reath28 37 Posted November 22, 2015 Not yet. I will be able to playtest of Vassal hopefully this coming weekend. Please let me know if anyone here gets a chance to play with a similar list. Other option is to run 3 x ISD2 with Vader. However that list would require some tight flying to maximise the side/front arcs. Quote Share this post Link to post Share on other sites
mobow213 133 Posted December 1, 2015 Ran up against a build like this. Took two guppies and a mc80 with ackbar. Took one ISD and dmg the other two 6 and 4 hull points. My take away. I lost due to picking the wrong object. Minefield was not the smart choice. Other two was fleet ambush and adv gunnery. After wards fleet ambush would of been the better choice. My a wings where tearing his ship apart. Saddly i took 3 a wings, 3 x wings and the hawk. If i went 4 a wings and 4 y wings it would of been more even. As the x wings where not effective bombers even with counting crits. Myself and the imp player figure 4 a wings would equal about 3 dmg. While the 4 y wings would bring 5 with atleast 2 crit happening. Which meant front shields down and hull prepped for a ackbar boardside. Again i lost cause i let the fear of three ISD woth motti get to me and didnt stop and breath. Quote Share this post Link to post Share on other sites
SomeKittens 439 Posted December 1, 2015 I'd take Motti/Gunnery teams over Vader, just for sheer dice output. Much easier to 2x that massive front arc than try and set up a dual arc with rerolls. 1 buddyfett reacted to this Quote Share this post Link to post Share on other sites
buddyfett 190 Posted December 1, 2015 (edited) ISD I (110)-Gunnery Team (7) ISD I (110)-Gunnery Team (7)ISD I (110)-Gunnery Team (7)-Motti (24)IG-88 (21) or Vader/Bossk/Dengar - your poisonTotal 396 Edited December 1, 2015 by buddyfett Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted December 1, 2015 one rogue really does next to nothing on its own the jump from ISD-1 to ISD-2, meanwhile, is surprisingly significant. There's something about just hurling 8 dice at medium range with gunnery team that tends to absolutely, no pun intended, dice enemy fleets Quote Share this post Link to post Share on other sites
audere1882 52 Posted December 1, 2015 I would drop gunnery teams and use xi7 or htt depending on your meta. With 3 isds you want to vape stuff fast to trim activations. Also, isd Is are scary because you can zip them in at speed 3 to use the blacks. Have an isd 2 as your flagship hanging back and two 1s brawling. Quote Share this post Link to post Share on other sites
MarekMandalore 768 Posted December 2, 2015 (edited) ISD 2- Motti, Gunnery Team, Overload Pulse (159) ISD 1- Avenger, Gunnery Team (122) ISD 1- Heavy Turbolasers (116) 397 pts. Keep Motti flagship behind, using ion cannon to exhaust defense, then hammer with the Avenger. Heavy Turbolasers on second ISD minimize defense against its attacks as well. (This has not been field tested, as I presently have only 1 ISD.) edit: adjust points for correct totals Edited December 2, 2015 by MarekMandalore Quote Share this post Link to post Share on other sites