Hastatior 1,444 Posted November 2, 2015 So there is a local tourney about to happen and the TO has decided to keep it to a wave 1 level of 300pts BUT allow wave 2 ships so Sullust vets can play with their toys. I really really really want to run my ISD but I'm finding that the point constraint is very tough. I tried a practice game where I ran a full-on carrier with boosted comms, expanded hangar and wing commander and a demolisher with screed but was only able to cram 3 bombers and a couple of ties (including Howl and Rhymer). I was playing a relative newb to the game and he brought a LOT of ties and a VSD and demolisher. It did not go well. The poorly supported ISD was a sitting duck for the demolisher (plus I rolled poorly and he rolled well), and the low-rent Rhymer ball was tied down for half the game by pesky ties. I imagine vs a rebel player with many activations and a well deployed fighter screen it would have gone even worse. My next idea is to bring a brutal brawler ISDII designed to dish out punishment and disrupt defenses. At medium range with intel officer and a blue crit it would be possible to nearly strip defensive options and drill through most shields (thanks to the x17), next activation finishes. Intel Officer Avenger ship title X17 ECM Gunnery team Admiral Motti NK7 Ion Cannons The idea is to start this thing at speed 3 with an engineering command for the token then a navigate to slow down to spd 2 then a concentrate fire and then spam engineering to keep it alive and swinging It would be supported by an "Insidious" GSD with Assault proton torpedoes, the idea there is that I trail it behind and try to catch ISD flankers in the rear and potentially finish them off after they have been softened by the ISD. In addition there would be a nominal fighter screen of 2 squints, Howl and a Tie. This Idea has not been tested yet. Any thoughts on issues (other than the obvious ones) OR any other ideas on how to effectively bring an ISD into a 300 point game? If this doesn't work, I got nothing. Quote Share this post Link to post Share on other sites
Drasnighta 26,573 Posted November 2, 2015 You need to be Cheap. Barebones. Absolute Minimum. Back it up with some TIEs and maybe a Demolisher with just ACMs as an upgrade. Go Cheap, Go nasty.If you can go IVG, that might even work, if they're all barebones with Motti... 2 Hastatior and oddeye reacted to this Quote Share this post Link to post Share on other sites
Green Knight 8,822 Posted November 2, 2015 2nd player kind of list [ EMPIRE FLEET (300 points) 1 • Objectives - Most Wanted - Hyperspace Assault - Minefields (0) 2 • Imperial I-class Star Destroyer - Admiral Screed (136) 3 • Gladiator I-class Star Destroyer - Assault Proton Torpedoes (61) 4 • Gladiator I-class Star Destroyer - Assault Proton Torpedoes - Demolisher (71) 5 • TIE Fighter Squadron (8) 6 • TIE Fighter Squadron (8) 7 • TIE Fighter Squadron (8) 8 • TIE Fighter Squadron (8) http://armada.fabpsb.net/permalink.php?sq=e0a2a8a11e15c6e5n4e5n4f12e4e4e4e4 ] e0a2a8a11e15c6e5n4e5n4f12e4e4e4e4 Maybe drop a TIE to go 1st. Fleet Ambush also works. 1 Hastatior reacted to this Quote Share this post Link to post Share on other sites
Hastatior 1,444 Posted November 2, 2015 2nd player kind of list [ EMPIRE FLEET (300 points) 1 • Objectives - Most Wanted - Hyperspace Assault - Minefields (0) 2 • Imperial I-class Star Destroyer - Admiral Screed (136) 3 • Gladiator I-class Star Destroyer - Assault Proton Torpedoes (61) 4 • Gladiator I-class Star Destroyer - Assault Proton Torpedoes - Demolisher (71) 5 • TIE Fighter Squadron (8) 6 • TIE Fighter Squadron (8) 7 • TIE Fighter Squadron (8) 8 • TIE Fighter Squadron (8) http://armada.fabpsb.net/permalink.php?sq=e0a2a8a11e15c6e5n4e5n4f12e4e4e4e4 ] e0a2a8a11e15c6e5n4e5n4f12e4e4e4e4 Maybe drop a TIE to go 1st. Fleet Ambush also works. This looks pretty good assuming I can get stuff in range. I will try it after the widowmaker build Quote Share this post Link to post Share on other sites