Zombicide 35 Posted December 11, 2015 393/400 ISD II (175) Admiral Motti ECMs Tractor Beams Capt. Needa Relentless Gunnery Teams XI7 Turbolasers ISD II (138) Expanded Hanger Bays Wing Commander Gunnery Teams Squadrons (80) 1x Aggressor 4x Tie Intercepter 1x Dengar Objectives: Advanced Gunnery / Contested Outpost / Minefields Thoughts? Quote Share this post Link to post Share on other sites
Rythbryt 704 Posted December 11, 2015 393/400 ISD II (175) Admiral Motti ECMs Tractor Beams Capt. Needa Relentless Gunnery Teams XI7 Turbolasers ISD II (138) Expanded Hanger Bays Wing Commander Gunnery Teams Squadrons (80) 1x Aggressor 4x Tie Intercepter 1x Dengar Objectives: Advanced Gunnery / Contested Outpost / Minefields Thoughts? Nice list. Just a few thoughts: A single tractor beam is generally more of a nuisance than a threat to an opponent, since a navigate token is fairly easy to come by if an opponent builds for it (Tarkin, Garm, Tantive), slowing down a target from 4 to 3, or 3 to 2, still leaves it pretty elusive, and a single navigate token can shut a tractor down (or a single navigate command can negate its effect). Any reason you are taking ECMs on the first ISD II, but not the second? Any rationale behind taking Advanced Gunnery, when you have gunnery teams on your two ships? It's a free gunnery team for an Ackbar-led MC-80, if your opponent runs that in his list, so there's potential on paper for it to be more of a hindrance than a help to your fleet. Happy flying! Quote Share this post Link to post Share on other sites
machinebede1 99 Posted December 11, 2015 (edited) I've been thinking of a similar list with both ships running ECM. It seems that your brace will be the most important defense since your giving activation advantage to your opponent. Edited December 11, 2015 by machinebede1 Quote Share this post Link to post Share on other sites
Zombicide 35 Posted December 11, 2015 I built this list with the cards I have on hand, but I just ordered a Corvette pack so I should have an ECM in time to use it. I'm thinking of removing the tractor beams and Needa to get the ECMs on the second ISD and bringing my point total down to 392. As for Adv. Gunnery, I feel like a seasoned player wouldn't pick it, which leaves the other two where I have a chance to corral my opponent into the ISD's arcs. Worse case scenario I sacrifice 7 points to have an ISD have double front shots. Either way, if one ISD goes down, I'm done in any scenario. Quote Share this post Link to post Share on other sites
oddeye 560 Posted December 11, 2015 (edited) I am going to run this in a upcoming tourney.. 0 initiative but its clean and pretty straight forward. Maybe it will help you decide on your list. 400 pts ISD II (140 pts) -Tractor b -ECM -Gunnery team ISD II (140 pts) -Tractor b -ECM -Gunnery team Motti (24 pts) Rhymer (16 pts) X10 Tie Fighters (80 pts) Edited December 11, 2015 by oddeye Quote Share this post Link to post Share on other sites
Purplestreak808 13 Posted December 12, 2015 I agree with not choosing advanced gunnery. If im a rebel player with an mc80 and ackbar, which is very common, im salivating at advanced gunnery. You just gave my mc80 gunnery team to shoot at least 5 reds out the sides at two targets. In many cases it would be 6 or 7 die. That will soften targets quick. Quote Share this post Link to post Share on other sites
oddeye 560 Posted December 12, 2015 I see the issue with the assault objectives.. they all stink for lists like these. To be quite honest, i'm at a loss for which one to take. Quote Share this post Link to post Share on other sites
Zombicide 35 Posted December 12, 2015 I agree with not choosing advanced gunnery. If im a rebel player with an mc80 and ackbar, which is very common, im salivating at advanced gunnery. You just gave my mc80 gunnery team to shoot at least 5 reds out the sides at two targets. In many cases it would be 6 or 7 die. That will soften targets quick. I see how it's beneficial for you, but if I'm second player I'm now getting the chance to throw 16 dice (without a CF) at a single target in one round. I think some people would shy away from giving me that chance, because I doubt an ISD will go down before activating at least a few times. Quote Share this post Link to post Share on other sites
Zombicide 35 Posted December 12, 2015 I am going to run this in a upcoming tourney.. 0 initiative but its clean and pretty straight forward. Maybe it will help you decide on your list. 400 pts ISD II (140 pts) -Tractor b -ECM -Gunnery team ISD II (140 pts) -Tractor b -ECM -Gunnery team Motti (24 pts) Rhymer (16 pts) X10 Tie Fighters (80 pts) I'm 50/50 with the ties. With Dengar, each Intercepter is getting counter 3, which is the base dice of a Tie Fighter. Even if they're killed I'm still answering back with those dice. The economy may shake out the same, I'm not sure. Quote Share this post Link to post Share on other sites
thecactusman17 3,170 Posted December 13, 2015 I agree with not choosing advanced gunnery. If im a rebel player with an mc80 and ackbar, which is very common, im salivating at advanced gunnery. You just gave my mc80 gunnery team to shoot at least 5 reds out the sides at two targets. In many cases it would be 6 or 7 die. That will soften targets quick. I see how it's beneficial for you, but if I'm second player I'm now getting the chance to throw 16 dice (without a CF) at a single target in one round. I think some people would shy away from giving me that chance, because I doubt an ISD will go down before activating at least a few times. You're giving it to them too though. Their only restriction is firing at two different hull zones. More than enough to seriously cripple even an ISD. Also, drop Expanded Hanger Bays, drop Tractor Beams from one ship, and drop Needa. Boosted Comms and ECMs on both ships if possible. Very important for a squadron list. Quote Share this post Link to post Share on other sites
Purplestreak808 13 Posted December 13, 2015 I get your point, an ISD firing consecutive volleys on the same target with 4 reds alone can be really effective. I mean at long range your chucking 8 dice at one hull zone in two attacks with x17 lasers to concentrate damage on one point. Its pretty straightforward; but that's not the key to the whole problem. If I am selecting advanced gunnery to boost my mc80 then that means I have initiative. I go first. This gives me an opportunity to skirt out of firing range, if possible, and fire my volleys off first. While it takes a lot to take an ISD I'm going to have other ships as well. You will eventually catch my mc80 and probably kill it, but will you be able to stop the bleeding that it caused by then? I think when you combine the fact your giving a lethal ship gunnery team, when it is normally incapable of wielding it, and going first. It would be too much for me to pass up as a rebel player. Quote Share this post Link to post Share on other sites
oddeye 560 Posted December 14, 2015 So i played a few games running double ISDS. Definitely can hold their own on the table, tractor beams and ECMs helped alot. One ISD will get picked on, try to guess early and spam engineering commands. Quote Share this post Link to post Share on other sites
HERO 842 Posted December 14, 2015 (edited) Howlrunner. Put her in, now. Get rid of that random Aggressor. Edited December 14, 2015 by HERO 1 Zombicide reacted to this Quote Share this post Link to post Share on other sites
Zombicide 35 Posted December 14, 2015 (edited) Howlrunner. Put her in, now. Get rid of that random Aggressor. Ok yeah, I should've saw this. Definitely a much better use of 16pts with this squadron make up. Thanks! Edited December 14, 2015 by Zombicide Quote Share this post Link to post Share on other sites