180 pt imp

By oddeye, in Star Wars: Armada Fleet Builds

Ok so core set there really isnt a whole lot of variation to be honest. I thought id leave some feedback anyways for anyone hungry for some info.

Anyways played first game with:

Victory1 73pt

Dominator 12pt

Tarkin 38pt

Howlrunner 16pt

5x ties 40pt

Total: 179

I found out quickly that ties are not as durable as i imagined.. i suggest loading up on them. Howlrunner is of course awesome, not surprising. Dominator won me the match hands down, between my command dial and tokens from moff and being able to regen sheilds works with this upgrade card nicely. I managed to get a 9 dice salvo off turning a ship to space dust..

With All this said, i think a victory 2 might be better, having that extra range would have been nice. Obviously once wave one is out we will have alot more options to choose.

Are you sure Dominator costs 12 pts, not 14?

Are you sure Dominator costs 12 pts, not 14?

Checked my own copy and yes; Dominator costs 12 points.

Was it ever 14?

THAT'S the reason of my previous question.

The list is solid. As you've already noticed all 180 pts core set lists are very similar.

THAT'S the reason of my previous question.

The list is solid. As you've already noticed all 180 pts core set lists are very similar.

Either that link is wrong or I have a faulty card. take yer pick. ;)

My card from core set is 12pts.

Also note that if you have the sheilds available to burn and valid targets you can use it twice in a turn. Once for each attack. I didnt do that as i was trying to keep up with repairs and only used it once a turn, though if the situation presents itself..

Dominator is 12 points in the core set. That is probably a pre-release/play-test version of the card.

I have played a similar list and I think that the Victory II is probably better overall in place of the Victory I + Title and costs the same. The issue is if you have init, it is very difficult to get Range 1 shots since you shoot/move, then they move away. The Vic II solves the problem and is the same point cost.

I do think the Victory II is more than worth the upgrade (provided you have the points to spare in the future 300/400 lists).

Medium range is by far the smallest range on the ruler, but it can be the difference between getting 66% or less percent of your dice or 100%.

Blue dice are also far more reliable for getting damage through (guaranteed damage or accuracy), and I like my reliable dice (they're so rare <_< )

The issue with the Victory II is that firing off all cylinders isn't nearly as sexy as the Victory I, but you should on average be getting far more out of it unless you run into suicidal rebels.

At 300, I can't justify two Victory IIs because they eat so hard into the points needed for squadrons. At the same time, though, having two Victories should make the Victory I much more easy to enable.