SmogLord 94 Posted February 3, 2016 I'm trying to choose between these two fleets and see if I can effectively use the ISD I. I considered Vader, but Motti and leading shots is cheaper and maybe more beneficial. I will be fighting against Rebels for sure. Which would you pick and would you make any changes? Motti Double ISD 393 ISD II +Motti +gunnery team +ECM +Intel officer +leading shots +XI7s ISD I +gunnery team +leading shots +XI7s Dengar Mithel IG-88 Tie Interceptor 2 x Tie advanced Objectives: Advanced gunnery, Fleet ambush, minefields (maybe superior positions?) For this fleet, the ISD I is the sacrificial lamb (or maybe lion?). I'm willing to lose it if I can do enough damage. I know it will suffer from no ECMs, but it is a beast on the offensive. Planning to start it at speed 3 and fly it right at the most annoying enemy ship(s) with the ISD II coming in close behind or beside to back it up. Fighter screen is mostly to slow down bombers. Hoping to go second and have bid accordingly so my objectives will be used. Motti Mixed Fleet. 395 ISD I +gunnery team +XI7 +leading shots Glad I +Ordinance team +assault concussion missiles Glad I +ordinance team +Assault proton torpedoes Raider I +Motti Jumpmaster Mithel IG-88 Tie Advanced Tie Fighter Objectives: Advanced gunnery, hyperspace assault, Superior positions For this fleet, the ISD and the Glads will move in fast and do as much damage as possible. I predict the ISD will draw fire allowing the Glads to go to town. Sacrifices will be made, but they should do a lot of damage. Motti will sit back and avoid battle for as long as is feasible. Fighter screen is still mostly to slow down bombers. Also hoping to win the initiative bid and choose to go second. Quote Share this post Link to post Share on other sites
Mad Cat 2,113 Posted February 3, 2016 (edited) List one: May want to move the intel officer onto the ISD-I. You will probably want to activate it first in the crunch turns when the lasers start flying. It is more vulnerable and if you see a target in black dice range for goodness sake fire now before it moves off. The ISD-II then gets a nasty volley against a target without a brace token. List two: Try to get Demolisher in there. Ditch one tie or an ordnance team from the other glad maybe. Edited February 3, 2016 by Mad Cat 1 SmogLord reacted to this Quote Share this post Link to post Share on other sites