Also - remember that you don't necessarily have to kill the Star Destroyer to win. 6 rounds tends to be only one or two real firing passes; a perfectly valid approach for rebels is to go for the mission then scarper - if, for example, it's delivering critical hits, then they can do that even without having to drop the shields.
Victory SD, maybe I do not understand....
1.) your ties are going to get mulched and then you can do literally jack **** to those X-wings
I don't think that word means what you think it means. Unless you actually mean that your VSD can lift up those X-wings and defecate on them. And I seriously want to see an upgrade card that does that
One of us is using their VSD very, very wrong. How do you kill X-Wings with a VSD?
psst...his post wasn't about how the use of the VSD, it was about how the use of "literally."
Although, to be fair, even Webster's has now included a defintion for "literally" that means "figuratively." So literally doesn't literally mean literally anymore.
This language is stupid.
well, no
literally is still literally, it's the just the expression "jack ****" means "nothing"
An X-wing squadron's 5 health really has nothing to fear from a VSD's single anti-squadron die that it should almost never be using in favor of firing its anti-ship batteries.
I personally am going to try jousting the VSD with rebs but do it with 3 ships and squadrons at once, I will lose ships but at that point I'm matching the fire power and with dodanna i can really cripple it faster.
Well see.
Jousting a VSD onto it's front arc, especially if it has a gunnery team, is a recipe for disaster. That joust isn't done in a vacuum. While your three ships are barreling into it's nose, the *second* VSD (cause it sounds like a 300 point game here) is likely coming at you from the side.
That being said, I'd love to see a video of this if you do succeed with this tactic ![]()
Last game I played, lost one of my VSD's due to overconfidence. Still mopped the mat with their x-wings, but my opponent lost a frigate and nearly lost his second one as well. Lost the overall game since that VSDI was the objective ship, but it was still a great game.
1 VSDI, 1 VSDII, howlie and a bunch of ties vs
2x Escort Frigate, 2x Corvette, 1x Dodonna's Pride, Luke and 4 x wings
The VSDI finally blew in turn 6, unable to cope with the punishment it had received.
That joust isn't done in a vacuum.
It had better be. VSD isn't rated for atmosphere.
Actually...The VSD is rated for atmosphere. Those little "wings" on the sides are "atmospheric maneuvering surfaces".
Actually...The VSD is rated for atmosphere. Those little "wings" on the sides are "atmospheric maneuvering surfaces".
What, really? That's insane!
I saw what it said in Wookiepedia, but it's simply wrong. If it goes into atmosphere, it either A) uses some kind of shielding to keep airflow off the hull, or B) goes into an uncontrolable climb due to the huge flat face of the command tower.
There is simply no way that ship generates lift, so it must use repulsorlifts. If it's using repulsorlifts, it dosn't need control surfaces. Insanity of the highest order.
We would it need to enter the atmosphere? I always thought it could fire its armament from orbit.
Maybe I should stop basing my knowledge from the 1990's Rebellion computer game.....
Actually...The VSD is rated for atmosphere. Those little "wings" on the sides are "atmospheric maneuvering surfaces".
What, really? That's insane!
I saw what it said in Wookiepedia, but it's simply wrong. If it goes into atmosphere, it either A) uses some kind of shielding to keep airflow off the hull, or B) goes into an uncontrolable climb due to the huge flat face of the command tower.
There is simply no way that ship generates lift, so it must use repulsorlifts. If it's using repulsorlifts, it dosn't need control surfaces. Insanity of the highest order.
Stop trying to put actual science into the game/fluff.
Hehe, there's a reason why Star Wars is referred to as Science-Fantasy. There's not much actual science involved ![]()
Actually...The VSD is rated for atmosphere. Those little "wings" on the sides are "atmospheric maneuvering surfaces".
What, really? That's insane!
I saw what it said in Wookiepedia, but it's simply wrong. If it goes into atmosphere, it either A) uses some kind of shielding to keep airflow off the hull, or B) goes into an uncontrolable climb due to the huge flat face of the command tower.
There is simply no way that ship generates lift, so it must use repulsorlifts. If it's using repulsorlifts, it dosn't need control surfaces. Insanity of the highest order.
But also don't think too much about the science or you will end up with Midi-chlorian. Blah ![]()
In the interest of science, I had to buy a second core set to test a larger point game.
With more rebel capital ships the VSD goes down and fast, depending on the dice.
I absolutely love this game, especially at 300 to 300 plus points.
Concensus seems to be that the intro scenario isn't really balanced and in my experience, if there's any death happening it's usually reckless rebel ships dying to blasts from the Victory.
I think Six turns is enough to possibly kill the VSD. Several things have to be considered though;
+Though the VSD can remove two cards of damage with tokens and an engineering command, you'll note it takes almost the entire effort of the VSD to do so. That has to be the chosen command of the VSD, and that is one of the three tokens that the VSD will carry. It also means the VSD can't change speed, enhance its attacks, or command its fighters when it's turtling up like this. That leaves you free to do whatever you want, like navigation to get into an ideal spot, attack with your fighters first (leaving no TIEs left for the fighter phase), or enhancing your attacks with concentrate fire.
+Are the X-Wings locked down? If you can lure the TIEs into anti-fighter engagement range of the Nebulon, your Nebulon can shred the TIE Fighters and leave the X-Wings free to mob the Victory. Then for every activation you have four separate attacks that can possibly do 2 points of damage an attack (since reds have that result). Even if the Victory sucks away two cards of damage, one attack from the X-Wing into an unshielded arc can undo that amount of damage.
+Your CR-90 cruises at high speed for most of the game. The idea is to run the CR-90 into the side and rear arcs of the Victory and stay there. It's quite easy to use navigate commands to climb the CR-90 down and have the easiest turns with the extra click. If the Victory is trying to gun down the CR-90, you just keep at high speed and time your activations in such a way that you won't end up in front of the Victory when it activates.