Today we will put together a lean and VERY mean Imperial fleet to bring order to the galaxy.
This is one of the Regionals lists that I’ve been pondering about over the last few weeks. No joke, I’m very close to having a change of heart and possibly switching over to Imperials for the next couple of months. The reason is actually quite simple for me: There is a lot of people running squadrons in my area, a lot of people are running Rebels, and Imperials seem under-presented and thought of as weaker in most cases.
THE EMPIRE STRIKES BACK
- For one, the weapon armament that it has stock is very good vs. the flotilla-saturated meta: Having 4 innate blues gives you a very high chance to roll accuracies and stopping a Scatter from happening. All you need is 4 damage to kill in most cases, 5 vs. Bright Hope and most of the time, the ISD-II will have no problem one-shotting the floaters.
- Second, the ship has 2 blue anti-squadron dice that it can throw out in combination with Gunnery Teams. This allows you to either engage either two different ships (possibly wiping out two flotillas), or allowing you to focus on one ship while bringing Imperial justice on all the squadrons in front of you. There are not many ships in the game that can reliably throw out huge damage on ships and deliver two dice blues worth of AA from a large area. This simply does not exist in the game and having this ability is a huge boon.
- Third, Imperials have access to Agent Kallus, which is one of the most cost-effective Officer upgrades in the game. The ability to throw out an extra dice of any color as soon as you’re able to engage in AA as long as you’re shooting a named pilot is amazing. Just think about how many big names are in the meta: Biggs, Ketsu, Jan, Tycho, Dengar, Rhymer, Norra, the list goes on and on. Throwing out a black and 2 blues is no joke when you’re shooting from blue range. AA gets around the likes of Escort and being able to spray down an entire Biggsball will be huge in the upcoming meta.
- Forth, the ship’s upgrade slots gives you some of the best titles and upgrades in the game. Look at Leading Shots for example: If the only thing you see with Leading Shots is the ability to allow your ship to re-roll a bunch of ISD-II frontal firepower, you’re not seeing the big picture here. You can also Leading Shots your way with Kallus onto named fighters to re-roll a bunch of whiffs. Let’s say you roll 2 blues and a black on Biggs and whiff with all 3. You Leading Shots a blue to re-roll 2 dice and you might turn that into raw damage. The same can be said about fishing out killing blows on squadrons with scatter. Throw out 3 blues and fish for that accuracy if all you need left is to push 1 damage.
- Fifth, look at Avenger. If the only thing you can think of when reading this is your ability to push after your Demolisher hits or when Suppressor triggers, then you’re sorely mistaken. Avenger’s effect also works on shooting with AA onto squadrons that have exhausted their tokens. You send in your squadrons, do big damage, force a few Braces and Scatters, and then you spray the lot with Kallus-driven AA. Now you can’t Brace or Scatter on those units and you’re just taking straight damage while the ISD-II tears through ships and squadrons at will.
- Sixth, you put all this above into one ship and you have one of the best ships in the game vs. the current meta. The way I currently have it configured is big, mean, and heavily loaded to take on squadrons and ships via XI7s. This is the biggest difference that the ISD-II has over the ISD-I, and that’s the ability to take Gunnery Teams and Kallus with 4 blues vs. ships and 2 blues vs. squadrons. In a meta like this one, you want blues and you want flak. No other ship in the game can do that; which makes the ISD-II very unique and powerful in the meta.