300 Point VGV

By Zylthrax, in Star Wars: Armada Fleet Builds

-Victory 1 w/Motti - 97pts.

-Victory 2

*Dominator

*Overload Pulse - 105pts.

-Gladiator 1

*Insidious - 59pts.

-2 Tie Bombers - 18pts.

-2 Tie Fighters - 16pts.

295 pts.

I'm not sure if I should drop Dominator and run more squadrons but the combination between it and overload pulse can make a really big hammer. And I'm keeping the V2 because I really want to reach out and touch someone.

It was hard for me to do but I dropped the V2 for a V1 and kept dominator . Dominator can win you games, huge force multiplier for the points. At close range with black, red and blue dice it's going to be a kill.

Maybe drop Insidious and make your Gladiator a Gladiator II? It would increase you squadron defence a fair bit. Might mean if facing a large amount of bombers you can have the GII hang back and try to keep them off the two Victories which should be able to take care of any capitals themselves...

Edited by Ophion

don't think pulse is worth it

crit damage is calculated after defense tokens are spent, so the defender can exhaust his tokens before you

personally, I see it as something you slap on a support ship (such as the corv b) to open up a ship to attacks from other sources

for Dominator I suggest intelligence agent. Between all those accuracies, you can force the usage of a defense token the agent targeted and remove it from the game entirely. Leading Shots is also another hilarious mod when you're tossing all those blue dice.

Also, you shouldn't bother with bombers. With only two ties to escort them, they're not getting very far.

I love Overload Pulse.

I think you may have a hard time getting one ship in 2-3 arcs in the same turn to optimize its potential. It's much better in a triple Gladiator list or a Victory with two Gladiators, because of your increased fleet mobility.

You could swap it out for another Tie Fighter.