VSD-II
-Admiral Motti
-Wulff Yularen
VSD-II
-Veteran Captain
VSD-II
Total: 289 points
Objectives: Advanced Gunnery, Contested Outpost, Intel Sweep
Advanced Gunnery is the objective that seems to put the most fear into people with this list, but honestly I think it's the weakest of the three here. Fortunately, Intel Sweep provides such a fascinating choice that most of my opponents can't resist trying to outfox me with it. I feel that one of this list's greatest weaknesses would be playing Advanced Gunnery against a mobile fleet with bombers that can destroy my objective ship with focused fire. An alternate build I've considered would switch out Yularen and the Veteran Captain for two XX-9 Turbolasers, and using Precision Strike instead of Advanced Gunnery; but honestly everyone seems too afraid of Advanced Gunnery to challenge me on what I consider to be my greatest weakness.
Contested Outpost is pretty straightforward. Basically only the mirror (or 3 AF) can muster 9 command, and several lists will struggle to match you on 6 command, so keeping two Destroyers within distance of the station should be sufficient to acquire 80-120 points. Parking on top of it is one possibility, but obviously leaves you more vulnerable and should only be done against lists you are confident cannot do much against you. Mostly, stagger your ships so that the first destroyer flies into range on turn 1, cruises over it on turn 2, moves to far range on turn 3, and can slow to a stop on turn 4 if needed. Behind it, the second destroyer follows it a turn slower, providing full coverage. Your flagship, meanwhile, can be positioned depending on the enemy list, but Yularen affords it more manoeuvrability, so it can be started farther away and trail behind the second ship, or run along side the station and engage enemy ships, drawing fire from your point vessels.
A heavy enemy list will lead to a slugging match over the station that will pit your front arcs versus theirs, but positioning your lead ship correctly will force them to destroy it before they can push through it, and you should be up 80 points by then, to offset the loss. Against a lighter list, two ships near the station should be sufficient to claim it, and your flagship is free to hold back and cover your rear arcs. Fighters should be capable of destroying one of your ships in 6 rounds, but have difficulty getting into range to destroy two, which again is covered through the point gain of the objective.
Intel Sweep is the fun one, though. The positioning is as follows: your three objective tokens in a line, just past distance 5, with your objective ship on an angle, ready to bank parallel to your side of the map. It never needs to go past distance 4. It will pick up the first token on turn 2 and the second on turn 3, which is the absolute earliest the enemy objective ship can have reached that far. Your other two destroyers get placed facing the last two tokens and cruise slowly past them, forcing an enemy objective ship to enter the front arcs of two VSDs if it wants to reach the last marker before the start of turn 4. As above, a fast list with fighters can certainly take out one of your ships, but the bonus 75 points mostly makes up for it.
One of the great strengths of this list is its ability to blank an enemy fighter screen. Enemy bombers may be able to do enough damage to threaten a VSD, but points spent on anti-fighter capability are completely wasted. This has been played against 6 TIEs and even 6 X-Wings and taken little enough damage from them over the course of the game. Don't forget that with a navigate command, a VSD can bank enough to get away from several fighters in front of it, preventing them from simply sitting in front of it and getting free attacks every turn. Another great strength is the incredible durability. If it is possible to divide your opponent's ships and engage them separately, your fleet can potentially suffer 57 damage without losing a single ship; more realistically, it's possible to end round 6 with 5-6 damage on each of your surviving ships because your opponent wasn't able to concentrate enough fire into one place.
None of your objectives require you to travel far into the map, so feel comfortable leaving your ships at speed 1 (with a navigate token) and letting your opponent come to you. This makes it harder for them to circle behind you, especially if you bank your ships so that one's nose covers another's rear. It's also totally valid to abandon a fight you're likely to win if you're ahead on points. Multiple times, a rebel player has swept in behind me and slowed to keep me in their arc while another ship flanks me, and rather than exchange fire and possibly exchange my ship for their smaller one, I speed up to speed 2 and bank past them. If your opponent isn't expecting it, they can lose a turn of effective firing as they reposition, which can be enough to keep your monster alive.
I maintain that effective use of navigate commands is one of the critical skills of this game, and a talented player can make even VSDs dance more than their opponent expects. I have a photo of two of my destroyers passing each other with about a millimetre between their bases, each nose covering the other's rear. However, it's taken me a long time to get used to the lumbering movement of Imperial hardware, and I think that a list like this is very easy to misplay.