So I have found a limited amount of tips/ tactics for Armada from youtube or articles and thought i would wright my own. This will be a series of threads over the next week or 2 starting with this one. My threads will cover (in no particular order)
nebulon-b
Assault Frigate mk2
Rebel fighters
imperial fighters
objectives
obstacles
and probably 1 or 2 for special upgrades
(these will be hyperlinked to the new threads as they are written)
note to rebel players, even if you do not plan on using the Victory-class I recommend reading this, or learning about it other ways because the key to victory is to know your enemy.
fill free to add any comments, suggestions or corrections as I am only 1 person and have a limited perspective, I will add new things to these post as i discover new approaches or they are suggested.
On to the meat of the thread.
The Victory class Star destroyer of course comes in 2 variants, the Victory-1 , and the Victory-2 . The only difference between the vic-1 and the vic-2 is that the vic-2 utilizes blue dice instead of black dice giving it a slightly increased range at a cost of 12 additional points.
there are 2 main roles that the victory will fill in your imperial fleet that is as a carrier and as a destroyer/tank.
Carrier role: this is fairly strait forward and entails using the Victory to enhance your fighters.
this usually means putting upgrades such as, Admiral Chiraneau , the title Corrupter , Expanded Hanger Ba y, and Flight Controllers in order to use squadron more effectively or boost their ability beyond normal.
this will be covered more in depth when i release the imperial Fighter Tactic article
Destroyer/tank Role: This will be the primary topic of this post. When I say destroyer I mean a ship that is heavily armed and armored, capable of dishing out damage but can take a hit in return (do not confuse my classification with a wwII destroyer which is more akin to a light weapons platform, these are personal classification that help me visualize what the role entails) I also refer to the victory as a tank because while in this role it makes an effective damage soak-er.
First of all I want to express that I feel the best way to use a victory is as AN Area Control piece not a destroy the enemy piece. If you take nothing else from this article I want you to understand that one sentence. use the victory to dictate where your opponent can and cant go, imagine it as a cattle herder directing a heard. For that reason I always try and point the victory were i don't want my opponent to be (i.e. contested outpost, or the flank of second Star Destroyer) Just because a Victory didn't inflict much damage or sometimes hasn't even fired does not mean that it did not influence the battle. This can be difficult to understand and get a hang of and can also be difficult to teach, so for now i will just leave that thought there for you to ponder.
Moving on lets discuss load outs:
I personally prefer the Victory-1 because I like black dice and 12 points is ALOT to spend for blue dice in my opinion and i find that getting into the medium range band to be rare, that it is either long or short most of the time, any way that's my personal experience and opinion.
some example load-outs:
[*]Victory I-Class Star Destroyer(73 pts)
- Dominator (12 pts)
- Wulff Yularen (7 pts)
This load out is simple yet effective with Dominator adding extra damage when the enemy gets to close and then Wulff is there to generate Engineering tokens allowing you to regen 1 shield a turn without using the command dial.
[*]Victory II-Class Star Destroyer(85 pts)
- Warlord (8 pts)
- Intel Officer (7 pts)
- H9 Turbolasers (8 pts)
This load out is a bit more expensive and complicated then the last one and focuses on long range firepower, in recent discussion we have concluded that Warlord and h9 can both modify the same die giving a steady increase of 1-2 damage per shot, intel officer can be used to force your opponent to get ride of those pesky defense tokens, especially evades at long range. (side note this also counters Electronic countermeasures which is becoming more common on rebel ships)
other upgrades to consider:
Enhanced Armament is of course always a good upgrade
Grand Moff Tarkin Is by far the best commander to use with victory class destroyers, but is very expensive of course(still worth it most of the time)
Weapons or Defense Liaison are also very helpful when paired with Grand Moff
Tarkin to add a lot of flexibility to that 3 command stack.
Leading shots may be another one to consider for your victory 2, especially when combined with enhanced armament or Dominator so that there is always allot of dice in your attack pool to re-roll
I want to Stress Intel Officer again, It is really good. I consider it useful in all situations and one of the best upgrades for any ship right now especially the Victory Class Star Destroyer.
I also Suggest having an initiative bid to try to get First player. (discussed further under initiative)
Upgrades to avoid:
Expanded launcher This is 13 points that you will be lucky to use once I would not take this on my victory but would focus on long range fire power instead with enhanced armament or intel officer
Using the Victory Class:
-Objectives: Good objectives to put in your list when you bring a victory class are, advanced gunnery which will greatly increase its long range fire power, contested outpost which will likely gain you as much as 100 extra vp and lure the enemy close, minefields which when placed correctly will funnel your opponent into your powerful front arc
-setup: like any ship, the performance of the victory begins with the setup phase.
I find the victory is generally harder to flank when placed near the corner of the setup area and angled toward the center of the play area. it also important to use obstacles to discourage flanking i.e. try and form a lane for your victory to travel down or place asteroids in the corner of the setup area near the opponents deployment zone to encourage their movement toward the center of the play area
-opening game (turns 1-2) Generally I suggest moving forward at speed 2 steering where you anticipate your opponent wants to be by turn 3 and taking this time to bank tokens, i usually take a navigate token to slow down if needed and an engineering token to regain a shield when needed
-middle game (turns 3-4) This is when the primary fighting will take place and where you will most likely get your 6+dice front arc shot if you get one, during this time i suggest concentrate fire commands or navigate commands to increase your yaw and keep the enemy in front of you, it will probably be a good idea to slow to speed 1 during this time as well. ​remember to move toward were they are going to be not were they are!!
-Late Game(turns 5-6) By the last few turns your enemy has likely moved past your victory and during this time your going to want to focus on staying alive untill the game is over. This is when I recommend engineering commands, if you are still healthy navigate and concentrate fire as needed to try and finish of any additional ships from your opponent.
Initiative:
Initiative is always good to keep in mind, with the Victory I would generally suggest trying to be first player because it will likely be a deciding factor on if you get a front arc close range shot or not (activate last and move into range, then next turn activate first and blast them to space dust!!) First player becomes more valuable the more ships you have so i recommend bringing 3 ships (vvg, vgg) to make the most use of first player. Even if you have a 2 ship build i still recommend first player because unless your opponent brings 4+ ships you will be able to use the activation in your favor.
again the way to use first player is to activate the ship that order will not make a difference for (i.e. it is out of range) then wait for your opponent to activate a ship close to yours, and after it has activated move your ship closer so that next turn you may activate first and fire a powerful volley into them.
If your opponent brings at least 2 more ships then you they will be able to dominate the activation order and you will lose control, I would consider being 2nd player instead in these situations but taking 1st player will denies them the benefits of moving 1st which include things like a cr90 charging you head long and blowing past close range without retaliatory fire.
That is every thing i have to say for now, I may add new content as i see fit.
edit: added a note on tarkin under upgrade card section
Added link to ep II, Gladiator and cr90
Edited by clontroper5