So this is the list I plan to run for an upcoming tournament.
So this is the list I plan to run for an upcoming tournament.
dont know about the turbo laser but i would recommend assault concussion missiles over expanded launcher on the gladiator for sure not only is it 6 points cheaper ( help with your initiative bid), it works out of every arc, can be triggered very easily with screed for almost garented 2 extra damage vs rolling 2 extra die and greatly reduces the effectiveness of defense tokens because it is not effected by brace and evade(unless mon mothma is present then maybe the evade) and redirects are less effective since it damages those arcs anyway
Edit: after looking at xx-9 i would recommend them for the vic because they work at long range and you will have a better chance of activating them
Edited by clontroper5Personally, I'd dunk the acm/turbos and insidious and run demolisher. But in reference to your specific question I'd go turbolasers on the vic.
dont know about the turbo laser but i would recommend assault concussion missiles over expanded launcher on the gladiator for sure not only is it 6 points cheaper, it works out of every arc, can be triggered very easily with screed for almost garented 2 extra damage vs rolling 2 extra die and greatly reduces the effectiveness of defense tokens because it is not effected by brace and evade(unless mon mothma is present then maybe the evade) and redirects are less effective since it damages those arcs anyway
I prefer the Launchers on this build specifically for the Insidious title. I am pairing Insidious with Rhymer and 2 bombers. On a rear hull zone(not overly difficult with Engine Techs and Wullf) I will be throwing 7 black dice out to medium range
I would also encourage finding a way to fit demolisher. I personally would either trade 1 interceptor for it or drop engine techs for it, because demolisher doesn't need engine techs(but on insidious they are kinda essential)
dont know about the turbo laser but i would recommend assault concussion missiles over expanded launcher on the gladiator for sure not only is it 6 points cheaper, it works out of every arc, can be triggered very easily with screed for almost garented 2 extra damage vs rolling 2 extra die and greatly reduces the effectiveness of defense tokens because it is not effected by brace and evade(unless mon mothma is present then maybe the evade) and redirects are less effective since it damages those arcs anyway
I prefer the Launchers on this build specifically for the Insidious title. I am pairing Insidious with Rhymer and 2 bombers. On a rear hull zone(not overly difficult with Engine Techs and Wullf) I will be throwing 7 black dice out to medium range
of course up to you (but acm is still better even when attacking the rear imo)
So I am reading that correctly then? It can do two extra hull damage on a ship without shields? Seems a bit underpriced then. I might have to switch it up.
So I am reading that correctly then? It can do two extra hull damage on a ship without shields? Seems a bit underpriced then. I might have to switch it up.
yup. and its only underpriced if you a) brought admiral screed to garentee activation of the crit
and B) actually get to shoot with black dice which is hard (unless you bring demolisher)
(but compared to expanded launchers it is generally under priced)
Edited by clontroper5
So I am reading that correctly then? It can do two extra hull damage on a ship without shields? Seems a bit underpriced then. I might have to switch it up.
yup. and its only underpriced if you a) brought admiral screed to garentee activation of the crit
and B) actually get to shoot with black dice which is hard (unless you bring demolisher)
(but compared to expanded launchers it is generally under priced)
a) I ALWAYS bring Screed. Always. b) I played Vic1's exclusively with the core set and I never had issues getting shots off with black dice. It just takes some forethought or your opponent eff-ing up c) Insidious, Engine Techs, and Wullf pretty much guarantee that I can get some medium range black dice shots in. With follow up medium range black dice shots from Rhymer's Flying Circus
The build I'm going for is a hammer and anvil set-up. The Vic1 and Swarm slowly advancing to middle field as the Glad and Rhymer sweep the side and push.
So I am reading that correctly then? It can do two extra hull damage on a ship without shields? Seems a bit underpriced then. I might have to switch it up.
yup. and its only underpriced if you a) brought admiral screed to garentee activation of the crit
and B) actually get to shoot with black dice which is hard (unless you bring demolisher)
(but compared to expanded launchers it is generally under priced)
That's been my observation. Having fielded both ACM and XLaunchers in the same battle, I can tell you I just got more utility out of ACM. ExLaunchers look threatening (and can hit hard) when you pick up that handful of black dice, but ACM threatens a larger area, gives a static 2 bonus damage every time it triggers, and costs less. I'm finding it hard to have a reason to not use it when my GSDs are on the field, especially with Screech in command. Being able to whittle away additional shields or tack on bonus hull damage is solid gold against any enemy that gets too close to VSD1s and GSDs.
Consider this. Your GSDs have picked a target, they come at it from different angles insuring that the zones they hit and do splash damage to cover the entirety of the ship. Before long that ship has little to no shields anywhere and its ability to maneuver to protect weak zones is moot. The best it can hope for is to survive long enough to run for it or blow something up. And a shieldless target in range of a GSD hunting pack is meat for the beast.
