MoffSeerdon 3 Posted October 4, 2017 (edited) I'm looking at an ISD build and I can't decide between these two? Which do you think I should use and what might you change to improve them? Imperial II-class Star Destroyer [147pts]: Electronic Countermeasures, Gunnery Team, Leading Shots, XI7 Turbolasers, •Relentless OR Imperial Star Destroyer Cymoon 1 Refit† [147pts]: Minister Tua , Electronic Countermeasures, Gunnery Team, Quad Battery Turrets, XI7 Turbolasers, •Entrapment Formation!, (Con Fire?) •Relentless (Fleet support depends on points and the new options) Edited October 4, 2017 by MoffSeerdon Quote Share this post Link to post Share on other sites
Alzer 768 Posted October 5, 2017 It ultimately depends on what you run with them. Who's the admiral, what are the support ships? Are you looking for a gunship, or do you want it to also push fighters? Quote Share this post Link to post Share on other sites
Shadoq 140 Posted October 5, 2017 If you run the ISD-II, another couple options, depending on what you're using it for and your admiral. #1: Relentless ECM Gunnery Team Needa Turbolaser Reroute Leading Shots(if you have the points and want some redundancy) #2: Relentless ECM Intel Officer(great to go after that brace token) Gunnery Team Leading Shots XI7 Turbo(combines very well with Intel Off) Really need to know your Admiral and other intended support ships before suggesting any other builds. Quote Share this post Link to post Share on other sites
MoffSeerdon 3 Posted October 5, 2017 Mainly it's to use as a gunship and to lay down hurt. Have a carrier to push fighters but the ISD can help if it really needs to. Commander most likely to be Moff Jerry. Quote Share this post Link to post Share on other sites
MoffSeerdon 3 Posted October 5, 2017 (edited) I'm really new to Armada and haven't played many games at all. This is the whole fleet below. Faction: Galactic Empire Points: 395/400 Assault Objective: Blockade Run/Close range Intel? Defense Objective: Contested Outpost Navigation Objective: Solar Corona Admiral: Moff Jerjerrod Imperial II-class Star Destroyer [170pts]: [Flagship] •Relentless, Electronic Countermeasures, Gunnery Team, Leading Shots, XI7 Turbolasers, Victory I-class Star Destroyer [84pts]: Expanded Hangar Bay, Flight Controllers Victory I-class Star Destroyer [85pts]: Gunnery Team, Quad Battery Turrets + Squadrons + TIE Fighter [56pts] x5 •"Howlrunner" My aim is a mainly themed list built around an ISD and 2 VSD's moving together and using an Echelon style formation to cover each other with the VSD carrier in the centre and the two gunships taking the flanks with the fighters to screen and deal with enemy Squadrons. I'm looking for any suggestions and ideas but I have a few themed restrictions. I don't want to use any Gladiators as I don't really gel with them or any bounty hunter scum (Boba Fett, Dengar etc) as they don't really fit my theme of an Imperial Battle-Group. I also have a second list which is abit more Tourney like, dropping the Carrier VSD and swapping it out for a Gozanti & Quasar carrier instead. Edited October 5, 2017 by MoffSeerdon Quote Share this post Link to post Share on other sites
Alzer 768 Posted October 5, 2017 Right on. Personally I'm not a fan of gunnery teams on a VSD-I, most of the time you only get one target at a range that you'd want two shots out of your front arc. Try external racks for the gunship. I'd say running the ISD II, or even a Kuat/ISD-I as your spearhead would really push opponents out into the range of your VSDs. Remember that the ISD is your hardest hitter as well as the most maneuverable, and most durable. Let it be up front, and the VSDs can be on its flanks Quote Share this post Link to post Share on other sites
MoffSeerdon 3 Posted October 5, 2017 (edited) Yeah that's the idea let them support it and cover. Give people a rock and a hard place type choice. Which is why the VSD has gunnery teams usually I wouldn't but with the Quad BTs this time it might work. Otherwise how do you think the rest of the fleet and objectives look? Edited October 5, 2017 by MoffSeerdon Quote Share this post Link to post Share on other sites
Alzer 768 Posted October 6, 2017 Kick out Blockade Run. You are the one trying to go fast in that objective, and VSDs are not getting there. Station Assault, or Firing Beacons would do you better, as they either give rerolls, or you get to bank a PILE of points early and force your opponent into your slower ships. Yellow you have a bit more flexibility, Contested outpost can be good, but Firing Lanes is brutal with all those big arcs, and you rack up a pile of points early on. Personally whenever I have a VSD-I around, I like to have Hyperspace assault to let me jump in and crush someone with those black dice. For Nav, I'd say Salvage Run or Minefields would be good. Quote Share this post Link to post Share on other sites
Drasnighta 26,573 Posted October 6, 2017 I'm eminently practical. I'd use the ISD that I could actually use right now in practice, and worry about the Refits when the product is actually released Quote Share this post Link to post Share on other sites
MoffSeerdon 3 Posted October 6, 2017 I have been looking at Fire Lanes, I love Hyperspace Assault for the theme and all but was concerned with only 6 deployments as it was taking away any of my drops would be making it harder. On paper I thought blockage run was more of a chance to allow my big forward GT fire arcs to not give many places for people to hide flighing down the long thin side of the table. And it doesn't matter if dont make the enemy deployment zone if I nail several ships on the way and get the points? Ok cheers guys thanks for all the help. I'll have a little more of a mess around and play so more to get the experience. Tempted by the external racks too. Thanks again Quote Share this post Link to post Share on other sites