chr335 658 Posted June 19, 2018 Two fleets with ISDs not really sure which I prefer as both have powerful potential Fleet 290(392/400) ================== Kuat Refit (112 + 56) + Admiral Motti (24) + Gunnery Team (7) + Electronic Countermeasures (7) + Leading Shots (4) + Assault Proton Torpedoes (5) + Relentless (3) Imperial I-class Star Destroyer (110 + 21) + Minister Tua (2) + Boarding Troopers (3) + Leading Shots (4) + Avenger (5) + Electronic Countermeasures (7) IG-88 (21) 2 x Firespray-31 (2 x 18) 2 x Aggressor Assault Fighter (2 x 16) Gamma Squadron (10) Opening Salvo Contested Outpost Solar Corona Fleet 270 (396/400) ================== Kuat Refit (112 + 58) + Grand Admiral Thrawn (32) + Gunnery Team (7) + Electronic Countermeasures (7) + Leading Shots (4) + Assault Proton Torpedoes (5) + Relentless (3) Imperial I-class Star Destroyer (110 + 17) + Minister Tua (2) + Boarding Troopers (3) + Avenger (5) + Electronic Countermeasures (7) IG-88 (21) 2 x Firespray-31 (2 x 18) 2 x Aggressor Assault Fighter (2 x 16) Gamma Squadron (10) Contested Outpost Solar Corona Opening Salvo Quote Share this post Link to post Share on other sites
LostFleet 407 Posted June 19, 2018 Crabbok has a really nice video about all of ISDs, maybe it will help for your build, Quote Share this post Link to post Share on other sites
The Jabbawookie 5,613 Posted June 19, 2018 The loadout on both is solid. I’d go with Motti over Thrawn, as Thrawn likes more ships to justify his price tag. Also, that list has the much-needed Leading Shots on the ISD-1; nothing sucks like rolling 2 blanks and two accuracies on your big BTA turn and being unable to do anything about it. The rogues are in a weird place. The complement costs 99 points and does decent bombing damage, but can’t reliably kill anything bigger than a small screen. A dedicated squadron list will eat them. I’d drop them for 6 TIEs and 2 Gozantis, boosting you from 2 activations to 4, then add a Strategic Adviser on the Kuat to hit 5. In order to know where their ships are and get optimal value from that Gunnery Team, you need to know as much about their end positioning as possible, which means waiting them out, which means activations. Lastly, Opening Salvo is not really your friend here; it heavily favors MSU. OS only grants 4 total dice for you; a swarm list could easily get 12 or more. All your opponent needs to do is put a damage on both destroyers/ram them late in the game and they earn 111 points. If they didn’t bring something large and expensive, you’ll have a harder time earning that back by damaging, say, 6 Hammerheads or 5 CR90s. (Yes, you can kill a smaller number, but you’d be doing that anyway. ?) Blockade Run is a nice alternative as it discourages flanking and rewards you disengaging when the time is right. Good luck, hope this helps! 1 Mad Cat reacted to this Quote Share this post Link to post Share on other sites