So I am reading that correctly then? It can do two extra hull damage on a ship without shields? Seems a bit underpriced then. I might have to switch it up.
yup. and its only underpriced if you a) brought admiral screed to garentee activation of the crit
and B) actually get to shoot with black dice which is hard (unless you bring demolisher)
(but compared to expanded launchers it is generally under priced)
a) I ALWAYS bring Screed. Always. b) I played Vic1's exclusively with the core set and I never had issues getting shots off with black dice. It just takes some forethought or your opponent eff-ing up c) Insidious, Engine Techs, and Wullf pretty much guarantee that I can get some medium range black dice shots in. With follow up medium range black dice shots from Rhymer's Flying Circus
The build I'm going for is a hammer and anvil set-up. The Vic1 and Swarm slowly advancing to middle field as the Glad and Rhymer sweep the side and push.
That's a variation on what I did with this list.
Imperial Wolfpack
1 • Victory I-class Star Destroyer - Victory-class Star Destroyer (73) - Assault Concussion Missiles (7)
• Total : 80
2 • Gladiator II-class Star Destroyer - Gladiator-class Star Destroyer (62) - Admiral Screed (26) - Intel Officer (7) - Engine Techs (8) - Assault Concussion Missiles (7) - Demolisher (10)
• Total : 120
3 • Gladiator II-class Star Destroyer - Gladiator-class Star Destroyer (62) - Wulff Yularen (7) - Sensor Team (5) - Engine Techs (8) - Expanded Launchers (13) - Insidious (3)
• Total : 98
Total: 298
I used the VSD as an anvil for the GSDs hammer. My entire intention with the list was based on wolf hunting methods. I got my Alpha (the VSD) in a position to threaten the prey while my wolves (the GSDs) circled its flanks biting at it until it was weak enough (i.e. mostly shieldless and wounded) for the entire pack to pounce. And once they did it died quickly.
Edited by Deathseed
So I am reading that correctly then? It can do two extra hull damage on a ship without shields? Seems a bit underpriced then. I might have to switch it up.
yup. and its only underpriced if you a) brought admiral screed to garentee activation of the crit
and B) actually get to shoot with black dice which is hard (unless you bring demolisher)
(but compared to expanded launchers it is generally under priced)
a) I ALWAYS bring Screed. Always. b) I played Vic1's exclusively with the core set and I never had issues getting shots off with black dice. It just takes some forethought or your opponent eff-ing up c) Insidious, Engine Techs, and Wullf pretty much guarantee that I can get some medium range black dice shots in. With follow up medium range black dice shots from Rhymer's Flying Circus
The build I'm going for is a hammer and anvil set-up. The Vic1 and Swarm slowly advancing to middle field as the Glad and Rhymer sweep the side and push.
That's a variation on what i did with this list.
Imperial Wolfpack
1 • Victory I-class Star Destroyer - Victory-class Star Destroyer (73) - Assault Concussion Missiles (7)
• Total : 80
2 • Gladiator II-class Star Destroyer - Gladiator-class Star Destroyer (62) - Admiral Screed (26) - Intel Officer (7) - Engine Techs (8) - Assault Concussion Missiles (7) - Demolisher (10)
• Total : 120
3 • Gladiator II-class Star Destroyer - Gladiator-class Star Destroyer (62) - Wulff Yularen (7) - Sensor Team (5) - Engine Techs (8) - Expanded Launchers (13) - Insidious (3)
• Total : 98
Total: 298
I used the VSD as an anvil for the GSDs hammer. My entire intention with the list was based on wolf hunting methods. I got my Alpha (the VSD) in a position to threaten the prey while my wolves (the GSDs) circled its flanks biting at it until it was weak enough (i.e. mostly shieldless and wounded) for the entire pack to pounce. And once they did it died quickly.
I dig the VGG list, but I am a fan of running squadrons. I think most of the people I will be playing in the tournament are going to be running Imps and I wanted to fly a list that can take advantage of the slow Victory. Most of the players in my area are under-utilizing squadrons and I'm hoping that I can guarantee a win by simply wiping out their fighters. Howl/FC/EH/Squint swarm should smash through just about anything. Then I just have to take Insidious pot shots and hope they swing into the Vic's black dice front.
of course up to you (but acm is still better even when attacking the rear imo)I prefer the Launchers on this build specifically for the Insidious title. I am pairing Insidious with Rhymer and 2 bombers. On a rear hull zone(not overly difficult with Engine Techs and Wullf) I will be throwing 7 black dice out to medium rangedont know about the turbo laser but i would recommend assault concussion missiles over expanded launcher on the gladiator for sure not only is it 6 points cheaper, it works out of every arc, can be triggered very easily with screed for almost garented 2 extra damage vs rolling 2 extra die and greatly reduces the effectiveness of defense tokens because it is not effected by brace and evade(unless mon mothma is present then maybe the evade) and redirects are less effective since it damages those arcs anyway
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Here's why, with ACM's and Screed I am guarenteed a crit, Insidious can get a double arc anywhere (not always the rear) and destroy medium ships which is great. Since I am guarenteed at least 1 crit per ship activation, ACM is a kick in the teeth for most players.
Insidious is actually spectacular against VSD's but less so against rebels since they can jet right out black range and right out of a rear arc shot pretty easily. To be honest, I would use Insidious in an hyperspace assault mission and nuke something in the REAR HARD.
It is also nice to note that the side damage from ACM does not get affected by defense tokens. Though Insidious against Mon Motha is a rock vs paper match up. . .
Does anyone know the average damage of a black dice?