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MunGo0600

Double ISDs/Little Fighter Ball

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Hello all, 

Made a list after playing a few wave 2 games and I think I'm starting to get somewhere, but I don't like the full 400pts price tag on my list, but there's also nothing I particularly want to cut, so if you guys could point out any efficiencies, feel free to tear the list apart.

ISD II
Ozzel
ECM
Intel Officers
XI7 TL
Gunnery Team

ISD II
ECM 
Wing Commander
XI7 TL 
Gunnery Team

Squadrons

Firespray x2
Jumpmaster 5000
Tie Advanced x2
Mauler Mithel

Any advice gladly received!
 

Edited by MunGo0600

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I run lists like this! I think you have a great thing here.

What I have found in my area is that you will want to keep the squadrons near the carrier to make sure that they will have blue dice protection when they gent engaged. If they don't come after you put some pressure on their ships

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That sounds good, I wanted to make sure both ISDs were an equal threat, as usually one just gets picked on until it's down and the other is essentially ignored, and I thought having the Admiral on one, and the other being a carrier for a sizeable squadron threat would be a decent way to do it

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It is a way to do it. What you want to do is to time your moves. You will want to be first player but you have to be careful. Don't charge ahead recklessly and start at speed 1 or 2. Start about centerline of the mat so you can react to a conga line or a charge. Try and not let the bases of the ISD's be more than Close rage from each other to give you a turn radius and to keep from a ram. Plan lots of Nav commands to get an extra click on moving.

When moving against conga lines you will want to move the one that is aimed at the rear of the line so that when the front moves it can't hurt the blocker ISD.

Try different ideas as well and find what works for you.

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I like your list and started out with something pretty close to it. I play in a very competitive meta and found that I am facing a lot of Ackbar lists with lighter squadron loads and my take on your fleet was struggling.

 

I am currently at this iteration, which can put out massive damage to two ships per turn.

 

Dual ISD with Screed.   
 

 

Faction: Galactic Empire 
Points: 394/400   Commander: Admiral Screed

 

Assault Objective: Advanced Gunnery 
Defense Objective: Fleet Ambush 
Navigation Objective: Minefields 

 

Imperial II-Class Star Destroyer (120 points)
-  Relentless  ( 3  points) 
-  Intel Officer  ( 7  points) 
-  Gunnery Team  ( 7  points) 
-  Electronic Countermeasures  ( 7  points) 
-  XI7 Turbolasers  ( 6  points) 
-  Overload Pulse  ( 8  points) 

 

[ flagship ] Imperial II-Class Star Destroyer (120 points)
-  Admiral Screed  ( 26  points) 
-  Avenger  ( 5  points) 
-  Intel Officer  ( 7  points) 
-  Gunnery Team  ( 7  points) 
-  Electronic Countermeasures  ( 7  points) 
-  XX-9 Turbolasers  ( 5  points) 
-  SW 7 Ion Batteries  ( 5  points)

 

Firespray-31s ( 54 points) 

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Makes sense, although I wont get much say over whether I'm going first or not because the list is dead on 400pts, do you think there's anything worth dropping for a bid?

Play a few faces and find out.

 

Haha, fair enough

 

I like your list and started out with something pretty close to it. I play in a very competitive meta and found that I am facing a lot of Ackbar lists with lighter squadron loads and my take on your fleet was struggling.

 

I am currently at this iteration, which can put out massive damage to two ships per turn.

 

Dual ISD with Screed.   

 

 

Faction: Galactic Empire 

Points: 394/400   Commander: Admiral Screed

 

Assault Objective: Advanced Gunnery 

Defense Objective: Fleet Ambush 

Navigation Objective: Minefields 

 

Imperial II-Class Star Destroyer (120 points)

-  Relentless  ( 3  points) 

-  Intel Officer  ( 7  points) 

-  Gunnery Team  ( 7  points) 

-  Electronic Countermeasures  ( 7  points) 

-  XI7 Turbolasers  ( 6  points) 

-  Overload Pulse  ( 8  points) 

 

[ flagship ] Imperial II-Class Star Destroyer (120 points)

-  Admiral Screed  ( 26  points) 

-  Avenger  ( 5  points) 

-  Intel Officer  ( 7  points) 

-  Gunnery Team  ( 7  points) 

-  Electronic Countermeasures  ( 7  points) 

-  XX-9 Turbolasers  ( 5  points) 

-  SW 7 Ion Batteries  ( 5  points)

 

Firespray-31s ( 54 points) 

See, I like the list, but I started with something similar to this, and had a hard time with squadron heavy builds, but this is pretty close to my first wave 2 list.

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My list 398pts

 

2x ISD2 with XI7s, Flight Controllers, and Boosted Comms.  

 

Motti in 1 ship.

 

6x TIE interceptor

Rhymer

Dengar.

 

Motti to give your Carriers on average 1 more turn to activate (plus hes cheap)

 

TIEs + Dengar is Counter 3 with swarm.  Rhymer opens up a whole lot of options for the fighters.

 

Boosted Comms are a must as are flight controllers.

 

XI7s could be swapped with SW-7s

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I like the principle, but no ECM on a ship that expensive worries me. And as far as I can see, the best counter to other people's ECMs is an Intel officer. I wouldn't take an ISD 2 with no ECMs and if I've got no Intel officer, I like running HTTs. Also as good as Rhymer is, with no advanceds in that fighter ball, what's to stop him and Dengar going down first?

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Here's my Fighter heavy fleet: 

 

400pt (I like going second and forcing the first player):

 

ISD II -

Motti

Gunnery Team

ECM

Avenger

 

ISD I - 

Flight Controllers

Expanded Hanger Bay

Boosted Comms

Relentless

 

Howlrunner

Rhymer

4x Tie Int

2x Tie Adv

1x Tie Bomber

 

People love Dengar for that counter plus 1. But honestly Howlrunner gives your Tie Ints the same counter boost as well as giving them a nice attack boost. Strategy is to go low and slow with the Star Destroyers and bait the enemy squadrons with in striking. Then pull a squadron command (ideally with a token to boot) and you can send 5-6 ties to surgically kill any aces out of the gate and then clean up. If your enemy is squadron light...well then imagine that 5-6 squadron activation command with Rhymer...

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