Triple V / No-squadron Imperial

By Admiral Terghon, in Star Wars: Armada Fleet Builds

I've seen some all-ship builds, and they have the potential to be devastating. I tried a 2 Vic, 2 Gladiator build, with practically no upgrades. The Gladiators died too quickly.

This goes with all Victory-class.

[ EMPIRE FLEET (299 points)
1 • Victory I-class Star Destroyer - Admiral Screed - Dominator (111)
2 • Victory I-class Star Destroyer - Wulff Yularen - Assault Concussion Missiles - Warlord (95)
3 • Victory I-class Star Destroyer - Gunnery Team - Expanded Launchers (93)
4 • Objectives - Advanced Gunnery - Hyperspace Assault - Superior Positions (0)

Pretty straight-forward tactics:

  • Screed's Victory can add blue dice by sacrificing shields. Run a lot of Engineering dials to get those shields back.
  • Yularen's Vic uses ACM to do extra damage, with Warlord to assist and an unending Concentrate Fire for rerolls..
  • The "plain" Vic uses Gunnery Team and Expanded Launchers to pound anything silly enough to get in it's front arc (will probably run in the middle of the formation).

Squadrons will eat me up, but there are 24 Hull points in there, and a lot of shields. Alternatively I could take Motti (30 Hull points) and use the saved points to upgrade his Vic to a deuce.

Looking for two types of comments: 1) the usual theory-hammer, 2) results from anyone else crazy enough to try a similar list.

problem with pure VSDs I see is just running along the side of the fleet and leaving the poor bricks to turn horribly (not as feasible with spindly nebs, but those buggers have B-wings and those won't give two ***** about your VSDs; Fatties will strafe and laugh)

spreading them out too much might make them too easy to focus fire and lack of bid can force them into some truly horrible objective choices

squadrons will of course wreck them, but that goes without saying

Imo, take motti (6 extra total hull) or better yet Tarkin for his incredible flexibility and just all round performance enhancing. If you're banking on VSD black dice then you're banking on a winning lottery number. It is the slowest, least maneuverable ship in the game and should not rely on ever getting close range front arc shots (especially not EL)

I also find gunnery team to be excessively underwhelming.

getting rid of ACM, EL, gunnery, and Skreed for Motti gets you 29 points

that's

1.) Tarkin w/15 points (probably just h9 for warlord + bid) though you could probably drop wulf for an intel agent (probably again on warlord)

2.) motti and grab h9s for warlord (8) because otherwise there's not much point unless you like gambling on 1/8 accuracies. Then upgrade someone to a VSD - 2 (8 + 15 for 23) [recommend on dominator], and keep a chunky bid for objectives/initiative. Wulf should go on dominator (spam repairs!) or be re-purposed as an int agent for H9 Warlord

either way, it's warlord + dominator and some derpy no-name. Put your commander on the derpy no-name to give your opponent difficult decisions. Definitely don't put him on dominator, the ship that helps your opponent out by hurting itself.

basically , you're exchanging the imo overoptimistic short-range upgrades for greater durability and long range firepower.

Objectives

Hyper space assault seems a strange objective choice when you could get fire lanes or contested outpost instead. Anything that lets a VSD win by sitting on its ass is something you want.

superior positions is slightly baffling. VSDs are the #1 target for that objective. I'd recommend dangerous territory (obstacle immunity, *******!) or minefields to close off a good chunk of the table and force enemies into your arcs

Edited by ficklegreendice